Fractal Softworks Forum

Starsector => Mods => Topic started by: Uomoz on March 22, 2012, 06:12:43 AM

Title: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on March 22, 2012, 06:12:43 AM
(http://i.imgur.com/ZnJvrvW.png)
DOWNLOAD (https://www.mediafire.com/?lmg6lprsohnvhim)
https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa

Unstable daily DEV (https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa)

Temporary POLL on TuP ships (https://docs.google.com/forms/d/1BuSmcNj_BfdslocPa18Aw7iHWxPCn7VTE_o3YgNXQPg/viewform?usp=send_form)

Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires Latest ShaderLib Utility Mod Active to run. Download ShaderLib here. (http://fractalsoftworks.com/forum/index.php?topic=7958.0)
Requires Modified vmparams file to load any game.
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.
Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp.

(http://i.imgur.com/Tyh8pVj.png) (https://www.youtube.com/watch?v=B2XmoZYjYio)

Collection of the best (imho) Mods, in both quality and lore, in a single Mod. All the Factions are perfectly integrated and have relations with each other.
I tried not disrupting the vanilla Starsector feel, enhancing some aspect of it for greater difficulty and achievement feel.
The selection of Mods is based on overall balance, sprite quality and lore quality, compared to vanilla.

(http://i.imgur.com/TMMv8f8.png)(http://i.imgur.com/BTTI81a.png)(http://i.imgur.com/Idg1bMS.png)(http://i.imgur.com/Rursmu8.png)(http://i.imgur.com/Ajj3M9x.png)(http://i.imgur.com/dTzPbvq.png)(http://i.imgur.com/FvbMvNJ.png)(http://i.imgur.com/4SSvt8C.png)(http://i.imgur.com/XtZ5FES.png)(http://i.imgur.com/XdStU0n.png)(http://i.imgur.com/BAxrP6k.png)(http://i.imgur.com/qjjee3j.png)(http://i.imgur.com/v2EzqOM.png)(http://i.imgur.com/h3a3Eo7.png)(http://i.imgur.com/4V32gNw.png)(http://i.imgur.com/h8uc25k.png)(http://i.imgur.com/1pmitaX.png)(http://i.imgur.com/EnYo8L1.png)(http://i.imgur.com/XCmaxA9.png)
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Features

The selected factions and mods, placed in a vanilla Sector (vanilla systems + modded systems) .
Choose your Journey, be independent, join a faction, be an overlord with your own followers.
Solid (and expandable) bounty system for all factions.
Abstraction system, allowing an unprecedented number of fleets to fly around the sector with minimal performance loss.
Complex and rewarding Craft System with a lot of new and interesting resources, like Blueprints.
Completely reworked Loot System.
Completely reworked Spawn System with an infinite amount of new variants for every ships, thanks to my variant randomizer, and very new and variegated fleets.
All fleets now have Levels and skill points, like players and generally move around a lot more from system to system.
Stations are now Dynamic through production and trade.
New amazing graphic effects thanks to Dark Revenant!

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Screenshots

Spoiler
(http://i.imgur.com/CnEEFs8.png)

(http://i.imgur.com/bPqhhdf.png)

(http://i.imgur.com/LMVAFSJ.png)

(http://i.imgur.com/YEVFMwQ.jpg)

(http://i.imgur.com/BKqDMUT.jpg)

(http://i.imgur.com/8c1nwfN.jpg)

(http://i.imgur.com/O5W957q.jpg)

(http://i.imgur.com/7uvAGMU.jpg)

(http://i.imgur.com/qeliUAo.jpg)

(http://i.imgur.com/ZOltgum.jpg)

(http://i.imgur.com/d8voPh4.jpg)

(http://i.imgur.com/kBzlHPb.jpg)

(http://i.imgur.com/LbvVuZg.jpg)

(http://i.imgur.com/I8JdEbs.jpg)

(http://i.imgur.com/xv40VRg.jpg)

(http://i.imgur.com/h7Lgsac.jpg)

(http://i.imgur.com/hTgMAMD.png)
[close]

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Selected Mods

mendonca's Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0) & ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0) & P.A.C.K (http://fractalsoftworks.com/forum/index.php?topic=6437.0)
Dark.Revenant's (many) Starsector+ features (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
MShadowy's Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Trylobot's Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
Cycerin's Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) &  Pirate Plus (http://fractalsoftworks.com/forum/index.php?topic=5812.0)
Eftkas's Portraits Galore (http://fractalsoftworks.com/forum/index.php?topic=5869.0)
MesoTroniK's Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0) & Mini Mods (http://fractalsoftworks.com/forum/index.php?topic=7375.0)
Erick Doe's Tore Up Plenty (http://fractalsoftworks.com/forum/index.php?topic=5762.0)
kazi's Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.0)

------------------------------------------------------------------------------------------------------------------
Changelog

Version 1 15\11 -
Spoiler
First version, I won't spoil the fun, go try the features!
[close]
Version 1.1 7\12 -
Spoiler
Oh Boy here we go! Implemented Void Walkers (optional growing and self sufficient player-owned faction). Implemented Tore Up Plenty and integrated into vanilla fleets. Implemented Exigency Corp. Updated Blackrock to (yet)UNRELEASED version. Updated Pirate Plus. Loads of quality-of-life updates to the crafting system. Ability to trade and sell blueprints.
[close]
Version 1.1a 8\12 -
Spoiler
Fixed burn values for TuP. Fixed being unable to join Tritachyon. Fixed start screen rare crash.
[close]
Version 1.1b 8\12 -
Spoiler
Fixed a null error on load game. Added "Tiger" pirate frigate Fixed some bugs with tabs when using the VW station. Added some vanilla variants by Cycerin. Fixed description error for Exigency. Made traders a little more dangerous. Changed starting ships.
[close]
Version 1.1c 9\12 -
Spoiler
Fixed missing Pirate Plus ships' values for campaign integration. Scaled up the cost in resources for bigger ships (now they cost roughly as vanilla).
[close]
Version 1.2 22\01 -
Spoiler
Added Mayorate, Interstellar Federation, Infernal Machine. Loads of fixes and quality of life upgrades (eg. production queue) . New start. Updated stats and compatibility for 0.6.2a (all ships have updated stats, until modders fix them officially). All mods up to date (JP, TuP, etc).
[close]
Version 1.3 17\05 -
Spoiler
Optimizations EVERYWHERE. Now requires ShaderLib as well as LazyLib. Updated all mods. Removed Kadur. Removed Interstellar Federation. Made all fleets in the sector generally bigger. Made a lot of changes so that fleets are spawned around the player location, making huge number of fleets per system possible. Added more types of fleets. Added Construction Rigs to big fleets. Made mining fleet actually stick to an asteroid. Made blueprints a bit rarer and crew slaves a bit more common. Completely reworked the Station interface for infinitely better usability. Fixed limited storage BUG for the SECRET station. Added a bounty hunt system for all factions (plus independents). Added confirmation dialogues for joining and leaving factions. BPs are now displayed by ship type, not faction. New modification system that allows you to change a ship into a similar one (tarsus-condor for example). You can also set any ship of your fleet to be aggressive/passive by default. Everytime your relationship changes (joining or leaving a faction for example) you get a complete report on the current statuses. Implemented a randomized variant maker so that any ship can be equipped in every possible way(inside the faction's weapons and ships lists). Fixed a BUG that didn't properly assign a flagship to AI fleets. Made loot drops a bit rarer. Made the start a bit harder. Added cool battle graphic effects thanks to Dark Revenant (anamorphic flares, explosions).
[close]

------------------------------------------------------------------------------------------------------------------
Notes

Most of the mod's features need to be referenced in internal lists so any other added mods sadly won't be able to use em.
When submitting feedback, please remember to post U'sS version and game version (also please provide .log and\or savefile if needed).

------------------------------------------------------------------------------------------------------------------
General Suggestions for Mod Integration

Use this folder structure: [graphics\modname\ships... & sounds\modname\fx...] instead of [graphics\ships... & sounds\fx...]
Name your hulls\".ship" files like: "modname_shipname.ship", "not shipname.ship"
Name your missions\"mission" folders like: "modname_mission", not "mission"
Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},

------------------------------------------------------------------------------------------------------------------
Credits

The community,
All the incredible programmers that "raised me up" in knowledge from nothing (LW, Zaph, Trylo) with examples and explanations,
The modders,
MAH BRO.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 22, 2012, 08:09:35 AM
Would you be so kind to add my mod in there ;D? Unless It's too troublesome for that.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 22, 2012, 08:39:43 AM
Would you be so kind to add my mod in there ;D? Unless It's too troublesome for that.

I don't want to be rude, but right now TimCORP don't quite satisfy the requirements to get into this compilation. The main reason is the lack of a "faction" feel to the set of TimCORP ships, that are in several different styles. If the mod manage to get this thing right I'll surely consider putting it in!

Nonetheless you did a good job on your mod.

- Uomoz out ;)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 22, 2012, 08:55:05 AM
Thanks :), well it is having many different art styles because... I wanted to do something unique, just to symbolise how different the design divisons think, and yet how they use all of them. But there will be a following art style from here on, ;).  (Main  reason for the differing artstyles is that the newest ones are not done by the same artist as before).
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: XpanD on March 22, 2012, 11:01:03 AM
This should be quite useful to a lot of people wanting an enhanced gameplay experience that does not mess with the game's balance - nice idea and good luck with it! Maybe my Positron faction will be able to sneak in here some day? I guess that's up to me, too. :P
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: medikohl on March 22, 2012, 11:10:45 AM
might I suggest corsairs of corvus?
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 22, 2012, 11:11:31 AM
This should be quite useful to a lot of people wanting an enhanced gameplay experience that does not mess with the game's balance - nice idea and good luck with it! Maybe my Positron faction will be able to sneak in here some day? I guess that's up to me, too. :P

I'd like to consider every faction eligible to enter the mod. The only real requirements to them is have "character", balance and a proper artstyle. The purpose of this mod is to seamlessly integrate all this interesting (not lore-breaking) factions together, adjusting the spawn rate (because the vanilla spawn rates make the system a little bit messy when there are 10 different spawn points).
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: arcibalde on March 22, 2012, 11:14:26 AM
I like this. have my favorites mods in it  ;D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 22, 2012, 11:19:49 AM
might I suggest corsairs of corvus?

Corsairs of Corvus is not quite yet on the standard of the currently added factions (both lore wise and balance wise), but I will surely consider putting them in when the Mod is more solid! Nontheless kudos to medikohl and DeathSG for their work on those ships!

I like this. have my favorites mods in it  ;D

Thank you! Feel free to comment or suggest any improvement!
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 22, 2012, 11:36:49 AM
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: arcibalde on March 22, 2012, 11:37:01 AM
Well, for commenting: i'm making mod that should fit in there perfectly  8)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: XpanD on March 22, 2012, 11:40:55 AM
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Well, for commenting: i'm making mod that should fit in there perfectly  8)
Oo, that sounds awesome. Can't wait.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 22, 2012, 11:46:28 AM
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Exactly!

Well, for commenting: i'm making mod that should fit in there perfectly  8)
Oo, that sounds awesome. Can't wait.

Can't wait to check it out ;)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 22, 2012, 11:55:55 AM
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?
I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.

Exactly!

Well, for commenting: i'm making mod that should fit in there perfectly  8)
Oo, that sounds awesome. Can't wait.

Can't wait to check it out ;)

Well, my mods artstyle isin't exactly... fitting the vanilla game :(, but i'm currently doing a total rebalance of my ships :)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: medikohl on March 22, 2012, 02:36:14 PM
Corsairs of Corvus is not quite yet on the standard of the currently added factions (both lore wise and balance wise), but I will surely consider putting them in when the Mod is more solid! Nontheless kudos to medikohl and DeathSG for their work on those ships!
I've been tweaking the balance for a while, just about ready on that aspect.
if anyone wants to make some lore that would be fine.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 23, 2012, 04:37:27 AM
Added Compendium (spreadsheet of all ships\fighters with comparative stats). It shows Vanilla and Mod ships.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Plasmatic on March 23, 2012, 06:03:41 AM
Any idea if this is compatable with the Minimash? It should be right?

EDIT: It is not, game complains about duplicate junk pirate weapons.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 23, 2012, 06:33:31 AM
Yeah, the mods overlap and are therefor incompatible.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 23, 2012, 09:38:58 AM
I'll just have to ask you, have you tried out the latest version of my mod? If so, did you feel the artstyle was getting a bit more..... Together? ;D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Plasmatic on March 23, 2012, 01:12:21 PM
I'll just have to ask you, have you tried out the latest version of my mod? If so, did you feel the artstyle was getting a bit more..... Together? ;D


No I haven't tried it, mostly because of the Terra class.. It just looks immensely OP and out of place.. but that's not for this thread.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 23, 2012, 01:19:28 PM
I'll just have to ask you, have you tried out the latest version of my mod? If so, did you feel the artstyle was getting a bit more..... Together? ;D


No I haven't tried it, mostly because of the Terra class.. It just looks immensely OP and out of place.. but that's not for this thread.

No threadjacking now, eh? :D (it's not op anymore, not too much, atleast :))
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 23, 2012, 07:17:16 PM
Updated! Lots of goodies, check out the OP!
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 24, 2012, 01:44:16 PM
Updated with Lotus 0.9, new spawn point for Nomads and new color for Nomads.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 24, 2012, 01:50:58 PM
Still considering to add my mod? ;D )the op is updated with all the ships that are in the mod :))
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 24, 2012, 01:58:59 PM
As I said i consider all mods, in the next future i plan to implement the Gun Runners.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 24, 2012, 02:03:01 PM
Good thing to see someone still remembers that mod :).  I would really like to hear your verdict about my mod, though, as i am really  considering about what to add (i mean if you're going to implement it or not ;D ;D)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Dante80 on March 24, 2012, 02:07:58 PM
Adding the gun runners would be a valid choice, both due to their usefulness in obtaining weapons for new hulls and also for their wicked carrier designs...^^
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 24, 2012, 02:34:26 PM
Adding the gun runners would be a valid choice, both due to their usefulness in obtaining weapons for new hulls and also for their wicked carrier designs...^^

Indeed! I will also tweak their station "faction relation reset" and apply it to all the factions in the mod.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 24, 2012, 02:43:50 PM
Dosen't the faction relation reset already work for most of the factions?
Just a quick Q here aswell: What mods do you intend to add, and how many mods in this pack would you consider "overcrowded"?
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 25, 2012, 04:24:13 AM
Updated OP with sexy ships roster.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Dante80 on March 25, 2012, 04:25:58 AM
Damn, that looks sexy indeed... :o

I'm sorry to say that man, but I release V1.00 today, so 3 more ships will be added. Sorry for the frequent updates...T_T
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 25, 2012, 04:32:31 AM
Dante, I really like your style so that's no problem at all!

After a week of this mod I'm getting quick at updating JAVA and CSV files xD
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 25, 2012, 04:35:10 AM
Well. That's Damn good looking :), hope you'll be adding more factions soon to that mix, and i hope even more that mine is gong to be a part of it. ;D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: arcibalde on March 25, 2012, 04:50:34 AM
@Uomoz    niiiiceeeee  ;D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 25, 2012, 05:00:49 AM
I just now realise how big the Gila Monster is.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 25, 2012, 05:06:51 AM
I just now realise how big the Gila Monster is.

It's actully not that powerful, I have to admit. I could easily beat it ;).
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: mendonca on March 25, 2012, 02:31:18 PM
This is fun ... If by fun, I mean 'getting my backside roundly thrashed regularly'. Although I suppose that does count as fun for a lot of people ... But, regardless, I'm back down to a Dram again, after losing my Hammerhead to a Ninja Eventide (completely bushwhacked by those needlers ...)

I do have 30k or so, so I might go and pick up a nice TT boat and gradually get my own back on those crafty Lotus scumbags...
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 25, 2012, 02:50:37 PM
This is fun ... If by fun, I mean 'getting my backside roundly thrashed regularly'. Although I suppose that does count as fun for a lot of people ... But, regardless, I'm back down to a Dram again, after losing my Hammerhead to a Ninja Eventide (completely bushwhacked by those needlers ...)

I do have 30k or so, so I might go and pick up a nice TT boat and gradually get my own back on those crafty Lotus scumbags...

I had a fine laugh reading this post xD. I'm implementing the "hostility reset" from the Gunrunners mod, that should ease the pain for many players (but I have to admit, i like dodging Jihad Armadas right into a Lotus Flotilla to be trashed over and over).

What I'd REALLY like to implement is "swapping hostilities" (like going peaceful with the Lotus and acquiring Hegemony hostility). But I may need some help for that.

NOTE: do any of the players of this mod thinks that a faction is way more powerful than another? Do any of em spawn too many fleets?
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Dante80 on March 25, 2012, 03:05:55 PM
Quote
But, regardless, I'm back down to a Dram again, after losing my Hammerhead to a Ninja Eventide (completely bushwhacked by those needlers ...)

The Eventide Cruisers can sure be quite tricky, those Lotus bastards put them into good use.

Fortunately though, most of the heavy firepower is concentrated on the starboard broadside. The Pirates use the added maneuverability that the tritium supercharged engines of the Eventides have to perform clockwise encircling runs when raiding merchant shipping. That leaves the port side exposed to concentrated attacks that can overwhelm the point defenses, especially if the ship is already tracking a target at its right. Moreover, the downscaled shield emitter leaves the engines exposed.

Thus, a strafing run concentrated at the bottom left of the hull can be a devastating tactic against those pesky pirates...especially if the turning rate of the attacking ship surpasses that of the cumbersome cruiser...^^
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 10:03:04 AM
Substantial changes in the new version ;) probably up in 3-4 hours.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 26, 2012, 10:05:30 AM
Substantial changes in the new version ;) probably up in 3-4 hours.
I am eagerly awating to see what new you have added :D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 11:48:59 AM
I'm struggling trying to modify the Gunrunners mod. That script is way too hard for my knowledge!
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Psiyon on March 26, 2012, 12:20:52 PM
Nice job on the compilation.

Unrelated: I see there's another Mass Effect fan on the boards aside from me :P
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 12:31:57 PM
Nice job on the compilation.

Unrelated: I see there's another Mass Effect fan on the boards aside from me :P

Thank you! (Big fan!)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: megal00t on March 26, 2012, 12:41:59 PM
like mass effect but they really screwed it up on this title... (Love the mod!)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 12:50:06 PM
Acually ME3 is the best game I've ever played, and I also think that most of the disappointment around that title is moved by fans arguing on the internet.

But thanks a lot for the appreciation!
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 26, 2012, 12:51:41 PM
Hmm. How's it going with that gunrunners code? And what mods will be part if thr next update? Gunrunners only?
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: cp252 on March 26, 2012, 01:18:16 PM
I was about to ask about Gun Runners actually, they're my favourite mod lorewise and gamewise. Having trouble with the code eh.  :-X How about asking the mod's maker for help?
I've been thinking of trying out the Lotus Pirates actually, but I want Nomads and Junk Pirates too, so this is perfect. I'd rather not lose my Gun Runners though.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 01:28:10 PM
I'm exchanging messages with Paul (super nice guy) that's explaining me the code. Next version will have Lotus 1.0 and the Serenity Station (!?!?!?!?).

I'll just say that in this Mod the relationships will be bound to eachother so you can't be friendly with everyone ;)

EDIT: Gun Runners will probably get into the Mod as a faction in 0.5 (but the relationship reset will be handled in a different way and not by them)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 26, 2012, 01:30:36 PM
Hmmm. Can you make a new faction pardon, specifically set to my faction? :), Paul seems to no longer update his mod so that's Why I'm asking you. :)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 01:35:36 PM
Hmmm. Can you make a new faction pardon, specifically set to my faction? :), Paul seems to no longer update his mod so that's Why I'm asking you. :)

That's actually super easy if you play with the gunrunners mod. You just need to add a few strings of code in a couple of files of that Mod. (what I'm doing in my Mod is changing a lot of the structure of Paul's Mod, so I can easily add more and more factions with their respective pardon value)
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 26, 2012, 01:42:17 PM
Aha. Anyhow, good work here, I see :) and how much until upload of next version of the mod? And I am going to be asking you this question: will you add my mod now? I've made sure it keeps a single art style. Pretty please? I've got cookies ;D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 26, 2012, 01:44:58 PM
Next version will be up tomorrow if I manage to fix that few lines of code I am struggling with (I'm going to bed now, getting late here). I need to check again TimCorp, I'll let you know!
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 26, 2012, 01:48:13 PM
Thanks :D
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Kilconey on March 26, 2012, 04:25:19 PM
Can we please be allies with the Junk Pirates?
I feel lonely in the system...
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 27, 2012, 01:24:04 AM
Can we please be allies with the Junk Pirates?
I feel lonely in the system...

But they are pirates! You will be able to set your allegiance to different factions in the next version though (but TT and Hegemony may not be happy about it).
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Kilconey on March 27, 2012, 06:27:43 AM
But they are pirates! You will be able to set your allegiance to different factions in the next version though (but TT and Hegemony may not be happy about it).
[/quote]

I guess you're right...

But I always betray the Hegemony in the end anyway. XD
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 27, 2012, 07:15:16 AM
I set up a diplomacy system. This will be fun. Allegiances are gonna shift quickly.

New version up in an hour or so. I will need a betatester or two for the time being.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 27, 2012, 07:55:19 AM
0.4 is up folks. Let me know if there's something broken! (I worked a lot on this one, especially writing scripts ex-novo so might have some bug hidden somewhere).

Now updating Roster and Compendium.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Trylobot on March 27, 2012, 08:00:17 AM
I'm going to feed your changes to Nomads (re: the spawn point) back into the standalone version, because I was planning on doing that anyway , but I'm not going to name the planet Arrakis. I'm trying to keep explicit references to Dune to a minimum, because that is a huge IP backed by some really scary lawyers, and I don't want to tempt fate in the slightest. I was however planning on making a desert planet for them to spawn at, and making it small and close to the system's star.

I'm not too keen on the color change though.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Uomoz on March 27, 2012, 08:14:32 AM
I'm going to feed your changes to Nomads (re: the spawn point) back into the standalone version, because I was planning on doing that anyway , but I'm not going to name the planet Arrakis. I'm trying to keep explicit references to Dune to a minimum, because that is a huge IP backed by some really scary lawyers, and I don't want to tempt fate in the slightest. I was however planning on making a desert planet for them to spawn at, and making it small and close to the system's star.

I'm not too keen on the color change though.

Yeah the color change was poorly implemented (JP and Nomads had both yellow so i had to change it), I will work on on it and change Nomads planet name in the next version. Thanks for stopping by Trylobot, I appreciate the feedback. (Suggest me a nice color! For Nomads or Junk Pirates).

If I may suggest you in return: I often see that Nomads overwhelm other faction's fleets, not sure if they spawn too much or in too big fleets, maybe their influence on the system should be toned down a little (I'll work on this too but I wanted to let you know).
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: Upgradecap on March 27, 2012, 08:15:49 AM
Nomads too powerful? Should try to add a equally or stronger faction in ( Luke mine! ;D), or decrease their spawn rate
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: megal00t on March 27, 2012, 10:57:54 AM
i have always found the doom cannon and nomads in general to be OP. about the doom cannon; in my mod pack i reduced the damage, made the laser sprite smaller and increased the speed of the projectile so it looks more pewpew  ;D
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Trylobot on March 27, 2012, 11:55:04 AM
I'm currently in the process of rebalancing all of the nomads ships with thorough playtesting, so hopefully folks won't find them so OP. I have noticed so far that the Scarab fighter is incredibly OP, so he's getting a solid nerf. The Iguana was actually underpowered so I will be giving them a boost but also increasing their cost; their fleet cost and base value will put them squarely near the top of the list of the heaviest fighters, which was actually my intent; somewhere between frigate and fighter, which is good. The Komodo was overpriced I found compared to similar cost destroyers, and so I'll probably be just reducing their fleet points etc.

As for the Doom Cannon: I will be reducing the firing rate and upping the flux cost per shot, given that it has no limits on ammunition, and to reinforce the idea that the Gila Monster requires support to be successful.

@megal00t: I strongly oppose making big balance changes like what you've described without my permission. Please remove Nomads from your pack, or keep them in as I have made them. If you have suggestions, please PM me.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Uomoz on March 27, 2012, 12:22:36 PM
I'm currently in the process of rebalancing all of the nomads ships with thorough playtesting, so hopefully folks won't find them so OP. I have noticed so far that the Scarab fighter is incredibly OP, so he's getting a solid nerf. The Iguana was actually underpowered so I will be giving them a boost but also increasing their cost; their fleet cost and base value will put them squarely near the top of the list of the heaviest fighters, which was actually my intent; somewhere between frigate and fighter, which is good. The Komodo was overpriced I found compared to similar cost destroyers, and so I'll probably be just reducing their fleet points etc.

As for the Doom Cannon: I will be reducing the firing rate and upping the flux cost per shot, given that it has no limits on ammunition, and to reinforce the idea that the Gila Monster requires support to be successful.

Good, I'll wait this changes with anticipation! Also I'd like to point out to megal00t that even if he can do more or less anything he wants with his mods, I'd prefer to express my suggestions (as a mod collector-aggregator) to the modders themselves so that all the factions (in this case "Nomads") are the same in all mods! Repacks like this, helps giving modders ideas about what's OP and what's underpowered, after that they just need time (and will xD).

Ah I almost forgot, as suggested I changed the Nomad's planet name to Adum'Tulek (completely random) and their color is back to yellowish ;). I had to move their planet a little further away from the sun otherwise the factions *** the starting area.

EDIT: just got tweeted by Alex *_*
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: cp252 on March 27, 2012, 12:50:23 PM
The pack deserves it, bro. Enjoying myself very much.
Were the nomads always aggro? I thought their fluff was that they would rather keep to themselves.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Uomoz on March 27, 2012, 12:55:27 PM
Nope they were neutral in the original Mod (just checked because i was not sure!). We can discuss if they are considerable "pirates" or not.. :)
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Trylobot on March 27, 2012, 01:09:27 PM
They are neutral to everyone except the Tri-Tachyon and the Hegemony, by design. They're friendly with the pirates.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Uomoz on March 27, 2012, 01:13:46 PM
They are neutral to everyone except the Tri-Tachyon and the Hegemony, by design. They're friendly with the pirates.

Mmh i see your point, i will set them neutral to the player and to the independents in next version! (not to the pirates though, they may be friendly towards pirates but pirates don't give a damn about it, YARRR)
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: cp252 on March 27, 2012, 03:44:02 PM
I think the pirates wouldn't bother hitting the nomads- too little loot, too many guns. No convoys to hit even, or weak cargo ships to pick off.
Can we have JP be a shade of red? Or teal. Fits their ship hulls better. Cream for the nomads would be nice.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Uomoz on March 27, 2012, 04:07:31 PM
I think the pirates wouldn't bother hitting the nomads- too little loot, too many guns. No convoys to hit even, or weak cargo ships to pick off.
Can we have JP be a shade of red? Or teal. Fits their ship hulls better. Cream for the nomads would be nice.

If I'd set all the pirate factions neutral with the Nomads they would "take over" the system. Keeping them at war is a way of balancing things ^^. JP are already teal in 0.5 DEV ;)
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: Paul on March 27, 2012, 04:35:23 PM
Glad to see you got it working  :)

I like the mod so far. A compilation focused on trying to maintain balance and consistency is nice. No offense to the mishmash people, but I never really got into that mod due to some of the mods added being so unbalanced.

Paul seems to no longer update his mod so that's Why I'm asking you. :)

Just thought I should comment on this too while i'm here  :P, reason I haven't updated it is Alex hasn't updated the game, and I don't really see anything more to add to the Gun Runners mod with the current modding tools. I've played it and it seems reasonably well balanced, I'm happy with the ships I've added (not much of a sprite artist, so making more would be a stretch for me - I've cut up and recolored the core ships enough I think haha), and I haven't had any reports about issues with the mod - so I don't really have anything to update it with.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: craftomega on March 27, 2012, 05:20:06 PM
Glad to see you got it working  :)
I like the mod so far. A compilation focused on trying to maintain balance and consistency is nice. No offense to the mishmash people, but I never really got into that mod due to some of the mods added being so unbalanced.

And thats why there is more then one collection of mods. Why should we have 2 collections that are the exact same. Mine is ment to get as many good mods in one collection, Uomoz's is ment to get the most... I almost wanna say RPG'ish style mods....
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 28, 2012, 11:32:40 AM
Up v5 ;)
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: cp252 on March 28, 2012, 12:03:23 PM
Thank god the planet's moved. I gave up and devmoded myself 100k after wasting 6 newgames (SIX, no exaggeration) getting killed by wolfpacks in the first minute.
Title: Re: Uomoz's Corvus (Factions Collection)
Post by: medikohl on March 28, 2012, 05:10:41 PM
Nomads too powerful? Should try to add a equally or stronger faction in ( Luke mine! ;D), or decrease their spawn rate
Your shameless self promotion and inability to take no for an answer angers me.
Title: Re: Uomoz's Corvus (Factions Collection) v0.4
Post by: medikohl on March 28, 2012, 05:16:08 PM
Glad to see you got it working  :)
I like the mod so far. A compilation focused on trying to maintain balance and consistency is nice. No offense to the mishmash people, but I never really got into that mod due to some of the mods added being so unbalanced.

And thats why there is more then one collection of mods. Why should we have 2 collections that are the exact same. Mine is ment to get as many good mods in one collection, Uomoz's is ment to get the most... I almost wanna say RPG'ish style mods....
Yeah, when DeathSG and I were working on it....lets just say it was just after campaign mode came out, and many mods hadn't been balanced yet.  So we were doing it ourselves. also trying to keep up with updates and adding things of our own. didn't work so we passed it off to somebody else.  Right now I'm focusing on making all the ships I created balanced against vanilla ships. (That damn dachshund frigate sized carrier, seriously dropped the speed down on that one to make it far more vulnerable)
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: cp252 on March 28, 2012, 05:50:49 PM
The Dachshund is insane...
Um, Uomoz. Is it me or are fleet spawn rates really low in this mod?
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 28, 2012, 05:56:44 PM
The Dachshund is insane...
Um, Uomoz. Is it me or are fleet spawn rates really low in this mod?

I didn't touch them xD. Many modders changed their spawns in the latest versions so maybe that's the reason. But I find them good in my playthroughs.

If you think it may be a bug I will get right on it.
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 29, 2012, 09:40:25 AM
Whoa! Is it me or the Nomads completely disappeared off the map? I guess the spawn nerf hit em too hard xD
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Trylobot on March 29, 2012, 10:24:18 AM
I noticed that there are far, far fewer of them since making them hostile to everyone. I think I will revisit the spawn rates again before the next release, and in the interim if you have any improvements to the scripts code, send them to me and I'll backport it to the standalone.
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Dante80 on March 29, 2012, 10:26:21 AM
I noticed that there are far, far fewer of them since making them hostile to everyone. I think I will revisit the spawn rates again before the next release, and in the interim if you have any improvements to the scripts code, send them to me and I'll backport it to the standalone.

ditto  :)
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 29, 2012, 10:29:22 AM
Well, actually they where hostile to everyone from the version 0.1 of this mod, still they ruled the system. Now It's actually safer for them (neutral to player and Independents) but I always see 0 Jihad Fleets around. Mmh.

EDIT:

I guess the parameter to be changed is this:
system.addSpawnPoint(nomadSpawn);
for( int i = 0; i < 8; ++i )
{nomadSpawn.spawnFleet();}

into the Gen file.

Or maybe this:    
protected CampaignFleetAPI spawnFleet() {
String type = null;
float r = (float) Math.random();
float p = 1.00f - r;

into SpawnPoint file.

EDIT2:

MEH, I found the reason why the Nomads didn't spawn AT ALL. Fixed in version 6.
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 29, 2012, 12:49:41 PM
DEV 6: Fixed all facions spawnrate to 5 max fleets and 5 days interval check.
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Cryten on March 30, 2012, 07:40:51 PM
I just want to voice my support for this mod, I enjoy how most of the factions are quite balanced and fit well with the existing game. I didnt want to grab something with everything, just the best fits and this one fit the bill perfectly. I do thind the sustain fire of the nomads faction is a bit much but I think it is okay in that they dont have a station to buy them out at so you have to capture thier ships and tech.

A little touch on the spawn rates. I think that your will need more then 5 max fleets because of the scout types. If the large fleets dont get cleared then it will cause all the large fleet spawns to hog all the slots. Do the modded factions go back to thier spawn to resupply, despawn and respawn?
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 30, 2012, 07:54:14 PM
I just want to voice my support for this mod, I enjoy how most of the factions are quite balanced and fit well with the existing game. I didnt want to grab something with everything, just the best fits and this one fit the bill perfectly. I do thind the sustain fire of the nomads faction is a bit much but I think it is okay in that they dont have a station to buy them out at so you have to capture thier ships and tech.

A little touch on the spawn rates. I think that your will need more then 5 max fleets because of the scout types. If the large fleets dont get cleared then it will cause all the large fleet spawns to hog all the slots. Do the modded factions go back to thier spawn to resupply, despawn and respawn?

Thank you for the support! To answer your question, yes all the fleets do despawn in time. Tomorrow I will post v6 with some buxfix, some script rewrite and the changed spawns. This is pretty much work in progress so tell me if you guys see a faction winning over the others. The Nomads are a strange beast, sometime they rule everything, sometime they disappear. Damn Tuareg xD.
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: SteelRonin on March 31, 2012, 01:06:21 AM
well th Nomads are mysterious and majestic, but when the space *** hits the space fan...

they have the doom cannon
Title: Re: Uomoz's Corvus (Factions Collection) v5
Post by: Uomoz on March 31, 2012, 05:08:56 PM
Updated to V6! Lotus love and spawnfix ! (more action lategame)
Title: Re: Uomoz's Corvus (Factions Collection) v6
Post by: Upgradecap on April 01, 2012, 02:53:00 AM
Heh. Nice collection you're making here, yeah ;D. Do you actully plan on adding more mods?
Title: Re: Uomoz's Corvus (Factions Collection) v6
Post by: Uomoz on April 01, 2012, 05:25:57 AM
Yeah sure!
Title: Re: Uomoz's Corvus (Factions Collection) v6
Post by: Upgradecap on April 01, 2012, 05:35:39 AM
So you are, which are the most likley for the next update? And any ETA for it? ;), really like the work being done here.
Title: Re: Uomoz's Corvus (Factions Collection) v6
Post by: Uomoz on April 01, 2012, 05:45:02 AM
Many of the mods I'm keeping an eye on are either incomplete or imbalanced for vanilla values, so I'll add em when they are on par with current implemented mods ;). TimCORP on the other hand have the problem that it don't fit at all in the lore I'd like to have in my mod. They are
Quote
A advanced empire, utilizing the latest technology to their advantage against all their enemies, seeking total destruction of the hegemony and tritachyon alike.
And that kills pretty much the current concept of the Corvus System (dominated by He and TT, with many smaller factions roaming around).
Title: Re: Uomoz's Corvus (Factions Collection) v6
Post by: Upgradecap on April 01, 2012, 06:09:37 AM
Hah. You actully belive that line? :), It's just propaganda from them ;), in reality, they aren't that strong at all, and if they are, one can just tweak the spawn rates and the fleet points for each fleet down.
Autoresolve wins most battles against them, and i have beaten them with pirate ships only (execpt for the buffalo, which plainly sucks)


But your call, and i wish you good luck with the mod ;D
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 03, 2012, 05:34:01 AM
Updated Nomads ;)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Cryten on April 03, 2012, 03:43:57 PM
Suggestion: Limit the early stock of modded space stations, they carry a very large selection of some of the best late game material right at the start of the game and remove alot of the tough selection at the start of the game from the semi random selections at Tri Tach and Hedge.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 04:06:50 AM
Suggestion: Limit the early stock of modded space stations, they carry a very large selection of some of the best late game material right at the start of the game and remove alot of the tough selection at the start of the game from the semi random selections at Tri Tach and Hedge.

I like that. Checking starting cargo list for stations right now, seems like that the issue here is Lotus Pirates Station that holds pretty much every weapon of the game from the very beginning. Lowering their stocks in v8.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 04:47:44 AM
Suggestion: Limit the early stock of modded space stations, they carry a very large selection of some of the best late game material right at the start of the game and remove alot of the tough selection at the start of the game from the semi random selections at Tri Tach and Hedge.

I like that. Checking starting cargo list for stations right now, seems like that the issue here is Lotus Pirates Station that holds pretty much every weapon of the game from the very beginning. Lowering their stocks in v8.

Heh. Lotus station dosent hold all weapons in the game from start, and I've played it. Though my station does......... >.<
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 04:53:48 AM
I found a good way to balance this (probably): keep only the weapons that common variants of Lotus use on starting station , remove the rest.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 04:57:03 AM
But where do you set which weapons the stations will spawn with?
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 05:01:57 AM
LotusSectorGen.JAVA
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 05:03:16 AM
Aha. When will the next update for this come? And will you be adding more mods to it? Such as the massfarer mod? Possibly mine?
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Dante80 on April 04, 2012, 08:43:38 AM
I found a good way to balance this (probably): keep only the weapons that common variants of Lotus use on starting station , remove the rest.

Yep, that would be a nice balancing factor.  ;)

 In the Lotus Mod, the Anchorage station holds and renews all vanilla missile and ballistic weapons (no energy weapons, or weapons coming from other mods) for 2 reasons:

1. Because almost all ships sold are bare hulls.
2. For giving the player the chance to try out different loadouts for the ships sold.

When placed in a compilation mod, the above characteristic can be somewhat unbalancing/immersion breaking. So the best compromise would be to stock the station with the weapons that the faction commonly uses. (at this point at least, more variants and loadouts for the lotus ships will come with the next version).
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 11:31:04 AM
Aha. When will the next update for this come? And will you be adding more mods to it? Such as the massfarer mod? Possibly mine?

Really, man, stop asking. xD

Next Update soon(tm).
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 11:34:17 AM
Heh. You've removed your images in the signature so you go around with a "image not available" sign XD

EDIT: You've fixed them now i see. And mind telling me who that figure in your Profile pic is?
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 12:10:43 PM
Heh. You've removed your images in the signature so you go around with a "image not available" sign XD

EDIT: You've fixed them now i see. And mind telling me who that figure in your Profile pic is?

Tali, sexiest alien in ME universe. And she has a shotgun.
(http://social.bioware.com/uploads_group/2000/1305/8817.jpg)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 12:13:50 PM
I see you're a talimancer ;), if one had to choose, i'd prefer liara, actully (No haters allowed here ;D)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 04, 2012, 12:15:24 PM
I see you're a talimancer ;), if one had to choose, i'd prefer liara, actully (No haters allowed here ;D)

Absolutely. I respect all opinions (spam not so much so let's cut this OT discussion here ;)).
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 04, 2012, 12:21:17 PM
I see you're a talimancer ;), if one had to choose, i'd prefer liara, actully (No haters allowed here ;D)

Absolutely. I respect all opinions (spam not so much so let's cut this OT discussion here ;)).

Agreed. Good mod (since i didn't find anything else to say :D)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: 2_Wycked on April 05, 2012, 06:09:29 AM
I would *love* to see the Ironclads or IDF in here... otherwise, kudos! Junk pirates rule.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 05, 2012, 06:21:05 AM
I would *love* to see the Ironclads or IDF in here... otherwise, kudos! Junk pirates rule.

Just my HO (Humble Opinion) here, but i don't think i want to see the IDF here. Not that it's not a great mod or so, because i think it's good, but it's just that Opness of theirs that would, in my opinion, screw this minimash over and over. Their fleets a re utterly capable of destroying everything. No execptions.
Though i'd actully love to see more mods in here, definently.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 05, 2012, 06:24:54 AM
Project Ironclads and Thiiei's Ascendency are total conversions (not actually a faction) and don't quite fit in a vanilla game (that's too bad because i love em, and if possible I'd like to add them when muliple systes are implemented), IDF (as lovely designed as it is) is meant for another type gameplay.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 06, 2012, 04:42:29 AM
Roster prettified ;). Ver.8 up as soon as Trylobot update Nomads (with new Gila and Sandstorm skins, fix and tweaks, can't wait).
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 06, 2012, 04:51:49 AM
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 06, 2012, 08:21:47 AM
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.

I'd like to but I have very little time to work on them atm :(
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 06, 2012, 08:32:48 AM
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.

I'd like to but I have very little time to work on them atm :(

Can help you with adding them into campaign ;)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: cp252 on April 06, 2012, 08:55:48 AM
I wonder if there's a way to make ships uncapturable for balance purposes...
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Uomoz on April 06, 2012, 08:59:02 AM
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.

I'd like to but I have very little time to work on them atm :(

Can help you with adding them into campaign ;)

They already are in campaign in my DEV version. Can't put them in while they only have 2 ships though :D

I wonder if there's a way to make ships uncapturable for balance purposes...

I'd like to know that too :)
Title: Re: Uomoz's Corvus (Factions Collection) v7
Post by: Upgradecap on April 06, 2012, 09:01:37 AM
Yeah, you can put them in with only two ships.
The massfarer mod already does this, and their faction fleets are based around the two ships for each faction :D
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Uomoz on April 06, 2012, 10:38:36 AM
Ver 8 Up!
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Upgradecap on April 06, 2012, 10:41:17 AM
Hope the massfarer mod will make it here! Will it?
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Uomoz on April 06, 2012, 10:43:20 AM
Hope the massfarer mod will make it here! Will it?

Ehrr, no? Not really a faction, plus it works with it's own balance and setting.

<--- Not that I don't like Mass Effect.
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Upgradecap on April 06, 2012, 10:43:59 AM
Oh well, was worth a shot ;D
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Cryten on April 07, 2012, 11:25:39 PM
Are earlier version compatible with later version as far as save's go? SPecifically I would like to go from 6 to 8.
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Uomoz on April 07, 2012, 11:31:47 PM
I *think* so. I'm not quite sure about the content of the save file data though...
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Uomoz on April 08, 2012, 08:05:22 AM
Adding the Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0) to the Collection. Welcome aboard keptin!
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Uomoz on April 08, 2012, 07:17:30 PM
V.9 DEV roster: http://img207.imageshack.us/img207/6139/rosterh.png

:3
Title: Re: Uomoz's Corvus (Factions Collection) v8
Post by: Psycho Society on April 09, 2012, 12:19:47 AM
Wow, nice! I love junk pirates and the nomads, so I'll need to try out this mod next play through.
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Uomoz on April 09, 2012, 11:33:48 AM
HUGE v9 update in the OP.
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: keptin on April 09, 2012, 11:41:52 AM
Fantastic, I can't wait to try it out!  Downloading now.
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Upgradecap on April 09, 2012, 11:43:27 AM
I am eagerly awaiting the day when you add my mod here
Until then i am a sad panda :-\
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Uomoz on April 09, 2012, 11:45:22 AM
Fantastic, I can't wait to try it out!  Downloading now.

Have fun! Unless you find a gamebreaking bug. That's not fun.

I am eagerly awaiting the day when you add my mod here
Until then i am a sad panda :-\


Man, I wrote my thoughts about your mod via PM ;)
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Upgradecap on April 09, 2012, 11:46:22 AM
Yeah, i know.
I am still a sad panda :)
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: 2_Wycked on April 09, 2012, 11:49:56 AM
Am I actually able to purchase Nomad ships in your mod? Cause it's really annoying that I can't in craftomega's Minimash...
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Uomoz on April 09, 2012, 11:52:13 AM
Am I actually able to purchase Nomad ships in your mod? Cause it's really annoying that I can't in craftomega's Minimash...

No. I keep the factions as the modders intended. Sorry about that ;).
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: keptin on April 09, 2012, 12:39:39 PM
Oh man, it's awesome! I laughed when I realized the IF station is slowly orbiting sol and I see what you mean by separating out the scripts/world files.  I'll definitely be playing this mod over mine alone; it's just so darn fun. Also, mendonca's Junk Pirates are great bad guys--they're fun to destroy and make for a good starting enemy faction since they aren't too tough in small numbers.

Anyhoo, it seems the feds need some smaller, less powerful craft and super fun stuff to sell at their station.  I'll be making some neat IF weapons, focusing on lower level small-slot stuff.  I'd like to dig into the existing ones as well, since they were part of the old MissilesInc mod and don't all feel right with the IF in their current forms.
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Uomoz on April 09, 2012, 12:45:03 PM
Oh man, it's awesome! I laughed when I realized the IF station is slowly orbiting sol and I see what you mean by separating out the scripts/world files.  I'll definitely be playing this mod over mine; it's just so darn fun. Also, mendonca's Junk Pirates are great bad guys--they're fun to destroy and make for a good starting enemy faction since they aren't too tough in small numbers.

Anyhoo, it seems the feds need some smaller, less powerful craft and super fun stuff to sell at their station.  I'll be making some neat IF weapons, focusing on lower level small-slot stuff.  I'd like to dig into the existing ones as well, since they were part of the old MissilesInc mod and don't all feel right with the IF in their current forms.

I'm happy you have fun! If you don't mind, PM me any request you have for your faction (alliances, most hated faction, proper diplomacy integation, spawn tweaks, etc), and I'll get the modifications in ;).

To any other player: what about the new faction? To big\small fleets? Any other comment?
Title: Re: Uomoz's Corvus v.9 (Factions Collection)
Post by: Uomoz on April 10, 2012, 08:56:49 PM
Version 10 is out.

I'm really proud of this community, of all the incredibly creative modders that made this little project of mine possible and all Uomoz's Corvus players.

Again, thank you all!
Title: Re: Uomoz's Corvus v.10 (Factions Collection)
Post by: cp252 on April 11, 2012, 01:58:42 PM
I hate that my laptop isn't with me, I really want to play.
Was gonna ask for Gun Runners again. But Lotus sort of makes them redundant... And lotus is better anyway.
Add the Scourge, I need something scary to fight late game. Or, you know, increase the fleet spawns and fleet sizes of Hegemony and TT...
Title: Re: Uomoz's Corvus v.10 (Factions Collection)
Post by: Uomoz on April 11, 2012, 02:11:02 PM
I hate that my laptop isn't with me, I really want to play.
Was gonna ask for Gun Runners again. But Lotus sort of makes them redundant... And lotus is better anyway.
Add the Scourge, I need something scary to fight late game. Or, you know, increase the fleet spawns and fleet sizes of Hegemony and TT...

I was thinking about tweaking the lategame, but then i thought about the upcoming patch (with limited fleetsize), so I'll be waiting before changing much ;).

Scourge is gonna get in. Probably in an optional package. With huge swarms that suddenly apper\disappear.
Title: Re: Uomoz's Corvus v.10 (Factions Collection)
Post by: Emailformygames on April 12, 2012, 06:08:27 PM
Hey I was just wondering if you could have an alternate download that doesn't require 7z?

Thanks!  :)

Oh and great job on the compilation!
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 18, 2012, 12:49:02 PM
New version up.

Expansion Pack xD.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 18, 2012, 12:54:14 PM

Expansion Pack xD.

Wow. Never actully thought of having a expansion pack for a mod. You sir, take the grand prize :)

And what are the future plans on expansions? ;D
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 18, 2012, 12:56:57 PM
I plan to give the Scourge an important role. I'm thinking about many more cool scripts to gather allies in the system and start a crusade against a common threat, or items to activate secret gates that could bring in some ancient enemy of your enemy... I'm not done here yet ;)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 18, 2012, 01:01:41 PM
Ancient enemy of my enemy........

But my enemy is the TimCORP. And the hierarchy. and the IDF.

And pretty much all other factions......



Will that mean that more factions will join the fray?
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: cp252 on April 18, 2012, 01:04:40 PM
When you say you're not done, do you mean you've figured out some way of making the engine do it but haven't coded it yet? :o
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 18, 2012, 01:08:10 PM
The crusade is possible, provided you know your way around.

But getting enemies in the middle of stuff is possible,  though i don't know about a artifact.....
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 18, 2012, 01:09:22 PM
When you say you're not done, do you mean you've figured out some way of making the engine do it but haven't coded it yet? :o

Yep ;)

Ancient enemy of my enemy........

But my enemy is the TimCORP. And the hierarchy. and the IDF.

And pretty much all other factions......



Will that mean that more factions will join the fray?

Not speaking about *you* Upgradecap, but *you* player xD. Yeah I am in contact with the new faction modder and we settled a cool Background for both Scourge and this new faction :D

EDIT:
The crusade is possible, provided you know your way around.

But getting enemies in the middle of stuff is possible,  though i don't know about a artifact.....

Yeah you can use items to activate scripts and such (like the pardon system).
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 18, 2012, 01:14:26 PM
May I know which the new modder is? Someone we know or someone yet to be revealed XD
And does he have a mod out here?
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 18, 2012, 01:20:35 PM
May I know which the new modder is? Someone we know or someone yet to be revealed XD
And does he have a mod out here?

Tehehe. Who knows.

Spoiler
Spoiler
Spoiler
Spoiler
Spoiler
Spoiler
Spoiler
(http://img0.joyreactor.ru/pics/comment/%D0%BB%D0%B8%D1%87%D0%BD%D0%BE%D0%B5-%D0%BF%D0%B5%D1%81%D0%BE%D1%87%D0%BD%D0%B8%D1%86%D0%B0-%D0%B4%D0%BE%D0%B1%D1%80%D0%BE-%D0%B8-%D0%B7%D0%BB%D0%BE-47180.jpeg)
He do have a mod here.(http://)
[close]
[close]
[close]
[close]
[close]
[close]
[close]
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 18, 2012, 01:25:26 PM
I knew you'd try to troll me. And what's his mod? The trollface mod? XD
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: cp252 on April 18, 2012, 04:25:11 PM
So tell me more about the Scourge.

Oooh, yes expand the universe that'll be fun
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 19, 2012, 12:28:39 PM
HA-HA   Upgradecap you old fox you aint fool anyone! We know that new enemy of scourge is ancient race -----> TimCORP!!! Yeah!!! That's why you didn't post stuff to TimCORP tread and you let it sink on second page... I'm reading you as book.  8)  You are planning something HUGE with Uomoz and now i know what  8)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: SwipertheFox on April 19, 2012, 12:33:31 PM
WHAT!!!  :o  IS that true!!!  New people to kill *cough * discover.  Maybe  :-\
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 19, 2012, 12:36:40 PM
HA-HA   Upgradecap you old fox you aint fool anyone! We know that new enemy of scourge is ancient race -----> TimCORP!!! Yeah!!! That's why you didn't post stuff to TimCORP tread and you let it sink on second page... I'm reading you as book.  8)  You are planning something HUGE with Uomoz and now i know what  8)

Damn, you got me.
 
Who told you? Someone in high Command? Anyways, you are too late to stop me now. The forces that be (TimCORP) is too powerful now for anyone to stop. not even you 8) MUHAHAHAHAHAHAHA >:D
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: SwipertheFox on April 19, 2012, 12:41:23 PM
HA-HA   Upgradecap you old fox you aint fool anyone! We know that new enemy of scourge is ancient race -----> TimCORP!!! Yeah!!! That's why you didn't post stuff to TimCORP tread and you let it sink on second page... I'm reading you as book.  8)  You are planning something HUGE with Uomoz and now i know what  8)

Damn, you got me.
 
Who told you? Someone in high Command? Anyways, you are too late to stop me now. The forces that be (TimCORP) is too powerful now for anyone to stop. not even you 8) MUHAHAHAHAHAHAHA >:D

Here in the command offices of the IDF " Evil is the second greatest threat to the universe.  Those ponies are the first.  Watch those damn ponies!!!  LOL....   ;)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Sarkovar on April 19, 2012, 01:44:57 PM
SUPAH EDITO MODA GO: Problem solved :P
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 19, 2012, 01:52:49 PM
Its in here, i think    :   [graphics/scourge/ships/spreader.PNG]

Go into mod dir and then in graphic/scourge/ships and then find spreader.PNG   and check if "PNG" is written in CAPS. If it's not you change it to PNG from png.

Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Sarkovar on April 19, 2012, 01:59:19 PM
It was the opposite. I changed it from PNG to png and it worked. But I would have never thought to look without your suggestion so thanks a bunch. ;)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 19, 2012, 02:11:58 PM
 ;D
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: keptin on April 21, 2012, 10:49:28 AM
I love the introduction of the Scourge! Makes me want to make some anti-scourge ships to fight the infestation.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 21, 2012, 11:36:48 AM
Their are quite gamebreaker in UC 11, fixed in UC 12 (that adds 2 factions :D).
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 21, 2012, 11:59:12 AM
Their are quite gamebreaker in UC 11, fixed in UC 12 (that adds 2 factions :D).

A-HA!!! So it's TimCORP and some one else. WHO?!  Oh, wait, Upgradecap have 2 fractions in his mod  :-\. Meh i thought that i was on something here...
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Radiack on April 21, 2012, 01:46:14 PM
They *** all of Hegemony's, TT's, Lotus, Junk Pirates, IF fleets
I cant even beat them with vandala's quick start mod lol

Now i regret suggesting that enforcer.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Vandala on April 21, 2012, 01:51:54 PM
They *** all of Hegemony's, TT's, Lotus, Junk Pirates, IF fleets
I cant even beat them with vandala's quick start mod lol

Now i regret suggesting that enforcer.

My mod works with other mods?!

That's news to me or did you manually edited them to combine them?
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Radiack on April 21, 2012, 01:56:09 PM
They *** all of Hegemony's, TT's, Lotus, Junk Pirates, IF fleets
I cant even beat them with vandala's quick start mod lol

Now i regret suggesting that enforcer.

My mod works with other mods?!

That's news to me or did you manually edited them to combine them?

They work, you can even use all 3 types of tech at the same time.
I guess i am going to try that against the scourge
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Vandala on April 21, 2012, 01:59:43 PM
They work, you can even use all 3 of them at the same time.
I guess i am going to try that against the scourge
Interesting, so the Starfarer program just adds stuff up and combines it?
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 21, 2012, 02:16:06 PM
Yeah. Pretty cool isn't it?
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Vandala on April 21, 2012, 04:00:39 PM
Yes and no.

It can be useful. But it can also mess things up.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: arcibalde on April 21, 2012, 04:13:21 PM
What it can mess up? If you don't like something you turn it off.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Vandala on April 21, 2012, 04:16:55 PM
True, it's a better system then not allowing mods to work together.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: cp252 on April 21, 2012, 05:37:28 PM
Wiped the floor with a blob and 2 swarms in sequence, no crew losses.  ;D
Also the main fleet is scary. And FUN
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 22, 2012, 03:41:40 AM
Wiped the floor with a blob and 2 swarms in sequence, no crew losses.  ;D
Also the main fleet is scary. And FUN

That's what I hoped to hear. thanks! Working hard to make them even more interesting in next version (they will be a little less disruptive).
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: cp252 on April 22, 2012, 01:28:56 PM
I'll tell you the problem with them: you don't have enough time to build a fleet before they pour out of their little asteroid and start eating everyone.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 22, 2012, 01:33:46 PM
Yeah I've extended that time too. Also next time they will despawn after a while, and wont keep on bashing all the system.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 23, 2012, 03:01:07 PM
I need some happy testers to try the new Scourge spawn system :D (plus you'll have the new 2 factions revealed).
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Sunfire on April 23, 2012, 03:01:35 PM
I need some happy testers to try the new Scourge spawn system :D (plus you'll have the new 2 factions revealed).

I will
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 23, 2012, 03:02:40 PM
Mee too!!!!1!1!1!!!1!!!!!

Sorry. Just had to do that. :)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: 2_Wycked on April 23, 2012, 06:29:37 PM
I'd love to.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: cp252 on April 24, 2012, 12:54:40 AM
Odd. No more fleets spawn if I wipe out the Scourge fleet immediately. Is that a bug?
I wanna test~
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 24, 2012, 03:31:19 AM
They spawn 10 fleets every time the asteroid passes near the sun BUT if you manage to kill the main "Scourge" fleet they stop spawning (you managed to kill the infection yay!). If you find that the main fleet is too weak (it's 250 points worth of Scourge madness though) I can buff it up! But with vanilla config files (standard max FP in battle) should be somewhat balanced.
In the DEV version the asteroids starts near the sun and *should* spawn the 10 fleets after a single day. The main purpose of this test is to see if the fleets do spawn in the same place every asteroid cycle. In a previous DEV version the fleet spawn was delayed a few days each cycle and after a while they spawned far away from the sun, harmless.


I'd love to.

PM incoming ;).

To all testers: any feedback, like this, is much apreciated!
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Upgradecap on April 24, 2012, 03:33:11 AM
Feedback? Well, i can't say really much from my limited oppertunities, so wait a few minuets ;)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 24, 2012, 03:46:13 AM
*updated OP with DEV TESTERS FOCUS*
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Cordacc on April 24, 2012, 08:58:01 AM
i could test it, I have the next 2 days off.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 24, 2012, 09:13:10 AM
i could test it, I have the next 2 days off.

PM'd ;)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 24, 2012, 10:15:10 AM
PM'd

Thanks for the feedback!

Yeah, I need some better parameters for starting ships: I just used price and class (Frigate with price below 6500) but I can refine it. Should I cut the Vixen from the starting ships?

.resources: the factions you mention don't have a pardon system as the other "civilized" factions do.

mission: that mission is going to have a single playable ship on release (I was testing 150 FP vs 150 FP but that doesn't works as the mission should have only 1 possible outcome).
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Cordacc on April 24, 2012, 10:35:55 AM
pming now.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Psiyon on April 24, 2012, 12:05:57 PM
Now that I've got the majority of my senior project BS out of the way, I can return the favor by helping you test this.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 24, 2012, 12:16:11 PM
Now that I've got the majority of my senior project BS out of the way, I can return the favor by helping you test this.

Thanks for the support!

I'll release a new version soon(-ish™), as I'm working my ass out on it right now. It may require a new DEV, I'll let you know as soon as it happens.
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 25, 2012, 09:46:58 AM
Sending new DEVs to testers. Need immediate feedback if possible (will update the TESTERS FOCUS in OP now).

v.12 is upon us. (I just need some more feedback from testers)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Retep on April 26, 2012, 05:46:29 AM
Hey, I'm currently trying out a serious new youtube channel, and was planning a lets-play style series on starfarer, and I really like the look of your mod. Do I have your permission to film it on your next version (12)? (Balancing reasons+I love the federation).
Thanks
Peter

My Youtube Channel (http://www.youtube.com/user/RetepTheEyeCandy?feature=mhee)
Title: Re: Uomoz's Corvus 11: Incursions (Factions Collection)
Post by: Uomoz on April 26, 2012, 05:48:44 AM
Hey, I'm currently trying out a serious new youtube channel, and was planning a lets-play style series on starfarer, and I really like the look of your mod. Do I have your permission to film it on your next version (12)? (Balancing reasons+I love the federation).
Thanks
Peter

My Youtube Channel (http://www.youtube.com/user/RetepTheEyeCandy?feature=mhee)

Absolutely! :D

v12 out very soon (unless I discover some gamebreakers in the next 20 minutes).
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 06:59:10 AM
V12 up. I *hope* there are no issues or bugs, the amount of code to check every time is getting huge xD.

Have Fun!
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: keptin on April 26, 2012, 07:07:28 AM
Hell yeah, I can't wait to check this out this evening!
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Vandala on April 26, 2012, 07:20:38 AM
Two renames:

plague_rider.png > plague_rider.PNG
spreader.png > spreader.PNG
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Sarkovar on April 26, 2012, 07:31:18 AM
It's the opposite for linux lol, I have to rename the .PNG to .png, but I wouldn't be using linux (insert linux elitism snobbery here) if I didn't know how to jam square pegs into round holes.
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 07:32:48 AM
Two renames:

plague_rider.png > plague_rider.PNG
spreader.png > spreader.PNG

Ack. I did check for that kind of format issues, but in windows it shows me .png no matter what (just checked, they seemed fine).
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Retep on April 26, 2012, 07:53:55 AM
Thanks very much!

Bearing in mind my urge to join the Federation, do you have any good ideas as to a good overall aim for the lets play. (For instance, wiping the pirates out of the system, not sure thats possible, but its an example)
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 08:04:04 AM
Faction's can't be wiped (2 can actually :D). As a goal i'd say buying an IF's Titan Class Carrier, it's not cheap and should be fun as a mid-term goal.
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Retep on April 26, 2012, 08:07:02 AM
Got it, well I'll give it a try. Back to studying for impending uni exams for now though.
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Vandala on April 26, 2012, 08:12:23 AM
Ack. I did check for that kind of format issues, but in windows it shows me .png no matter what (just checked, they seemed fine).
I'm used to it by now, it doesn't bother me.  ;)
Title: Re: Uomoz's Corvus 12: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 11:35:54 AM
Updated link to V12.1

Slightly tweaked some timings between the new warring factions (Optional).
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Retep on April 26, 2012, 12:04:22 PM
http://www.youtube.com/watch?v=Gg0qeD-WO48 (http://www.youtube.com/watch?v=Gg0qeD-WO48)

There you go, feedback and spreading it round is very appreciated :)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: cp252 on April 26, 2012, 12:31:41 PM
Strange bug, probably a game issue: I got my onslaughts and broadsides camped at the end of the map, taking out every Scourge ship. As the first of the Nailers were deployed, the battle ended, and suddenly my 100% hull onslaughts were (at the victory screen) at 5% health, along with every unit I'd deployed in the battle- and I know none of my ships took hull damage.
After 3 repeats of the same, getting more than half my 1000 point fleet to 5% hull, the Scourge fleet is gone.
The new factions don't appear once I wipe them, I assume that's intended?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 12:36:03 PM
Yep if you kill the *main* Scourge fleet you kill the Scourge completely ;)

About that bug: I'd like to help but I find that very hard to reproduce xD. It may be some form of game issue.

http://www.youtube.com/watch?v=Gg0qeD-WO48 (http://www.youtube.com/watch?v=Gg0qeD-WO48)

There you go, feedback and spreading it round is very appreciated :)

Ha! Nice video! I will post it in the OP! (If you plan to start from scratch, use the updated 12.1 version as it's a little better) ;)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Falcon1826 on April 26, 2012, 12:42:17 PM
Having a problem downloading the newest update for the mod, 12.1, when I try to click on the download link it tells me that the URL is invalid. Am I using the wrong download link or is something just not working for me?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 26, 2012, 12:48:01 PM
Having a problem downloading the newest update for the mod, 12.1, when I try to click on the download link it tells me that the URL is invalid. Am I using the wrong download link or is something just not working for me?

Sorry, had to take down the link for a quick update (I forgot to add proper supplies to the 2 *permanent* fleets in the system so they died out too quickly). It should be back online.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Falcon1826 on April 26, 2012, 12:50:41 PM
Yeah its working now thanks, cant wait to go try it out.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: chronobomb on April 26, 2012, 07:58:32 PM
I can't seem to get this mod working. It keeps telling me that sabotpod cant be found and crashes.

Update: Its missing Harpoonpod, Annhilatorpod, Sabot pod.

I am probably missing some mod everyone else has.

Update 2: I'm an newb idiot. I just bought this game yesterday but the file it had me download was not the latest version. Now I'm good.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 27, 2012, 02:24:38 AM
I just *drastically* reduced initial spawn and spawn rate for all modded factions in DEV. A lot more slow-paced (harder to get better ships), a lot more vanilla-ish. Atleast Hegemony manage to be present in system this way. I like it.

What do you guys think?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on April 27, 2012, 02:55:54 AM
I just *drastically* reduced initial spawn and spawn rate for all modded factions in DEV. A lot more slow-paced (harder to get better ships), a lot more vanilla-ish. Atleast Hegemony manage to be present in system this way. I like it.

What do you guys think?

I don't know, don't have it BUT if it is like you describe it it's good. All modded races shouldn't take primary role they are just guests. Maybe Scourge from time to time... Or something like that  ;D
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 27, 2012, 03:23:15 AM
Scourge and Purifiers are a different thing as they are not *playable* factions. :D

*UPDATED ROSTER*
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on April 27, 2012, 03:27:29 AM
 :P
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: keptin on April 27, 2012, 04:00:15 PM
Played 12.1 a bit today and it's fantastic!  Holy snap the Scourge are tough buggers and their swarms just keep coming.  As you saw, there's some special sauce waiting for them in the latest IFed patch and I'll have v1.14 out sometime tomorrow with more goodies.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 27, 2012, 04:31:51 PM
Played 12.1 a bit today and it's fantastic!  Holy snap the Scourge are tough buggers and their swarms just keep coming.  As you saw, there's some special sauce waiting for them in the latest IFed patch and I'll have v1.14 out sometime tomorrow with more goodies.

Yay! (DEV is up to date with IF, just to let you know :D, plus I'm working with a modder for a new faction implementation in v13) BUT:

I'm currently analyzing the data sheets.

This community needs some form of guidelines, some ships (not gonna give names) have TT-level stats with a low tech cost -.-

I'm not willing to balance all this ships (I strongly believe that balancing is in the hands of the creators), but there is some issue with balance in many mods, and I just noticed reading the stats.

I'd like to start some sort of "ladder" (like: Tempest is a Frigate Grade 2, Lasher is a Frigate Grade 5). The grade would influence the price of the ship in the collection.

I'd like to calculate the EHP of a ship directly with a sheet function (should be easy to implement with excel) as one of the main parameters to determine the Grade, any help about determining the formula is well appreciated ;)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: keptin on April 27, 2012, 10:29:12 PM
I've been toying with something just like that since the "call for balance" thread. It uses an aggregate score taking various stats into account with graphs to show where ships lie relative to others.  If I can get it working, I'll post it.

*edit* Ok, I posted what I've got.  http://fractalsoftworks.com/forum/index.php?topic=2382.0
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Legacy on April 28, 2012, 10:55:09 AM
Do you know how to fix this? I downloaded the mod and instead of extracting it (which i was blind and didnt see it extract at the time) i put it into a notepad. Now i cant extract it and put it into my game. I cant undo it either because it wont let me put it back into a file. I have tried redownloading it but still the same thing. Im not sure what to do, do you guys have any ideas?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 28, 2012, 11:09:23 AM
Right click the file, properties, inside the popup: "Opens with:", click Change..., select 7-Zip File Manager or RAR or any other decompression program you use.

I hope it's clear enough.

:)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Legacy on April 28, 2012, 02:47:59 PM
Ok i tried that but i cant change the file. I did Open with and all it said was notepad. Like the thing is stuck in a notepad that wont open. Im not sure what i have to do to fix this. But maybe when the new patch comes out, since its a different file i will be able to play.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on April 29, 2012, 01:54:12 AM
or you can use winrar or whatever you use to extract, so open winrar go file->open find your "notepad file" and open it and then extract it.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Radiack on April 29, 2012, 07:08:37 AM
I managed to capture a Disgorger, and some weapons like, spores, biocannons, and some other stuff when i realized they required 999 ordance points. So i sold it to the lotus pirates, maybe i shouldn't have done that, now that disgorger is going to infest all the lotus ships D:
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 07:16:58 AM
Ahahah xD.

Yeah, Scourge ships and weapons are not compatible with common technology.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Retep on April 29, 2012, 07:41:22 AM
I'll be updating to 12.1 :) Will 1.3 be save-friendly?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 07:46:56 AM
I'll be updating to 12.1 :) Will 1.3 be save-friendly?

V.13 will have a completely new faction, so I guess not :(

You can start with V.13DEV (it's like V12 + some tweaks and updated IF), the download is under the main download link ;)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: cp252 on April 29, 2012, 07:54:00 AM
I run a fleet with nothing but Scourge ships and Valkyrie carriers for Marines. No crew required ftw. Though my flagship IS a Paragon.. It has a lovely evil overlord feel to it, and hell no am I setting foot on one of those infested ships.
Refitting Scourge ships: Just load the default loadout. Heheh.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 07:59:08 AM
I run a fleet with nothing but Scourge ships and Valkyrie carriers for Marines. No crew required ftw. Though my flagship IS a Paragon.. It has a lovely evil overlord feel to it, and hell no am I setting foot on one of those infested ships.
Refitting Scourge ships: Just load the default loadout. Heheh.

Heeee. Gotta find new interesting ways to prevent players to use the Scourge. Like minimum crew requirements 9999999.


-.-
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Radiack on April 29, 2012, 08:51:59 AM
Uomoz, what is the diference between scourge flock, swarm and blob? and also where is the main fleet?
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 08:55:15 AM
Uomoz, what is the diference between scourge flock, swarm and blob? and also where is the main fleet?

1) Just number of FP and fleet composition proportions.

2) The main fleet is (in 12.1 and 13DEV) on a corner of the map, either top-right or bottom-right.

Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Hyph_K31 on April 29, 2012, 11:00:19 AM
Download for mac is not working  ???

instead of a .zip file a .7z file is downloaded instead.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 11:16:03 AM
7z is another compression format (slightly more efficient)

I'll reupload the V13DEV in .zip format now just for compatibility.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Legacy on April 29, 2012, 11:48:33 AM
Yay im so happy, since u put in the dev mode i am now able to play the mod. Guys none of ur suggestions worked D:. but thanks for trying to help :D
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Hyph_K31 on April 29, 2012, 12:07:42 PM
7z is another compression format (slightly more efficient)

I'll reupload the V13DEV in .zip format now just for compatibility.

Cheers :)

great mod btw!
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 29, 2012, 12:11:31 PM
Thanks to both :D
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Retep on April 30, 2012, 02:37:09 AM
Had some trouble filming 12.1 with horrible FPS, so I'll try downloading the new dev version and try again.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Cryten on April 30, 2012, 06:49:38 AM
Im a bit worried about the elder ships being overpowered super goliaths that I tend to want to avoid in mods. How are they balanced? Im still running a game in version 8 so I cant be judgemental though.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Radiack on April 30, 2012, 06:51:45 AM
Maybe they should make nomad weapons incompatible with normal ship.

Spoiler
(http://i1127.photobucket.com/albums/l624/Radiack/screenshot003-1.jpg)
[close]

Spoiler
(http://i1127.photobucket.com/albums/l624/Radiack/screenshot004.jpg)
[close]
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: vagyr on April 30, 2012, 06:58:16 AM
unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Upgradecap on April 30, 2012, 07:26:36 AM
unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...

If you have 999 OP cost on the weapons, let the ships have 1-2 op, and they can still mount them, though the player can't mount anything on the ships. Also, this can be countered by letting the ships have a unlimited crew requirment (Set really high) and let the fleets spawn with large amounts of crew. :)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: vagyr on April 30, 2012, 07:29:59 AM
unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...

If you have 999 OP cost on the weapons, let the ships have 1-2 op, and they can still mount them, though the player can't mount anything on the ships. Also, this can be countered by letting the ships have a unlimited crew requirment (Set really high) and let the fleets spawn with large amounts of crew. :)


I am actually doing the 90+ op cost for some missile weapons for my faction actually. But if you accidently remove a weapon you cant place it back so it kinda ruins the customization options in case you have say 2 unique weapons for your race and you want to let players choose which one to use.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Upgradecap on April 30, 2012, 07:31:53 AM
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 30, 2012, 07:55:41 AM
Maybe it should be a large mount, the yellowjacket be a frig with a large mount but is not flux-efficent enough to fire pretty much anything else then the Pulse Maser. I'll PM Trylobot about this.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: vagyr on April 30, 2012, 08:37:52 AM
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.

really? This requires further testing to confirm awesomeness!
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Shoat on April 30, 2012, 11:25:05 AM
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.
really? This requires further testing to confirm awesomeness!

It is true.
If it is in a stock variant, you can equip any weapon to a ship even if it far exceeds OP or the ship has the wrong mounts for it.


That is how that one frigate from the minimash can have an autopulse laser in it's large ballistic slot and it is also how you can just normally use Scourge ships you board after combat:
By having the Scourge weaponry you looted in your inventory and loading up a stock variant for the Scourge ships.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on April 30, 2012, 02:32:15 PM
Im a bit worried about the elder ships being overpowered super goliaths that I tend to want to avoid in mods. How are they balanced? Im still running a game in version 8 so I cant be judgemental though.
I balanced them as much as i could. Don't have any feedback on them yet :)  HP and ship OP are in line with vanilla ships but you have to take in account that those ships are bigger then vanilla capitals. They don't have shields. Just do not attack them up front :P
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: keptin on April 30, 2012, 05:19:38 PM
I think they're fine, if not underpowered for what they're supposed to be.  I was able to kill one of the wide ones by sniping at its back for a few minutes and I went up against three of the long ones and just outran their missiles until they exhausted their ammo and had to retreat.  Both matches won with a little IFed Scythe interceptor.
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: Uomoz on April 30, 2012, 05:37:43 PM
It's fixed in next version, they won't retreat anymore (and if they do, 90% sabotage rate xD).
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on April 30, 2012, 11:41:34 PM
I think they're fine, if not underpowered for what they're supposed to be.  I was able to kill one of the wide ones by sniping at its back for a few minutes and I went up against three of the long ones and just outran their missiles until they exhausted their ammo and had to retreat.  Both matches won with a little IFed Scythe interceptor.

WHAT?! How dare you to destroy humans only hope against Scourge!  :P
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: keptin on April 30, 2012, 11:57:45 PM
Well, I didn't expect them to be pushovers.   ;)
Title: Re: Uomoz's Corvus 12.1: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 01, 2012, 12:23:15 AM
I can bet it was like this:

Poor Elder fighting tirelessly The Scourge. Hitting them hard, trying to save Corvus. After huge battle against main Scourge fleet couple of barely survived Elder ships helplessly floating around repairing what can be done.

And POP!

Your IF death fleet approach. Instead of lending hand to beat up protectors you decide to brutally attack them. And slaughter begins...


How could you i say how could you!  :P
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 01, 2012, 01:14:57 PM
V13 UP.

0.52a Compatibility and more.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Upgradecap on May 01, 2012, 01:22:45 PM
I see. Good work :)

Also, i re-balanced my mod, and it should be up tomorrow, incase you was undecided of adding it ;)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Cordacc on May 01, 2012, 05:05:09 PM
I would personally suggest adding new weapons .25 to this, even if it is only the weapons and not the ships because there are so many interesting weapons, giving much more variety to how ships can be outfitted.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 01, 2012, 05:34:03 PM
What New Weapons do that I don't like much is cover all the possible gaps that a specific set of weapons lack. I do like the fact that ballistic\energy\missiles have their own shortcomings. I suggest to activate that mod *with* Uomoz's Corvus, it should be fully compatible.

I'll think about it and look more closely at that mod, thanks for the feedback ;)

Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: keptin on May 01, 2012, 06:15:45 PM
Super sweet, can't wait to check out v13 and .52a!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 01, 2012, 06:42:13 PM
Was really looking forward to this mod-pack but I've seen to encountered a issue here... I've properly installed it, and I don't know if having each of the mods separately is making it like this (there not turned on mind you) this mod-pack is simply not showing up in my list of mods. I don't know why this is as I have properly installed it, and can see all the mods I normally use but not it. Is there something obvious I'm missing here like it wont show up if you have such and such installed as well?
I see the following just to be sure I'm not tripping and it really is missing:
CFS Mod 0.28
Fight For Universe: Sector Xplo 1.0.1.3
Gun Runners 1.04
Interstellar Federation 1.151
Ironclads 2.4
Junkpirates, Ship and mission mod 1.16
Neutrino Faction 1.00
Positron Faction Mod 0.1 alpha
Relics - Long forgotten past 2.2
Scavengers 0.5
Starfarer Plus 1.02
The Lotus Conglomerate 1.10
The Nomads 0.7
The Scourge Demo 4
The Scrappers Faction 1.25

Again I can see all of these mods alone but your mod-pack doesn't show up, and I really wanted to use your mod-pack because if I'm not mistaken you have some mod-pack specific features included in this fact that involves the individual factions effecting each other rather then just sorta passing by each other when installed independently?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 01, 2012, 06:52:04 PM
That's really weird. It should show up, it's a regular mod as all the others you listed. I just tried and downloaded the version from mediafire and it correctly show up in my game. Have you Updated to 0.52a? Try moving all the other mods folders to a temporary location leaving there only Uomoz's Corvus.

About the mod: yeah the focus of this pack is to make sure that every faction I put in have some specific interactions with the others ;).
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 01, 2012, 07:05:08 PM
I've just found a bug with the Starfarer 0.52a UI for mods. The last mod in the list if it starts with a U (ironic cause it's UI) clips off the list. Literally it wont let you scroll down any further to select the mod even though the game recognizes that is it is a available option. I can't scroll down to CLICK it, and this ONLY occurs if you have more then 6 mods inside your mod folder. I don't know why it chooses to make your mod clip off the list as opposed to the others, I suppose it's just because it happens to be the last mod on the list... But even then I've tested this some more and all the other mods DON'T clip when over 6 in the mod list when last. Only yours does..

LAWL dude this is ACTUALLY A SERIOUS THING, Starfarer hates your name man! I renamed a random one of the other mods to Uomoz's Scrappers or Uomoz'ss Scoruge, and ANY mod with U in the first letter of it's name clips off the list of mods! If you have the ability to contact the developers tell them that Starfarer doesn't like your name for some reason man.
OK to bypass this issue I am going to rename your mod-pack in the files... Can I do this please?
Also can you try and imitate this glitch because I can imitate anytime you ask me too without fail on MY Machine, I want to know if it happens to other people too. So go download 6-8 mods, and put them all in your mods folder and tell me if your mod-pack clips off the list.

(By clips I mean it's there, you can see part of it on the bottom but the scroll wont let you scroll down to see it enough to click it on.)

Edit: Does anyone know of a free screen recording software that also records your mic? I could record the error and show you guys what I'm talking about because, and I am not kidding with this Anti-U glitch thing here, is REPEATABLE. I can imitate the glitch without fail at a whim.

Second Edit: It doesn't just appear to be U. It is whatever mod has the last name on the list. Although U just so happens to be the last most of the time, tell me if you have this issue as well please, I was just amazed earlier because I taught that Starfarer actually had a thing against the letter U. Apparently Starfarer just has a thing against the last mod in the list.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: keptin on May 01, 2012, 10:14:30 PM
I suppose an easy temporary solution could be to add an extra descriptor file named "zzz" as a space for the bottom.

I had a chance to play the mod for a couple hours today and I really love it!  I've been making small fixes as I go along and came up with a few neat ship ideas.  One thing I did notice is that the IFed don't have much of a map presence in v13.  Not sure if their spawn rate is low or they have too many enemies, but they don't seem to be around much...you know, not that I'm biased or anything.  8)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 02, 2012, 03:19:03 AM
I lowered all spawn rates to TT values (like 10 fleets max, refreshed every 5 days), but the IF should have less enemies then most of the other factions hence have a slightly better map presence.

About the modlist Bug.. Starfarer, Y U hate Uomoz? xD
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 02, 2012, 03:29:29 AM
*quietly pushes a logo Uomoz' way*

 ::)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Starfarer_Final.png) (http://fractalsoftworks.com/forum/index.php?topic=2381.0)

*runs and hides*



By the way, I appreciate all the work you're putting in merging all these mods together to create an awesome gameplay experience!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 02, 2012, 03:37:49 AM
I'm being corrupted by some mysterious forces here.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Tindahbawx on May 02, 2012, 04:37:00 AM
Hey man, how do you deal with Scarabs, while in a Frigate yourself?

They're tougher than some destroyers to crack, and the Pirate faction has a lot of them about early game.

cheers!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Upgradecap on May 02, 2012, 05:20:17 AM
I'm being corrupted by some mysterious forces here.

What force mat that be? ;D
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Retep on May 02, 2012, 10:04:23 AM
Uomoz, part two (much improved-less nooby with me actually winning in the gameplay XD) is being uploaded, I'll throw the link at you when its ready :) Thanks for 13 its great so far!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 02, 2012, 10:27:30 AM
Uomoz, part two (much improved-less nooby with me actually winning in the gameplay XD) is being uploaded, I'll throw the link at you when its ready :) Thanks for 13 its great so far!

Can't wait to see it and have some good laughs!!! :D

EDIT: Uploaded DEV 14.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Hyph_K31 on May 02, 2012, 10:57:47 AM
I'm being corrupted by some mysterious forces here.

What force mat that be? ;D

Energy demons...

nuff said.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Upgradecap on May 02, 2012, 12:29:37 PM
I'm being corrupted by some mysterious forces here.

What force mat that be? ;D

Energy demons...

nuff said.


Don't.  You.   Dare.  Bring.  That.   Discussion.    Here.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Retep on May 02, 2012, 12:33:12 PM
http://www.youtube.com/watch?v=SGK950_rCWc&feature=youtu.be (http://www.youtube.com/watch?v=SGK950_rCWc&feature=youtu.be)
Thar we go, enjoy! :)

I'll be uploading to this (http://fractalsoftworks.com/forum/index.php?topic=2364.msg30681#msg30681) thread as well so discuss it in depth there if you want to so we don't take this thread away from the mod.... and/or energy demons :)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 02, 2012, 01:21:26 PM
Found a typo in the dev build that crashes the game at the initial loading screen. When the big scary claw satellite of DOOOOM (a.k.a. the Earthcracker)'s hull file searches for the folder "interstellarfederation" it decides to rage quit because the folder is actually named "interstellarFederation" and it refuses to admit that its the same damn thing.

Aside from that and the plague rider and spreader hull files still containing the same typos that cause crashing I haven't had any problems
with the dev build.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: keptin on May 02, 2012, 01:36:31 PM
Thanks for the find Sarkovar, it's been fixed in IFed v1.161.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 02, 2012, 01:58:53 PM
Thanks for the find Sarkovar, it's been fixed in IFed v1.161.

No problem, I live to serve.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 02, 2012, 02:29:05 PM
Found a typo in the dev build that crashes the game at the initial loading screen. When the big scary claw satellite of DOOOOM (a.k.a. the Earthcracker)'s hull file searches for the folder "interstellarfederation" it decides to rage quit because the folder is actually named "interstellarFederation" and it refuses to admit that its the same damn thing.

Aside from that and the plague rider and spreader hull files still containing the same typos that cause crashing I haven't had any problems
with the dev build.


Fixed in my DEV. Uploading it now.

Thanks for the report! (I guess you are using linux!)

Also, the IF station is a lot closer now xD.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: keptin on May 02, 2012, 03:01:17 PM
Looking forward to the space carnage.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 02, 2012, 03:01:31 PM
Indeed I am using mighty penguin, and Hallelujah! Gone are the days when the IF base occupied the ass crack of the system. ;D That base was WAAAAY out in the boonies.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: keptin on May 02, 2012, 03:07:54 PM
Trying Dev 14 now.  Right off the bat I noticed the mazer pulse beam's firing sound is damn loud.  I wonder if the 0.52a broke the sounds.json volume controls as turning it down to 0.2 seems to have no effect.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 02, 2012, 03:31:27 PM
That's weird, the sounds of modded weapons are perfectly fine on my side :\
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 02, 2012, 09:25:47 PM
Whoever made that Cerberus Class Assault Frigate needs to get locked away for making such a death machine. Duct tape a heavy blaster and  staple a burst pd laser to it's hull and it's like strapping a bazooka to a go-cart, s***'s blowing up everywhere and it's fast enough that most things can't even touch it. Watch out though, if it gets hit by anything bigger than a baseball it'll get blown away like a trailer in a tornado. It's a shame the only way I've ever gotten one was by editing the faction fleet files, it's a rush to say the least. ;D
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: chami on May 03, 2012, 12:51:23 AM
For some reason, fighting the Scourge always ends up with most of my ships losing crew and ending up at 5% hull. This occurs even with the majority of the Scourge fleet turning tail and retreating without a fight. Is something bugged or are they supposed to be that broken (which is incredibly stupid)?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 03, 2012, 01:55:28 AM
Hi! Thanks for the feedback! The Scourge is being reworked as we speak (there are problems with the auto-resolve, they are devastating with the current algorithm), for the moment if you want to fight a Scourge fleet I suggest you to control the battle yourself ;).
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Retep on May 03, 2012, 04:28:44 AM
Did you see I uploaded part two? :)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 03, 2012, 04:56:18 AM
EDIT:

Oops wrong answer xD. Yeah I saw the video and rated it Retep! Nice!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: chami on May 03, 2012, 07:36:24 AM
Hi! Thanks for the feedback! The Scourge is being reworked as we speak (there are problems with the auto-resolve, they are devastating with the current algorithm), for the moment if you want to fight a Scourge fleet I suggest you to control the battle yourself ;).

That's the thing, I didn't autoresolve it. I fought one of those Hull Hunter fleets and I disabled the few ships that didn't retreat, after which I let the battle end normally.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 03, 2012, 10:04:42 AM
That sounds like a bug D:
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: cp252 on May 03, 2012, 10:09:32 AM
I've reported that before, Uomoz.  :P Camping their map edge with 3 undamaged Onslaughts and 12 Broadsword wings, killing everything, they retreat and I end up with 3 caps and 12 wings all at 5% health exactly.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 03, 2012, 10:34:39 AM
I've reported that before, Uomoz.  :P Camping their map edge with 3 undamaged Onslaughts and 12 Broadsword wings, killing everything, they retreat and I end up with 3 caps and 12 wings all at 5% health exactly.

Sorry cp252 that must have slipped off my mind ;).

I'll run some simulations and stuff and try to come to some conclusions!

In the mean time:
(http://gifsforum.com/images/image/you%20get%20a%20cookie/grand/here_have_a_cookie.jpg)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 03, 2012, 09:21:53 PM
Game crashes after about 10 seconds after I load my save. As far as I'm aware it occurs after a CPU battle takes place, then suddenly black screen. Sense there are battles happening all over the map I'm not sure which one crashes the game although I think the battle may of been between Hegemony and Junk Pirates but again I can't be sure. Here is (at least what I think is) the important part of the Starfarer.log file. Everything above this was simply Starfarer loading texture files for all the mods, and nothing looked out of the ordinary.

Code
 
72019 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_AdmiralThomsan_607542480931200669...
73268 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
73282 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
78884 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
at java.util.AbstractList$Itr.next(AbstractList.java:343)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.super(Unknown Source)
at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
89049 [Thread-6] INFO  com.fs.profiler.Profiler  - ID                                                                          Calls   Duration    Percent
89049 [Thread-6] INFO  com.fs.profiler.Profiler  - -------------------------------------------------------------------------------------------------------
89049 [Thread-6] INFO  com.fs.profiler.Profiler  - Main loop in Title Screen State                                              3414     58.36s    100.00%
89049 [Thread-6] INFO  com.fs.profiler.Profiler  -   Display.update() and sleep() (if not vsynced)                              3413     46.38s     79.48%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -   Title screen rendering                                                     3414      6.51s     11.16%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -     LayeredRenderer rendering                                                3414      2.57s      4.40%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      1.57s      2.69%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -       Ship rendering                                                         1587      0.55s      0.95%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -         Module rendering                                                     3174      0.34s      0.58%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -         EngineGlow rendering                                                 1587      0.15s      0.26%
89050 [Thread-6] INFO  com.fs.profiler.Profiler  -         Damage decal rendering                                               1587      0.05s      0.08%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.02s      0.03%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Flux vent rendering                                                  1587      0.00s      0.00%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -       Fighter rendering                                                      2787      0.25s      0.42%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         EngineGlow rendering                                                 2787      0.13s      0.22%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Damage decal rendering                                               2787      0.06s      0.11%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Module rendering                                                     5574      0.03s      0.06%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.02s      0.03%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -         Flux vent rendering                                                  2787      0.00s      0.00%
89051 [Thread-6] INFO  com.fs.profiler.Profiler  -       Cloud rendering                                                        3414      0.21s      0.35%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     Screen panel rendering                                                   3414      2.36s      4.05%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                       -      0.77s      1.32%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatEngine rendering bg and stars                                      3414      0.38s      0.65%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatEngine rendering bottom particles                                  3414      0.34s      0.57%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatState updating starfield                                           3414      0.04s      0.07%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatEngine rendering top particles                                     3414      0.02s      0.04%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     Rendering sun glows                                                      3414      0.01s      0.03%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     Rendering whiteout                                                       3414      0.01s      0.02%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatEngine rendering debris                                            3414      0.00s      0.01%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -   CombatEngine.advance()                                                     3412      3.43s      5.87%
89052 [Thread-6] INFO  com.fs.profiler.Profiler  -     Advancing entities                                                       3412      1.17s      2.01%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -       Ship.advance()                                                        27406      1.03s      1.77%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -         Advancing weapon groups                                             27406      0.62s      1.06%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                 -      0.35s      0.61%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -           BasicWeaponAI.advance()                                           75506      0.15s      0.25%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -           Linked & alternating                                              10901      0.10s      0.17%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -           Computing FF danger                                                3918      0.01s      0.02%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -           Checking if ship hulks are in the way                              9608      0.01s      0.01%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.36s      0.62%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -         Updating armor state                                                  183      0.04s      0.07%
89053 [Thread-6] INFO  com.fs.profiler.Profiler  -         Linked & alternating                                                 1205      0.02s      0.03%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.14s      0.24%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Updating armor state                                                      1      0.00s      0.00%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatState AI                                                           3412      0.96s      1.65%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.66s      1.14%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Binning collidables                                                    3412      0.15s      0.26%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       ThreatEvaluationAndResponse                                            8858      0.07s      0.12%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.07s      0.12%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -         Checking if ship hulks are in the way                                3869      0.00s      0.00%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Checking for potential collisions to avoid                             3384      0.06s      0.11%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Assessing incoming missiles                                             240      0.01s      0.02%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Computing incoming weapon damage (by type)                              240      0.00s      0.01%
89054 [Thread-6] INFO  com.fs.profiler.Profiler  -       Assigning fleet members to tasks                                        148      0.00s      0.00%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -       Finding good armor angle to use                                          64      0.00s      0.00%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -       Directing engine AI (incl. collision avoidance computation)             138      0.00s      0.00%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -       Checking if ship hulks are in the way                                  1254      0.00s      0.00%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -     CombatEngine collision checking                                          3412      0.60s      1.02%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.49s      0.84%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -       Handling ray response                                                  4442      0.06s      0.10%
89055 [Thread-6] INFO  com.fs.profiler.Profiler  -         Ship.applyDamage                                                     4436      0.04s      0.06%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.02s      0.04%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -       Handling collidable response                                           7459      0.05s      0.09%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.05s      0.08%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -         Ship.applyDamage                                                      300      0.00s      0.00%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -     Advancing clouds                                                         3412      0.33s      0.56%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                       -      0.14s      0.24%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating battlefield objective effects                                   3412      0.08s      0.15%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -       In effects plugin                                                      3412      0.05s      0.08%
89056 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.04s      0.07%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -     Fog of war: updating visibility                                          3412      0.05s      0.08%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -     Movement                                                                 3412      0.05s      0.08%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -     Gravity                                                                  3412      0.02s      0.04%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -     Ship.applyDamage                                                            1      0.01s      0.01%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.01s      0.01%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -       Ship.applyDamage                                                         11      0.00s      0.00%
89057 [Thread-6] INFO  com.fs.profiler.Profiler  -     Contrails                                                                3412      0.01s      0.01%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating armor state                                                       20      0.00s      0.01%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -     Floating damage numbers                                                  3412      0.00s      0.00%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                         -      1.98s      3.39%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   GLListManager.nextFrame                                                    3414      0.04s      0.07%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating open space speed bonus                                              42      0.01s      0.02%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   DebrisParticleSystem.advance()                                             3412      0.00s      0.01%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   ExplosionParticleSystem.advance()                                          3412      0.00s      0.00%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   CFMV Advance                                                                 40      0.00s      0.00%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  - Main loop in Campaign State                                                   271      4.57s    100.00%
89058 [Thread-6] INFO  com.fs.profiler.Profiler  -   Display.update() and sleep() (if not vsynced)                               271      2.56s     55.92%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -   Campaign rendering                                                          271      1.56s     34.17%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -     CampaignEngine rendering                                                  271      0.89s     19.47%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -       LayeredRenderer rendering                                               271      0.83s     18.20%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -         Campaign fleet rendering                                             2210      0.64s     13.96%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -           Campaign engine glow                                              17566      0.27s      5.82%
89059 [Thread-6] INFO  com.fs.profiler.Profiler  -           Shadow                                                             7952      0.21s      4.62%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -           Ship sprite                                                       17566      0.09s      1.99%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                 -      0.07s      1.53%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.19s      4.24%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -       Rendering UI indicators                                                 271      0.05s      1.14%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -         Rendering UI indicatorsV2                                            3584      0.04s      0.94%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.01s      0.20%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.01s      0.13%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -     Screen panel rendering                                                    271      0.59s     12.82%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.53s     11.55%
89060 [Thread-6] INFO  com.fs.profiler.Profiler  -       CompoundFleetMemberIcon.renderAtPosition()                              192      0.06s      1.27%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -         Ship rendering                                                        182      0.04s      0.90%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -           EngineGlow rendering                                                182      0.02s      0.37%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -           Module rendering                                                    364      0.01s      0.22%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -           Damage decal rendering - fleet list                                 182      0.01s      0.18%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                 -      0.01s      0.13%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -           Flux vent rendering                                                 182      0.00s      0.00%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.02s      0.37%
89061 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                       -      0.06s      1.38%
89086 [Thread-6] INFO  com.fs.profiler.Profiler  -     CampaignEngine rendering starfield                                        271      0.02s      0.48%
89086 [Thread-6] INFO  com.fs.profiler.Profiler  -       CampaignEngine rendering starfield                                      271      0.02s      0.48%
89086 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.00s      0.00%
89086 [Thread-6] INFO  com.fs.profiler.Profiler  -     CampaignEngine rendering bg and stars                                     271      0.00s      0.02%
89087 [Thread-6] INFO  com.fs.profiler.Profiler  -       CampaignEngine rendering bg and stars                                   271      0.00s      0.02%
89087 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.00s      0.00%
89087 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                         -      0.36s      7.96%
89087 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating open space speed bonus                                            5675      0.05s      1.01%
89087 [Thread-6] INFO  com.fs.profiler.Profiler  -   CFMV Advance                                                               5951      0.03s      0.68%
89088 [Thread-6] INFO  com.fs.profiler.Profiler  -   Auto-resolving battle                                                         1      0.01s      0.13%
89088 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                       -      0.00s      0.09%
89088 [Thread-6] INFO  com.fs.profiler.Profiler  -     Computing auto-resolve stats before combat                                  1      0.00s      0.04%
89088 [Thread-6] INFO  com.fs.profiler.Profiler  -     Auto-resolving the battle                                                   1      0.00s      0.00%
89088 [Thread-6] INFO  com.fs.profiler.Profiler  -     Applying post-auto-resolve result to fleets                                 1      0.00s      0.00%
89089 [Thread-6] INFO  com.fs.profiler.Profiler  -   GLListManager.nextFrame                                                     271      0.00s      0.07%
89089 [Thread-6] INFO  com.fs.profiler.Profiler  -   DebrisParticleSystem.advance()                                              270      0.00s      0.02%
89089 [Thread-6] INFO  com.fs.profiler.Profiler  -   ExplosionParticleSystem.advance()                                           270      0.00s      0.02%
89089 [Thread-6] INFO  com.fs.profiler.Profiler  -   addIconForMember                                                              6      0.00s      0.02%
89090 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating armor state                                                         13      0.00s      0.00%
89090 [Thread-6] INFO  com.fs.profiler.Profiler  - Setting mission                                                                 1      0.03s    100.00%
89090 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating ORBAT widget                                                         1      0.01s     45.16%
89090 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating fleets                                                             1      0.01s     45.16%
89090 [Thread-6] INFO  com.fs.profiler.Profiler  -       Adding ships to fleet widget                                              2      0.01s     45.16%
89091 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding tooltip                                                         10      0.01s     25.81%
89091 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding member icon                                                     10      0.00s     12.90%
89091 [Thread-6] INFO  com.fs.profiler.Profiler  -           Creating FMIcon                                                      10      0.00s      9.68%
89091 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                 -      0.00s      3.23%
89091 [Thread-6] INFO  com.fs.profiler.Profiler  -           Sorting members                                                      10      0.00s      0.00%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -         Setting icon params                                                    10      0.00s      3.23%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                   -      0.00s      3.23%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -         Fetching button                                                        10      0.00s      0.00%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                     -      0.00s      0.00%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                       -      0.00s      0.00%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -   Created preview                                                               1      0.01s     45.16%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -   Text & typer                                                                  1      0.00s      9.68%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating objectives widget                                                    1      0.00s      0.00%
89092 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating flagship                                                             1      0.00s      0.00%
89093 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other     
 
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 03, 2012, 10:46:30 PM
Thanks for the report!

Is it DEV14 or 13?

Can I have the save?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 04, 2012, 01:48:19 AM
Is that save from 0.51a or 0.52a.?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: cp252 on May 04, 2012, 10:44:15 AM
...I'm sorry, but I have to ask.
How on Corvus II am I supposed to fight the Scourge with this piddly little 100 FP fleet?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 04, 2012, 10:47:43 AM
xD.

3 Onslaught, 12 wings of fighters and 2 ventures is what I use. You need those flaks.

But the Scourge is currently "broken" as of .52a (it's some weird after battle bug that leave all allied ships to 5% hp even if they finished at full health, I'm in contact with Alex trying to solve the issue), so I suggest you to just let them go :).
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: cp252 on May 04, 2012, 11:14:15 AM
Yes, Uomoz, I reported that, don't bother typing it again   ;)
Even without the bug, they come in a bit early for you to gather 3 Onslaughts and required weapons... Those weapons are surprisingly even harder to get than the ships.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 04, 2012, 11:16:45 AM
Yes, Uomoz, I reported that, don't bother typing it again   ;)
Even without the bug, they come in a bit early for you to gather 3 Onslaughts and required weapons... Those weapons are surprisingly even harder to get than the ships.

Ahaha sorry, I'm being repetitive, my brain is cooked for the upcoming exams xD.

About the Scourge Incursions, they also disappear after 7-8 game days ;)
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 04, 2012, 12:58:24 PM
Updated DEV: mostly IF update, Scourge nerf.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 04, 2012, 06:31:03 PM
Thanks for the report!

Is it DEV14 or 13?

Can I have the save?
It's 13, I attempted to edit my post and put in that information soon after posting but I had a forum issue where it wouldn't let me post due to to many words (the error report) even though it let me post it the first time. Then I just sorta went to bed because it was like 11PM. I'm also sorry I deleted the save... I wasn't really thinking I just sorta had the idea in my head that "It don't work must mean it ain't important [delete]. All done." I was really sleepy and I tend to play Starfarer towards bedtime because of all the games I COULD play Starfarer is one of the most, I wouldn't say brain dead because it takes a lot of skill to play when your a lone clunker ship against several, I'd say it's soothing in comparison to something that would keep my brain awake like Fallout or Minecraft, etc. Something about blowing up enemy ships when outnumbered and when fightning against the odds and still suffering no loses (in the form of ships, but still suffering heavy hull damage and loss of men) is ever so satisfying...

EDIT: Also I am going to use your DEV builds from now on so that I can help report bugs as I see them. Plus if a bug occurs I can feel good that it happened because I can help report it so it doesn't happen to somebody else, rather then just be frustrated by the bug.
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 04, 2012, 06:48:03 PM
ABOUT THE SCOURGE END-BATTLE BUG:

Alex:
"Whew, finally got it sorted out. Ironically, it was related to an issue I had on my todo list.

The problem was that the enemy ships that were taking damage while being pursued were also striking back (which is normally a part of auto-resolve, which is used for this post-battle damage). Man, that took a while to track down.

Thank you for bringing this up! So relieve to finally have it fixed."

It is fixed in DEV.

Thanks again Alex!
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Retep on May 05, 2012, 06:11:57 AM
Awesome! Is it save compatible with the current version :S
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 06:16:14 AM
It's fixed in SF DEV not Uomoz's Corvus DEV as it's an engine-related bug :(
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 05, 2012, 08:20:32 AM
You know, it would be neat if the Purifiers actually spoke in binary!  8)

You could use this translator:
http://home.paulschou.net/tools/xlate/
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 05, 2012, 09:07:26 AM
I got a error report I'd like to submit, but it's to long for a forum post. How can I ensure you see it?
Title: Re: Uomoz's Corvus 13: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 09:46:51 AM
Mmh, attach it as a txt file. Be sure to add to the post the Game Version and the Mod Version.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 03:47:20 PM
O well-

V14.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 05, 2012, 03:50:22 PM
O well-

V14.

Woohoo!  ;D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 05, 2012, 04:16:30 PM
O well-

V14.

there goes at least two hours tonight time to go play
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 05, 2012, 05:22:04 PM
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board.  Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.

They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 05:38:07 PM
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board.  Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.

They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.

Proper feedback here, you hearing this Erick?

BTW, I feel like saying that the Antediluvians are WIP right now, so they will probably get a lot more fine tuned when the mod is officially released (right now I'm using a DEV Antediluvian version for U'sC).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 05, 2012, 05:42:29 PM
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board.  Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.

They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.

As said they are still wip, but actually anything larger than a frigate is easy to kill, and if you read the lore their stats make sense, also, if their cost went up I think they would be much more balanced
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 05, 2012, 05:47:05 PM
if you read the lore their stats make sense, also, if their cost went up I think they would be much more balanced

Lore makes vanilla balance not.  If their fleetpoint cost went up considerably, their OP-ness may be justified.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 05:50:55 PM
Not completely on-topic: I like how, in the end, the discussion in this thread often revolves around "vanilla balance". That's the reason why I made this Mod in the first place :).

YOU BETTER BE BALANCING YOUR MODS.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 05, 2012, 06:02:19 PM
Consistency and quality go hand in hand.  IMHO, this is the highest quality collection in part due to its friendliness with vanilla.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 05, 2012, 06:35:22 PM
And thy Uomoz shall answer your prayer!

I'll give my best guess before going to bed:

data\scripts\world\AntediluvianSpawnPoint.JAVA

should be (just fixed this)

data\scripts\world\AntediluvianSpawnPoint.java

That said, G'Night (3:34 AM here).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 05, 2012, 06:42:24 PM
Disregard my last post, it has been cast out into the aether of the internet everything is fine, nothing is broken. .JAVA simply had to be changed to .java. Yes Uomoz I have come to you with MORE java/linux related syntax errors. Java hates linux and I can't say linux feels any different. Carry on with your work a day windows lives while I live in the shadows and wage a never ending war against linux/java bigotry.

Edit: Which you fixed before I was able to finish my monologue on injustice... YES! FEEL THE MIGHT OF COMMUNITY FEEDBACK.(You're still a saint btw. Saint Uomoz, patron saint of fixing java syntax errors for linux weirdos)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 06, 2012, 02:05:57 AM
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board.  Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.

They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.

Proper feedback here, you hearing this Erick?

BTW, I feel like saying that the Antediluvians are WIP right now, so they will probably get a lot more fine tuned when the mod is officially released (right now I'm using a DEV Antediluvian version for U'sC).

Proper feedback, aye. I'm getting it down.  ;) thanks Keptin!

1.)Their arcs aren't too wide though. Although I might downgrade them from 200 and 220 degrees to 180 degrees. I only went above 180 because in the last version the AI was having trouble hitting stuff with the 180 degrees broadside. So, that said, consider the arcs decreased for next version.

2.) Their high speed is justified by lack of maneuverability. BUT, I do have to finetune it still, and the overall speed will be decreased somewhat.

3.) Armour will roughly stay the same. The frigates are fairly well armored. But as the ships get bigger, their armor value doesn't increase by much. Still, I'll have another look and probably decrease the armour values of the frigates by 25 to 75 points. (btw only the toughest most expensive frigate has 400 armour. the others have less)

4.) I will increase their fleetpt, and costs!

5.) I thought I had removed the Forlorn from the campaign?

After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board.  Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.

They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.

As said they are still wip, but actually anything larger than a frigate is easy to kill, and if you read the lore their stats make sense, also, if their cost went up I think they would be much more balanced

Thanks for the support. Lore wise it makes sense, but I also believe that it needs to be balanced to vanilla. The ships were mainly tested versus Tri-Tachyon ships, and were balanced accordingly. However it may need some tweaks here and there (less flus disappation on frigates. note: their maximum flux is lower than most other ships though) and the campaign stats also need balancing (like ship cost. it will go up. and fleet points will go up a little as well. though it will stay rather low for cruisers, since they are weaker than most of their vanilla counterparts.)

All in all it seems that the frigates are the ones that need most balancing. I'll get right to it.  ;)


[edit]
addressing these balancing issues -right now-. Also, enforcing Uomoz' mod folder structure (giving me a headache as I have to change target lines left and right)!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 06, 2012, 03:13:05 AM
http://fractalsoftworks.com/forum/index.php?topic=2580.0

In reference to the thread above, perhaps it would be a good idea to set up a 'spelling errors' thread, where people can post what spelling or grammatical error they've found, and in what mod, what description, etc.?

I've found a few in this mod. But to clutter the thread for every little spelling error seems... too much. A centralized thread might work though?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Godart32 on May 06, 2012, 05:02:29 AM
I find this mod to be the best quality mash made of really good balanced mod.
And no trace of self-insert imba faction ***.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 06, 2012, 05:08:26 AM
I find this mod to be the best quality mash made of really good balanced mod.
And no trace of self-insert imba faction ***.

Thank you!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 06, 2012, 05:09:00 AM
Might I guess who you're talking about Godart?
Uomoz's high standards for mods make this collection awesome. As for the deliberately imba factions, they aren't playable.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 06, 2012, 05:55:12 AM
Balancing-wise, keep in mind that Antediluvian ships will loose some hull modifications once the custom weapons are implemented, since those will take up more ordnance points. For many ships, this might spell a decrease in hull integrity and armour.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 06, 2012, 06:21:25 AM
Even so, there's the option to equip vanilla weapons onto them. Don't assume we'll keep your custom weapons if you're using them to artificially lower the OPness...
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 06, 2012, 06:40:57 AM
Touché!

Though these custom weapons will cost more OP and will be somewhat more potent than their rough vanilla counterparts, I will also decrease the average OP on the Antediluvian ships.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 06, 2012, 07:00:53 AM
When I said OP, I meant power level  :P
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 06, 2012, 07:08:27 AM
Thankfully, in this case Over-powered and Ordnance Points roughly mean the same thing. It is the Ordnace points that I'll have to bring down, to make the ships less over-powered... not that they are overpowered at this stage.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Etfaks on May 07, 2012, 10:50:23 AM
Hey Uomoz

I'm loving most of your modpack, and currently it's the only proper way of playing starfarer for me (though im not that big of a fan of the relic part with huge ships, but they are easily avoided so it doesn't bother me much.).

First off, a bit of feedback (I know it can be sorely needed at times):

Lastly I have a preposition for you to consider:
Since my own mod have been dead in the water for quite some time (I can't for the life of me get the campaign elements to work), I would like to present to you the Hoplites of Corinth.
http://fractalsoftworks.com/forum/index.php?topic=1219.0
The link below is to a zip that contains what would be needed. It's primarily the "strings/descriptions" & "world/factions/hoplite" files that are important i reckon (They aren't included in the zip download from my own mod thread). However modify, cut, delete and remix as much as you like.
http://dl.dropbox.com/u/12463542/hoplites_of_corinth.rar

If you are interested in using my work go ahead. I would love to see my own ships in a vanilla balanced campaign :)

anyway, keep up the good work. It's much appreciated!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 07, 2012, 11:12:15 AM
Wow! Nice long feedback post Etfaks! Most appreciated!

1) Elders and Purifiers (Relics) are actually neutral to everyone except Scourge and the other Relic faction, so their presence is just to show the old war between this three factions (the asteroid actually gets very close to Corvex :D).

2) I mostly agree with you. Right now All modded factions have the same spawnrate (the same as TT, to allow Heg to be the dominant force in the system), but the JP have their planet so far away that usually their fleets get lost while traveling. The options here are mostly 2: move the JP spawn and stuff closer to the sun, or rise their spawnrate (but then they would be the only faction with this special feature).

3) About the small scale enemies: can't do much about it right now (I am deliberately NOT touching anything of original vanilla content), but I'll see if the spawnrate% of small fleets for modded factions is currently balanced.

4) I'd like to. In the first Scourge DEV release they were overwhelming, and kinda ruined the whole gameplay (most fleets were instantly obliterated), so I need to be really careful about that (fleet behavior is quite hard to control). I'd love have some good scripter on my side to help on this kind of things :).

5) Ship in this Mod will always be as vanilla-style as possible. I'm currently thinking about removing a faction that may not entirely fit vanilla style. We'll see.

6) Sure, I'll have a look at the Hoplites (I was already following your developments but, as you said, it went dead :)).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Krelian on May 07, 2012, 08:17:44 PM
Uomoz im soooooo enjoying this mod pack! Thanks for the work!

Does the Purifiers base start selling those awesome ships eventually'?

I dont want to have to attack them :(


PS: Oh, and can I give a suggestion? the Piranha Missile Launcher (I think thats the name of the Heavy one that burst into a wall of shrapnel) could get a minimum flight time before detonation. If the enemy is close, it will almost always explode inside the shields, making it only damage the user
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: craftomega on May 07, 2012, 08:32:52 PM
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 07, 2012, 10:02:06 PM
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?

Aw.  :(

Though I did receive some feedback stating that they are a bit too angular and look too similar to one another. I'm trying to adress this through an overhaul. Adding smoother parts to the ships and trying to give them more unique shapes, to set them apart from one another.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 07, 2012, 10:11:22 PM
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?

Aw.  :(

Though I did receive some feedback stating that they are a bit too angular and look too similar to one another. I'm trying to adress this through an overhaul. Adding smoother parts to the ships and trying to give them more unique shapes, to set them apart from one another.

Erik I want it noted that I really like your mod, and I think, that as your ships become less angular, you could attribute that to the Antediluvians gaining more knowledge about building spaceships. Thus the more angular ones would be the early or modified ships and the less angular ones the later, more advanced designs. Just my 2 cents
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 07, 2012, 11:09:00 PM
That was a terse comment Craft. I like the shapes of your ships Erik, it's the sprite's shading that I think needs some work.  Despite gradients in some areas, they appear flat and lack highlights.  Keep at it and consider taking at look at some lighting tuts.


Note how much the addition of shadows & highlights benefits the sprite between 3 and 4.  It's improved further as the contrast is increased using bright highlights and dark shadows.
(http://img.photobucket.com/albums/v329/TrinityFactor/1sprttutorialchartDSosvf.png)

http://www.serebiiforums.com/showthread.php?59110-Sprite-Tutorials-56K-Warning!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 07, 2012, 11:10:44 PM
FMA for the win!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 08, 2012, 02:08:09 AM
Uomoz im soooooo enjoying this mod pack! Thanks for the work!

Does the Purifiers base start selling those awesome ships eventually'?

I dont want to have to attack them :(


PS: Oh, and can I give a suggestion? the Piranha Missile Launcher (I think thats the name of the Heavy one that burst into a wall of shrapnel) could get a minimum flight time before detonation. If the enemy is close, it will almost always explode inside the shields, making it only damage the user

Hi! Thanks for the feedback! I'm happy you're enjoying it :).

I'll see if the Purifier stuff is price-balanced and create some sort of convoy\script that spawns some items from the Gate ;). About the Piranha Missile Launcher you should give your feedback to the mod creator (keptin, http://fractalsoftworks.com/forum/index.php?topic=2012.150).

Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?

This mod is not a public service craft, factions in the mod are the ones that satisfy *my* taste :). But thanks for the feedback nonetheless!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on May 08, 2012, 02:43:40 AM
Aye, it's not really the style that's bad. They're just eh, as Uomoz stated about mine when I was going to put mine here, they look too much like sprites. Bring those black out lines a bit brighter and work in some lighting. A small amount of noise on overlay wouldn't kill, either.

As a side note, they're some of my favourite ships.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Archduke Astro on May 08, 2012, 04:20:39 AM
With shadowing & shading variations added, plus greater range of coloration in their aqua-esque base colors and (as Austupaio observed) a hint of fill noise, the Antediluvian sprites have the potential to be a true winner fleet.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 08, 2012, 05:41:47 AM
...
Does the Purifiers base start selling those awesome ships eventually'?

I dont want to have to attack them :(

It's planned to be added. And on top of buying Pur ships you will be able to buy their weapons. BUT! Not original versions it will be MK II versions of them and they will be considerably (or at least little bit) weaker then originals.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 08, 2012, 08:19:42 AM
Thanks for the useful comments, guys.  :)

I did work with shading on the Legion ships. I'll see if I can improve the look on the Antediluvian ships with some shading and shadowing

(http://i1022.photobucket.com/albums/af343/erick_doe/Frigate_05.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Legion/BB_Rex_Perfect.png)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: darkness_rising on May 08, 2012, 08:42:22 AM
Ive been playing this mod for a couple of hours now, and I have to say it really brings the sector to life! I ran into a bug when fighting the Scourge though: Ive fought them twice, and both times they've retreated, but when the battle resolution comes up afterwards, it always shows my fleet as having taken serious damage; even the ship Ive piloted thats taken only minor damage comes up with 5% health. The credits gained are next to nothing as well, though maybe this is due to the "Scourge retreat = me being defeated" bug
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Krelian on May 08, 2012, 09:07:20 AM
Ive been playing this mod for a couple of hours now, and I have to say it really brings the sector to life! I ran into a bug when fighting the Scourge though: Ive fought them twice, and both times they've retreated, but when the battle resolution comes up afterwards, it always shows my fleet as having taken serious damage; even the ship Ive piloted thats taken only minor damage comes up with 5% health. The credits gained are next to nothing as well, though maybe this is due to the "Scourge retreat = me being defeated" bug

Yeah I get the same problem, so I avoid fighting them. Some ships end with exactly 5% hull left (untouched in combat) and a LOT of crew dead.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 08, 2012, 10:00:21 AM
Alex told me he fixed that. Are you playing with the latest version of the game?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Godart32 on May 08, 2012, 10:15:06 AM
Any ship hit by the scourge suffer from a grave virus outburst.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Krelian on May 08, 2012, 10:36:14 AM
Alex told me he fixed that. Are you playing with the latest version of the game?

I havent faced them since the last version. I will try a battle when I get home.


Edit: Made a lot of battles against the Scourge, no more of that bug :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: darkness_rising on May 08, 2012, 04:51:07 PM
Same as the above: no more problems after installing the hotfix  ;D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 08, 2012, 04:56:56 PM
:) Happy it got resolved.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Daveydude on May 10, 2012, 04:07:38 AM
I have been playing this mod for a bit, very impressed with the diversity of the ships involved. The problem for me is despite this diversity involved, all factions are lacking a major role for any large fleet - Carrier Vessels.  If I want a medium - large carrier with 2-3 flight decks, my only option is the Astral-class. If I do drop to 1 flight deck I wind up with a battleship with a flight deck slapped on. I would like to see a Cruiser with a couple of flight decks which has it's hard-points aimed at point defence and minor support. Beyond that I am loving the ships and weapons.

Credit to whoever made the mass-driver cannon. It feels perfect to use, but it also has the appropriate OP cost and negatives to balance it, so it isn't a pain to fight against. No regrets putting that on my Eagle-class.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: dyndak on May 10, 2012, 04:55:15 AM
I have been playing this mod for a bit, very impressed with the diversity of the ships involved. The problem for me is despite this diversity involved, all factions are lacking a major role for any large fleet - Carrier Vessels.
The Federation Titan-class was intended to have 2 flight decks, but the was a formatting error in it's .ship file.
You can paste http://www65.zippyshare.com/v/13638581/file.html into Starfarer\mods\Uomoz's Corvus 14 - Incursions and Relics\data\hulls to fix it.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 10, 2012, 01:55:32 PM
The new Diplomacy System is AWESOME (King of the Pirates, Public Enemy n°1.. FTW), but it takes a while to complete so I'll release the DEV15 with all the current fixes\updates.

DEV15 - Updated starting ships adding Antediluvians. Tweaked some planets movement and dimensions. Moved JPs to Corvus IV (a lot closer). Thanks to frag971 and Hardlyjoking67, helping me proof some of the descriptions in the game. Updated Antediluvians (new shiny graphics!). Fixed Titan's Launch Bays.

DL in OP.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 10, 2012, 02:01:27 PM
Can't wait to try out the new diplomacy system. But for now DEV15 will keep me busy.  :D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 10, 2012, 03:33:41 PM
Diplomacy in Corvus will get fairly complicated and full of choices:

(It's half english half Italian, the way I speak nowadays. Damn internet. xD)
Spoiler
(http://i.imgur.com/PsvtB.jpg)
[close]
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 10, 2012, 03:36:02 PM
Did you abbreviate the Antediluvians to 'Ants'?

I feel offended, sir!   ::)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 10, 2012, 06:48:16 PM
Antediluvians comes with a few linux/java syntax errors but at this point in time I'm prepared to just say F--- it I'll fix them myself, no point in wasting your time when I've normally fixed all the errors that I get by the time you get the message.

I'll still point out the ones I can't solve by myself; but, there's no point in me grumbling about the little *** on the forums if they aren't an issue for the majority of users and I can fix all of them in about 2 minutes.

I can send you all the fixes for the newest dev build if you would like me to, but if not ... meh. I'll still be thankful that you take the time out of your day to make such a wonderful compilation and continue to make it better every day. ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 10, 2012, 11:30:31 PM
Antediluvians comes with a few linux/java syntax errors but at this point in time I'm prepared to just say F--- it I'll fix them myself, no point in wasting your time when I've normally fixed all the errors that I get by the time you get the message.

I'll still point out the ones I can't solve by myself; but, there's no point in me grumbling about the little *** on the forums if they aren't an issue for the majority of users and I can fix all of them in about 2 minutes.

I can send you all the fixes for the newest dev build if you would like me to, but if not ... meh. I'll still be thankful that you take the time out of your day to make such a wonderful compilation and continue to make it better every day. ;)

Absolutely! It's DEV for that very reason, to solve bugs!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 10, 2012, 11:57:49 PM
Love the design of the new OP banner, looks very clean.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 11, 2012, 01:51:32 AM
Antediluvians comes with a few linux/java syntax errors but at this point in time I'm prepared to just say F--- it I'll fix them myself, no point in wasting your time when I've normally fixed all the errors that I get by the time you get the message.

I'll still point out the ones I can't solve by myself; but, there's no point in me grumbling about the little *** on the forums if they aren't an issue for the majority of users and I can fix all of them in about 2 minutes.

I can send you all the fixes for the newest dev build if you would like me to, but if not ... meh. I'll still be thankful that you take the time out of your day to make such a wonderful compilation and continue to make it better every day. ;)

Can you tell me what's causing the errors on your end? I might be able to streamline things for next release. Make sure these syntax errors won't keep popping up.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: SteelRonin on May 11, 2012, 01:11:21 PM
I am a Sad Panda:

60235 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/EldersSpawnPoint.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/EldersSpawnPoint.java, Line 36, Column 37: A method named "setPreferredResupplyLocation" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6549)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3429)
   at org.codehaus.janino.UnitCompiler.access$6300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2869)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2326)
   at org.codehaus.janino.UnitCompiler.access$3800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2299)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2320)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1353)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:868)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1457)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more
63235 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
63235 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------

Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 11, 2012, 04:09:21 PM
I am a Sad Panda:
Spoiler
60235 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/EldersSpawnPoint.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/EldersSpawnPoint.java, Line 36, Column 37: A method named "setPreferredResupplyLocation" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6549)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3429)
   at org.codehaus.janino.UnitCompiler.access$6300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2869)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2326)
   at org.codehaus.janino.UnitCompiler.access$3800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2299)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2320)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1353)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:868)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1457)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more
63235 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
63235 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------


[close]

Uhm, is your game up to date? (0.52.1a) :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 11, 2012, 08:03:07 PM
Blargh... them lotus fighters so damn op

uber damage to ships.

gets inside your shields, does 400 dps per fighter to your armor urghhghg. squishy, but deadly.

seems like the sector is finally getting crowded  :D

Dev 15 is nice since it seems all the strings got cleaned up, very nice work to those that helped with it  ;D

Only lil thing on my mind is who's supposed to be on top? cause i can't imagine everyone their being complete equals.

Enjoyable compilation, the scourge spawn is very neat :P if only they spawned more.. consistently afterwards so the purifiers don't get all the initial fun xD

Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: SteelRonin on May 12, 2012, 01:15:42 AM
Wait... Wut!? (faints)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: stonehand on May 13, 2012, 08:12:25 PM
been playing this mod for 2 days just want to drop in and say it's great ;D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 14, 2012, 12:09:11 AM
been playing this mod for 2 days just want to drop in and say it's great ;D

Thanks! It will get a lot cooler in the next version too! (imho)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 14, 2012, 12:26:32 PM
Ok, now I need 3-4 *good* testers for the first real DEV release of V15. PM me (only if you promise me to provide some feedback on the new features).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Wriath on May 14, 2012, 11:59:38 PM
job want!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: vorpal+5 on May 15, 2012, 12:15:17 AM
Hi,

I think there is a bug with the dagger fighter. It has a reaper torpedo, but even on the right approach vector & very close to its target, it never fires it?  ???
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: gearblood on May 15, 2012, 01:27:00 PM
I seem to be having a problem I installed it the way I was supposed to but when it was done with the loading screen when the games start up the game just crashed is there something I'm supposed to install with this or something

(P.S. sorry for the bad grammar)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 15, 2012, 02:36:07 PM
As you will have realised, Uomoz, I don't check the forums often enough (every 36 hours) to give you any useful feedback before the actual release. So lalala.
I just saw a pair of damaged, fleeing Plague Riders wipe out an entire Lotus wolfpack. So I have to ask, what the hell?
Then I chased them down and impaled them on my Tachyon Lances.
Also, in practice, I believe a Purifiers fleet will completely destroy a Scourge fleet, yesno? Why do they get so badly dominated in autoresolve?
Is autoresolve calculated on weapon OP?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 15, 2012, 03:48:44 PM
Hi,

I think there is a bug with the dagger fighter. It has a reaper torpedo, but even on the right approach vector & very close to its target, it never fires it?  ???

Hi! That's not related with my mod, it's a vanilla ship (fighter), I didn't touch that ;).

I seem to be having a problem I installed it the way I was supposed to but when it was done with the loading screen when the games start up the game just crashed is there something I'm supposed to install with this or something

(P.S. sorry for the bad grammar)

That's really weird. Do you use Mac or Windows? (the instructions on the first topic are actually specific for Windows)

As you will have realised, Uomoz, I don't check the forums often enough (every 36 hours) to give you any useful feedback before the actual release. So lalala.
I just saw a pair of damaged, fleeing Plague Riders wipe out an entire Lotus wolfpack. So I have to ask, what the hell?
Then I chased them down and impaled them on my Tachyon Lances.
Also, in practice, I believe a Purifiers fleet will completely destroy a Scourge fleet, yesno? Why do they get so badly dominated in autoresolve?
Is autoresolve calculated on weapon OP?

I have no idea. I'd really love to be able to check on the auto-resolve algorithm myself and "fix" the Scourge. In real combat the Anti-Scourge Purifiers ships would dominate them :(
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 15, 2012, 04:07:47 PM
It really ruins the effect to watch the Scourge fleets pwn their hunters.
It's awesome to see a Tri-tach security department, 2 Hegemony defense fleets and 3 IF enforcement fleets surround and destroy a few survivng Scourge fleets though.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 15, 2012, 04:10:57 PM
I'm thinking... don't Scourge ships have one of their stats through the roof, so that just their ships can equip certain weapons? Or was that some other faction/ mod?

I've been too busy modding to play much. :D

Anyway, if that is the case, then that might explain how they keep winning so much in auto-resolve.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 15, 2012, 05:30:27 PM
They have some combat-related weird stats, for instance:

0 max flux <- this might be broken
0 flux dissipation <- this might be broken
0 ordinance points <- this might be broken
0 shields <- no, ex. Hounds
0 crew <- no, ex. Mining Drones

Weapons:

999 OP <- this might be broken
0 flux cost <- no, ex. Missiles
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 15, 2012, 05:49:53 PM
What if the auto-resolve takes ordnance points into account when calculating? More powerful weapons usually cost more OP, so this might be a factor?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 15, 2012, 05:53:58 PM
They have some combat-related weird stats, for instance:

0 max flux <- this might be broken <- Just gave them a fixed low max flux
0 flux dissipation <- this might be broken <- Just gave them a fixed low flux dissipation
0 ordinance points <- this might be broken <- Just gave them 1 OP
0 shields <- no, ex. Hounds
0 crew <- no, ex. Mining Drones

Weapons:

999 OP <- this might be broken <- Lowered to 300
0 flux cost <- no, ex. Missiles

Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 15, 2012, 07:29:29 PM
Updated DEV.

This time I changed a lot of the very structure of the mod: it's a real DEV, with random debug messages that pop up and unfinished texts, but is UP on the OP nonetheless.

There's also Antediluvians, Scourge, IF and Relics updates in it.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on May 16, 2012, 04:57:15 AM
Alright Uomoz, I've rarely considered coming here to complain but I've got one.

The Stoat. Why in god's name is this a starting vessel? How could anyone possibly hope to win a battle against even a singular wing of talons with one of these slow, defenseless things?

I'm not sure which one is worse, the one with the single swarmer pod or the one with a single back mounted PD laser.

I like the Stoat for what it is, I just don't think it should be a starting vessel. For the love of god, I've gotten one 5 times in a row.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 16, 2012, 05:19:12 AM
Ahahaha! No problem, I'll change that (I didn't really paid much attention to the starting ships lately, I should take a look at them).

If you have more suggestions on the matter (or anything else really) just tell me ;).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on May 16, 2012, 05:20:19 AM
Thank ye, Uomoz, blessings be upon this thread.

Also, the Cerberus (the Hi-Tech Hound) is probably too good of a starting ship. I don't mind but others might. A Hound with better flux, a shield and energy weapons is downright vicious.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 16, 2012, 10:07:14 AM
Wait a second. Now that I came back home I noticed that both the Stoat and the Cerberus are not in the Starting Ships list.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 16, 2012, 10:10:47 AM
Isn't the stoat a respawn ship? I know I got it once, got boned by a single squad of talons,

EDIT: Seems like the stoat is placed under the "shuttle" fleet of the player.faction
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 16, 2012, 11:13:54 AM
yes it is, but it's not a "starting" ship. Also the Cerberus isn't there at all. :\ That's weird to say the least.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Lagnard on May 16, 2012, 07:42:02 PM
Hi, wanted to stop in and say I love the mod(s).

Wanted to thank you and all the other faction devs!

One thing that I don't know if it has been addressed or not but; isn't the faithoper worth a little too much? Almost 2 mil per ship makes it a bit wonky in my opinion considering how easy they are to kill(once you figure out how anyways).

EDIT: One more thing, is the Icarus actually in game? Haven't been able to find one, it's the only ship not in my collection :(
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: robokill on May 17, 2012, 10:55:30 AM
Nomads need faster spawn rate.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: robokill on May 17, 2012, 11:09:29 AM
Bug nine meter nailers at tri tech station.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: toyslar on May 17, 2012, 11:58:52 AM
Could you add Gun Runners to your minimash?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 17, 2012, 12:07:30 PM
Not sure he wants to. In terms of scarcity of specific powerful weapons, Gun Runners completely break the balance. Also their ships fill no roles which the Lotus Conglomerate doesn't already.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 17, 2012, 12:20:05 PM
First of all, thanks for the feedback!

Not sure he wants to. In terms of scarcity of specific powerful weapons, Gun Runners completely break the balance. Also their ships fill no roles which the Lotus Conglomerate doesn't already.

This :D.

Nomads need faster spawn rate.

I'm quite satisfied with the current modded factions spawnrate. Would you elaborate the reason why I should increase the Nomads influence over the system?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on May 17, 2012, 03:52:05 PM
My balance concerns with the Antediluvian mod still stand.
As an example, the sonicturret (http://i.imgur.com/Gv5i0.png) is a 12 OP medium-mount weapon that does 42000 DPM, that's 12000DPM MORE than the 16 OP large mount Hellbore (http://i.imgur.com/iz0OM.png) and it's mounted on this:

(http://i.imgur.com/R2x8z.png)

A thin target more difficult to hit than the Hound,

(http://i.imgur.com/BBKBo.png)

This is not an occurance with the Antediluvian mod, but a theme.  All other medium weapons do 7000-15000DPM, so why does the sonicturret do more damage than one of the most powerful heavy weapons in the game?  This isn't simply a "I think this weapon could use a nerf", it's not even in the same ballpark. I'm not arguing for the removal of the mod from the collection, but every weapon in this mod needs to be reevaluated.  Until this is addressed I'm removing the Antediluvians from my personal copy as they just aren't fun to play with.  

Erik, please please please balance against vanilla, not your own mod.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 17, 2012, 04:32:12 PM
I'm tending to agree with keptin, the antes got too big a leap in terms of weaponry,

The argument sorta stands in that, it's mostly, the energy weapons, they do too much dmg.

For example, the Heavy blaster which does 400 dps at 720 flux/s is outmatched by even the medium Solon which does 700 at 1000 flux/s
More than 50% increase in damage, more flux efficient, for the same OP, and only 50 less range.

Then there's the Delphi, this weapon is more like the Doom cannon on the Gila monster, but you get the point, it's only a medium mount.

It may just be that they never miss, because unlike other blastery weapons, these retain their effectiveness by having a fast proj velocity, trust me if they weren't 1000, they'd be much much less effective.
Even though they may max out their flux in only 2-3 shots with these weapons, they don't have shields, so you can't overload them. They are above 100+ m/s average for most ships there are quite some tweaks to be had, but it doesn't need to be removed.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 17, 2012, 04:57:05 PM
My balance concerns with the Antediluvian mod still stand.
As an example, the sonicturret (http://i.imgur.com/Gv5i0.png) is a 12 OP medium-mount weapon that does 42000 DPM, that's 12000DPM MORE than the 16 OP large mount Hellbore (http://i.imgur.com/iz0OM.png) and it's mounted on this:

(http://i.imgur.com/R2x8z.png)

A thin target more difficult to hit than the Hound,

(http://i.imgur.com/BBKBo.png)

This is not an occurance with the Antediluvian mod, but a theme.  All other medium weapons do 7000-15000DPM, so why does the sonicturret do more damage than one of the most powerful heavy weapons in the game?  This isn't simply a "I think this weapon could use a nerf", it's not even in the same ballpark. I'm not arguing for the removal of the mod from the collection, but every weapon in this mod needs to be reevaluated.  Until this is addressed I'm removing the Antediluvians from my personal copy as they just aren't fun to play with. 

Erik, please please please balance against vanilla, not your own mod.

Hmm. The low max flux on Antediluvian ships prevent high DPS with those weapons, but I can see
how it may prove overpowered when mounted on a different ship. I'll give the Donovan a downgraded
version of the Solon sonic turret. And lower the damage on the Solon itself as well. I'll up
the OP on the Solon as well. This also goes for the Delphi, of course. (might have to make that
one a heavy, instead of medium)

What are your issues with the other weapons though? The slug turrets (vulcan-like) weapons seem
fairly balanced compared to vanilla. And the torpedo launchers are roughly similar to the (single)
and (rack) torpedoes already in vanilla. Though I've been meaning to remove 1 torpedo ammo from the
advanced launcher.

Took me a long time to balance the ships. And I had to rebalance them with the introduction of these
weapons. But the weapons themselves also need some adjusting. They're a pretty fresh addition.
So keep the feedback coming. It is helpful.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 17, 2012, 05:11:26 PM
How about making them take up a larger flux per shot instead? so they'd be able to fire them less often, say like... 1750-2000 flux to fire, you could up the damage just a bit, as long as you make them use it less.

That or you can turn the weapon into kinetic/fragmentation so they can stay competitive.

 
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 17, 2012, 05:20:20 PM
How about making them take up a larger flux per shot instead? so they'd be able to fire them less often, say like... 1750-2000 flux to fire, you could up the damage just a bit, as long as you make them use it less.

That or you can turn the weapon into kinetic/fragmentation so they can stay competitive.

 

I think I'll just lower the damage, initially. And make the Solon and/or the Delphi heavy instead of medium. Also increase OP. The big unbalancing problem is that these guns do high DPS with vanilla ships, because they have higher max flux (and roughly the same dissipation as the Antes), can be mounted on medium slots which gives lighter vanilla ships way too much DPS when using these weapons.
Though if that doesn't grant satisfactory results, I'll also have a look at the flux usage. We'll fix these energy guns.  ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 17, 2012, 05:39:20 PM
Aaaaaand the latest exams\Diablo completely took me off-guard (balance wise).

I hope it will come back to (Uomoz's) Corvus with the next tweaks for Antediluvians.

Keep up the good work guys!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: 2_Wycked on May 17, 2012, 08:33:45 PM
I've been playing for about an hour, and noticed that the Purifier's station is still empty, and supply fleets in general seem to take quite a while between trips. Am I just used to more fast-paced mods, or is there something I'm missing?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: vorpal+5 on May 17, 2012, 10:42:58 PM
The Cleat bomber with its torpedoe is working, but not the dagger bomber.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 18, 2012, 02:40:39 AM
Solon:
Lowered range by 25
Increased flux use by 100 PS
Lowered damage by 150 DPS
Increased OP by 2
Decreased turn rate from 0.15 to 0.10 (from medium to slow)

Delphi:
Lowered range by 50
Increased flux use by 150 PS
Lowered damage by 150 DPS
Increased OP by 2
Decreased turn rate from 0.15 to 0.10 (from medium to slow)
Changed weapon from MEDIUM to LARGE

The Sonic weapons are now unwieldly slow, but still accurate. Take up a lot of flux per shot. Have significantly less damage and slightly shorter ranges. Require a bit more OP to operate. And the Delphi needs a large slot instead of just a medium.

If this isn't satisfactory, I might change the interval between shots to take longer. This will lower the DPS considerably more, but won't stress the flux usage.

Also, keep in mind that these Sonic weapons eat a lot of flux. It is not a simple comparison sum of 550 x 60 = 33000 DPM and 250 x 60 = 15000 DPM "Oh the 550 weapon does more DPM". In practise, a lot of ships won't be able to allow a Sonic weapon to fire much because of flux limitations, considerably lowering its DPM compared to a weapon that might initially have less DPS but also eat up a lot less flux.
An example being the Donovan, who can only fire once every now and then, and has to wait a long while for the flux to dissipate.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: mendonca on May 18, 2012, 02:55:08 AM
To mitigate the Solon being OP on ships with larger flux reserves, could you convert it to Burst operation (rechargeable mag), so that the fire rate over time is more of a hard-limit?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 18, 2012, 02:59:11 AM
To mitigate the Solon being OP on ships with larger flux reserves, could you convert it to Burst operation (rechargeable mag), so that the fire rate over time is more of a hard-limit?

That's... not a bad idea, Mendonca!  :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 18, 2012, 03:28:27 AM
Balance discussions are most welcome here ;). Keep it up!

I've been playing for about an hour, and noticed that the Purifier's station is still empty, and supply fleets in general seem to take quite a while between trips. Am I just used to more fast-paced mods, or is there something I'm missing?

Hi! Thanks for the feedback! Yeah, that's probably the case, this mod is quite slower than many other out there (try to play a vanilla game, it have more or less the same pace).

Purifier Gate is completely empty in v.14, added a big convoy every 90 days in DEV15.

Supply fleets timers were tweaked to vanilla values (Elite factions have more or less TT timers, while "mass production" factions have it similar to Hegemony).

The Cleat bomber with its torpedoe is working, but not the dagger bomber.

Hi!
That's a vanilla ship. (I have no idea what might cause the issue as I didn't touch them!)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 18, 2012, 10:40:00 AM
The Cleat bomber with its torpedoe is working, but not the dagger bomber.

Be more specific...
And I don't think Daggers will make torpedo runs on frigates. Needs to be a destroyer or bigger. That caught me so unawares when I started playing Starfarer, finally got myself a bigger ship after flying Wolves for so long, and suddenly piranha wings are dribbling bombs at me.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 06:05:40 PM
So, when I join a faction, how do the mission chains work?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 19, 2012, 06:58:54 PM
Right now it doesen't :). In the DEV you can only join the factions (I need the testers to look if there's any bug with it), and possibly form the pirate alliance.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 07:14:13 PM
Right now it doesen't :). In the DEV you can only join the factions (I need the testers to look if there's any bug with it), and possibly form the pirate alliance.

I will test/am testing it, on a water break right now, so I could form the pirate alliance? What does that entail?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 19, 2012, 07:26:51 PM
It basically divide the system in 2 factions: All pirates vs everything else.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 07:33:27 PM
It basically divide the system in 2 factions: All pirates vs everything else.

does it make the pirates allied to you? Also, when you join the nomads or Atlantis, where could you get their ships. It makes sense that if you are going to fight for those two factions that they give you access to their technology. Also, you could have them reward you with ships after completing missions, and I will playtest for you
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 19, 2012, 07:38:21 PM
It could be made that the factions deliver ships and equipment to the Abandoned Storage. (that doesn't seem to exist)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 07:43:27 PM
It could be made that the factions deliver ships and equipment to the Abandoned Storage. (that doesn't seem to exist)

That would work perfectly, or even the way warstalker has his join a faction set up could do the same thing in a different way
What do you mean by doesn't exist?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 19, 2012, 07:50:54 PM
Unless I'm exceptionally blind, I can't seem to find the Abandoned Storage Facility. It's meant to be in orbit of Corvus 1/I, isn't it?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 08:00:46 PM
Unless I'm exceptionally blind, I can't seem to find the Abandoned Storage Facility. It's meant to be in orbit of Corvus 1/I, isn't it?

yep, you are playing the most recent version right?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 19, 2012, 08:01:18 PM
does it make the pirates allied to you? Also, when you join the nomads or Atlantis, where could you get their ships. It makes sense that if you are going to fight for those two factions that they give you access to their technology. Also, you could have them reward you with ships after completing missions, and I will playtest for you

Yes it does. You and all pirate factions become allies to each other, while everything else become hostile.

I need some interesting ideas to develop the war between Ante and Noms, every suggestion is well accepted (I like the idea of delivery rewards to the Abandoned Station).

Unless I'm exceptionally blind, I can't seem to find the Abandoned Storage Facility. It's meant to be in orbit of Corvus 1/I, isn't it?

Just started a new game with U'sC (15 DEV) and the Storage Facility is up there ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 19, 2012, 08:07:44 PM
 ??? ??? ???

*is playing Corvus 15 Dev2* ( I think it's dev2)

http://puu.sh/vH4w

There's me, right now, in orbit above Corvus 1. That Storage Facility has a cloak or something.


EDIT:



I need some interesting ideas to develop the war between Ante and Noms, every suggestion is well accepted (I like the idea of delivery rewards to the Abandoned Station).


*reads as '-tween Anti and Food....-'*
Even more  ???

DOUBLE EDIT:
As you can probably see in the puush link, I have one of those elder battleships (the extinctioner, I think it's called?), but I have no place to set it down without selling it off to a faction's station. So at the moment, I'm just lugging it around.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 19, 2012, 08:31:15 PM
??? ??? ???

*is playing Corvus 15 Dev2* ( I think it's dev2)

http://puu.sh/vH4w

There's me, right now, in orbit above Corvus 1. That Storage Facility has a cloak or something.

In my test:
(http://i.imgur.com/XHygM.jpg)


*reads as '-tween Anti and Food....-'*
Even more  ???

Antediluvians vs Nomads :D.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 19, 2012, 08:33:19 PM
Cloaked station is cloaked. A station symbol doesn't even appear near Corvus I to signify any signs of a station.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 19, 2012, 11:24:15 PM
Um, how about the nomads want a steady source of water for themselves and the atlantians want to aquire the nomads energy based tech
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 20, 2012, 06:03:30 AM
Um, how about the nomads want a steady source of water for themselves and the atlantians want to aquire the nomads energy based tech

In the beginning it was a religious war.
But I like your idea: after all the Nomads come from a desert planet, and the Antediluvians are new to Starfaring and need any new tech they can find to survive.

Thanks! ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 20, 2012, 09:07:54 AM
Um, how about the nomads want a steady source of water for themselves and the atlantians want to aquire the nomads energy based tech

In the beginning it was a religious war.
But I like your idea: after all the Nomads come from a desert planet, and the Antediluvians are new to Starfaring and need any new tech they can find to survive.

Thanks! ;)

Im just glad you liked my idea
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: 7007King0770 on May 23, 2012, 07:16:05 AM
??? ??? ???

*is playing Corvus 15 Dev2* ( I think it's dev2)

http://puu.sh/vH4w

There's me, right now, in orbit above Corvus 1. That Storage Facility has a cloak or something.

I didn't even know there was a supposed to be a station there. I've never seen one. I guess if there is supposed to be a station there, then I am experiencing the same missing station bug.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 23, 2012, 08:32:24 AM
Did you guys update to Starfarer latest version?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: robokill on May 23, 2012, 09:46:57 AM
Will it ever be possible to buy nomad ships I'm tired of massacring them then trying to be friends.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 23, 2012, 10:10:13 AM
http://www.mediafire.com/?rbnw6a79lmoy06f

Check the hegemony station.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: robokill on May 23, 2012, 10:40:14 AM
i have im looking for wurms and those corvettes. why do you make me kill my own :'(
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 23, 2012, 11:25:59 AM
I hope you didn't just ignore the link i gave you...

it's a version that let's you buy nomad ships... check again :D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Wriath on May 23, 2012, 12:56:03 PM
Forgive me if I'm out of line here, but should you be linking people to dev versions that Uomoz hasn't posted yet?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: robokill on May 23, 2012, 01:09:17 PM
i thaught the hemony were hosil to the nomads where did thay get the ships
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 23, 2012, 01:19:13 PM
Well, I used the forum search and i found the link from this thread

http://fractalsoftworks.com/forum/index.php?topic=2824.0 (http://fractalsoftworks.com/forum/index.php?topic=2824.0)   check the last post

So technically, Uomoz did post it, but i can refrain from this if it bothers him :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 23, 2012, 02:48:58 PM
Well, I used the forum search and i found the link from this thread

http://fractalsoftworks.com/forum/index.php?topic=2824.0 (http://fractalsoftworks.com/forum/index.php?topic=2824.0)   check the last post

So technically, Uomoz did post it, but i can refrain from this if it bothers him :)

I'm perfectly fine with it ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 23, 2012, 02:53:50 PM
Did you guys update to Starfarer latest version?

Well, I don't think the mod is playable at 0.52
Has to be 0.52.1a
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 26, 2012, 12:15:46 PM
I fear this has already been brought up, but there seems to be something odd going on with the way Scourge fleets are handled in auto calculated battles.  I get the feeling the 999 OP weapons are the culprit of this.  It seems quite egregious to me, as they aren't actually very dangerous, and yet entire System Defense Fleets are wiped out by a mere Blob.

I assume the high OP cost was to restrict their use to scourge vessels only.  I also assume you didn't want the entire incursion being staved off by one Hegemony Defense Fleet, but I don't doubt a more graceful option could be thought of.

Nitpicking aside, I absolutely love this mod.  It adds a huge amount of Stuff to the game, especially Enemies to fight for those of us who don't like alienating neutral factions.

Oh, and an idea I had.  It would be interesting if occasionally the pirate factions would band together to fight the other factions.  I expected this from the start, as I anticipated watching Junk Pirates, regular Pirates and Lotus fleets ganging up on Hegemony, Tri-tachs and IF forces for an awesome war.  I don't know how robust the AI can be made at this point, though.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 26, 2012, 01:00:32 PM
Edit: I said what Uomoz said, but I guess my computer is on drugs
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 26, 2012, 04:15:39 PM
I fear this has already been brought up, but there seems to be something odd going on with the way Scourge fleets are handled in auto calculated battles.  I get the feeling the 999 OP weapons are the culprit of this.  It seems quite egregious to me, as they aren't actually very dangerous, and yet entire System Defense Fleets are wiped out by a mere Blob.

I assume the high OP cost was to restrict their use to scourge vessels only.  I also assume you didn't want the entire incursion being staved off by one Hegemony Defense Fleet, but I don't doubt a more graceful option could be thought of.

Nitpicking aside, I absolutely love this mod.  It adds a huge amount of Stuff to the game, especially Enemies to fight for those of us who don't like alienating neutral factions.

Oh, and an idea I had.  It would be interesting if occasionally the pirate factions would band together to fight the other factions.  I expected this from the start, as I anticipated watching Junk Pirates, regular Pirates and Lotus fleets ganging up on Hegemony, Tri-tachs and IF forces for an awesome war.  I don't know how robust the AI can be made at this point, though.

Hi! Thanks for the feedback!

I actually nerfed the weapons OP cost and many others "weird" stats for Scourge vessels in the DEV mode, I hope that fixed this issue.

In the DEV is also available a way for the player to unite all the pirate factions under your banner (setting all pirate factions allied to eachother and to the player) but I'm struggling with the code cointinuing the work on this, as I'm trying to figure out a way to add an extra faction spawn (added to the base spawn, to help that faction achieve more system influence) through the same diplomacy system. I'll see a coder friend of mine this week and see if he can help me with this ;).

On a side note, any help to make this happen (create a spawn with an "if" event inside a script.java file) would be immensely appreciated.

But I do like a lot the idea of random auto-alliances between factions, it would add a lot to the system mechanics.. Again, thanks for the feedback!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 27, 2012, 12:53:54 AM
Yes, I wasn't talking about uniting it under the player's banner.  I mostly wanted to sit back and watch as the pirates suddenly overwhelm the other factions, at which point they could band together as well.  And of course the player can butt in.

This is related, but not necessarily accompanying that suggestion: I'd like to see escalation of forces.  More, beefier patrols/raiders, bigger Armadas, pirates with Battleships, and other things that happen later in the game.  Events, similar to Scourge incursions, except "A renewed pirate offensive" and things like that.  This would add Content in that you'd face new threats of varying difficulty.  It'd also be cool if fleets were randomized a bit.

In fact, I'd like to see ships themselves randomize in loadouts, but I think that's a suggestion for Alex in general.  It's a shame seeing the same 3 thumper loadout on all pirate Enforcers.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 27, 2012, 09:22:01 PM
It, me or does it feel almost nigh impossible to take down that lotus central flotilla, I've tried it like 4 times and i've watched npc fleet after npc ram them in equally futile attempts, I'd love for tips on how to bring em down, but they get such a number advantage that it always stomps me, grr

all their ships have some form of high explosive weapon on them so the moment they flank/knock your shields down, it's almost guaranteed gameover for that ship. Only thing that makes them sorta balanced is that they are rather flimsy and if your ships can mount flaks then your pretty okay, but if you go high tech against them your energy pd won't be enough. Grrr it's so annoying xD
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 28, 2012, 10:14:58 AM
The only thing imbalanced about them to me seems like revolver autocannons, which just do a bonkers amount of damage.  Other than that they seem fine.  I haven't tried to tangle with that Flotilla, though, but I have taken down supply fleets with ease.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 28, 2012, 10:30:07 AM
Well compared to the talons, which do like 75 effective dps on shields/armor per fighter

The revolver equipped bolts do 400 dps to armor and 100 to shields, so a full wing would do 1600 dps, it's gonna tear things up. lol.

Not mention even the bombers have it alongside their high explosive missiles/ bombs /torpedos, makes the lotus a nightmare for anything that relies on armor >.>
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Cathal on May 28, 2012, 01:35:56 PM
Here's the error log from when I try to load the mod:

Code
46249 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_cleat_v.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_cleat_v.png]
46269 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 130.60 MB of texture data so far
46270 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
46289 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 131.93 MB of texture data so far
46296 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
46307 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 132.60 MB of texture data so far
46390 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
46390 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
46391 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/UomozGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/UomozGen.java, Line 56, Column 26: Cannot determine simple type name "AntediluvianSpawnPoint"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more

(<unknown>:5702): Gtk-WARNING **: /usr/lib/gtk-2.0/2.10.0/immodules/im-ibus.so: wrong ELF class: ELFCLASS64

(<unknown>:5702): Gtk-WARNING **: Loading IM context type 'ibus' failed
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so
thieves@thieves:~/Downloads/starfarer$

Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 28, 2012, 05:15:06 PM
Updated DEV with Antediluvians, Relics, Junk Pirates and Interstellar Federation.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Cathal on May 28, 2012, 06:08:39 PM
I still get the same error.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 28, 2012, 06:40:24 PM
I still get the same error.

I'm sorry, I have no clue about what may be causing it. Are you running Linux perhaps?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 28, 2012, 09:09:53 PM
Gotta say, you put a smile on my face when I saw a new Dev version.  That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers.  I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.

There are a few solutions to this.  Buying a pact could fill the Serenity Station with ships and suitable weapons of your choice; it'd still make sense to make you buy them since you should be earning money for your faction.  If possible, the ships could be at a discount.  Just giving players ships is a clumsy solution so I wouldn't recommend that unless it was one every week or so.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 28, 2012, 10:59:35 PM
Yeah those are quite interesting suggestions. I need to elaborate each faction "reward" for being part of it, so I'm totally open to new opinions!

Thanks for the feedback ;)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Cathal on May 28, 2012, 11:12:37 PM
Yes, I'm running Ubuntu 10.10.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 29, 2012, 01:05:10 AM
Faction rewards could vary by faction.  Some factions might reward you with an expensive, powerful, prototype or rare ship, others might just give you a cheap one.  Some might just pay you, others may give you weapons or supplies.  Chooseable rewards may work if it can be implemented.

It would make sense being Antediluvians/Nomads would have no reward other than access to their tech; this goes doubly for nomads given how powerful their tech is.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on May 29, 2012, 11:27:32 AM
That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers.  I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.

Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you.  :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 29, 2012, 12:35:57 PM
That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers.  I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.

Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you.  :)

couldn't you have the antediluvians send ships to serinity station for you to buy if you join them?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 29, 2012, 01:00:51 PM
Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you.  :)

That's just it, though.  I don't want them to just sell off their ships.  I don't want to see Independent Fleets with Antediluvian ships in them.  But I want a way to "Play as" them, either by allowing ships upon Recruitment, or just having their ships be available without blowing them up to smithereens gently.

It would be kind of cool if we could make it so Recruitment restricts your usage of ships to the basic ones (Fuel Tankers/Freighters) and then your faction's ships only.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 29, 2012, 01:10:17 PM
Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you.  :)

That's just it, though.  I don't want them to just sell off their ships.  I don't want to see Independent Fleets with Antediluvian ships in them.  But I want a way to "Play as" them, either by allowing ships upon Recruitment, or just having their ships be available without blowing them up to smithereens gently.

It would be kind of cool if we could make it so Recruitment restricts your usage of ships to the basic ones (Fuel Tankers/Freighters) and then your faction's ships only.

nobody travels to serenity station besides you
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 29, 2012, 07:50:01 PM
By the way, Uomoz, I don't suppose you could do what you did for Nomads and temporarily allow Antediluvian ships to be buyable at Hegemony station, could you?

It might be worth it to put in an option in a .cfg file somewhere to easily turn on this functionality, for both factions, assuming it's not too much work.

Thanks!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 29, 2012, 08:26:34 PM
Just have to ask... I believe this was a collection of factions with good lore and balance?
What are the Purifiers supposed to be? The lore is incomprehensible, because it doesn't appear to be modern English. And they're not particularly balanced, though I guess they can get by on the same excuse that the Scourge do...
Except the Scourge aren't hard to beat, and have a nice effect about them.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on May 29, 2012, 08:34:08 PM
I think the purifiers came as pack with the ancients ( the two super duper shieldless ships )

but atm I think they are supposed to be anti scourgey since they pack all the things necessary for scourge work,

and dayum, scourge still wreck things in auto resolve, but i would assume it's cause of all the mega dps fragmentation. I'm not necessarily inclined to believe the auto resolver includes weapon damage type, so it takes it straight as say a 400 dps fragmentation will beat a 200 dps energy weapon, that and they get loads of them :P
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 29, 2012, 08:34:43 PM
The Purifiers are at war with the Elders. The Purifiers' weapons counteract the Elders' sheer HP and Armour, while the Elders' love of kinetic weaponry ruins the shields of the Purifiers. And as the Purifiers have almost no armor, even kinetic weapons will tear their ships apart. That said, both factions spawn on opposite sides of the map and mostly keep to themselves.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 29, 2012, 09:35:09 PM
Oh really?  It even says "They seem to be here to help fight off the Scourge."  I wonder why they're fighting the Elders.

The Elders just seem so ditzy and dumb, flying around in clumsy ships smelling the galactic flowers.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 29, 2012, 11:27:32 PM
Akhm, there is lore about Relics.

Quote
     Before Grate Collapse Domain find out extincted ancient race. Unfortunately Domain also found reason of their extinction and it was alive! Scourge. Scourge lay dormant for a long time just to be awake by new pray. Food. Beautiful biological entities full of juicy flesh.
     The First secret war started. Domain didn't want to entire human race find out about Scourge. They think that they will be able to defeat them and they didn't want to spread panics across all Domains worlds. So the first secret war began.
     At first Domain have a lead but as time passed Scourge assimilated more and more Domains ships and eventually overwhelmed them in initial system. Totally surprise for Domain was Scourge ability to understand assimilated technology. Armed with new knowledge Scourge find out way to Domain space.
    War at home started. Unfortunately Domain was unable to stop Scourge. Last hope was in distant scientific colony totally dedicated to advanced warfare research. They even have state of the arty factories to produce that advanced prototypes.
     Decision was to make big, easy to produce ships with lots of firepower and enough space to save Domains colony's. So, they come up with 2 ship designs. Extinctioner battleship and Faithoper Colony ship. They was combination of low tech and midlines technology's without shields.Because of that they was simple and easy to produce. Extinctioner was design to crush pesky little Scourge menace and Faithoper was primarily design to save colonist and give them life similar as on planet.
     On paper it was good idea but in reality it was capital train wreck. Scourge number was immense. No scenario predict such flood. Faithoper instead bringing hope and providing faith become Scourge light that envelop Domain in darkness.
     Final answer of science colony was highly advanced crafts with low armor and advanced shields and completely automated AI. Their intention was to make ships that shield less Scourge couldn't effectively use because of weak hull. The Purifiers was created.
      Unfortunately at that time Scourge spread too far. Domain decides to shut down Gates but give special ability to Purifiers. They was able to activate gates and use them. They purpose was to go in every Domain system and destroy Scourge.

@cp252 What's not balance about Purifiers? Weapons? Weapons are made OP, originals ones, and they are made to counter Scourge strengths (armor). They have strong shields but extremely low armor so when shields are down they are good as dead.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 30, 2012, 08:24:13 AM
Yes, but kinetic ships can't get through their fighter screens.
And I have more of a problem with the background writeups on their weapons and ships. Have you read them?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 30, 2012, 08:50:19 AM
The grammar?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 30, 2012, 08:58:42 AM
Yes, but kinetic ships can't get through their fighter screens.
Errrr, i don't get this. Can you please explain?

And I have more of a problem with the background writeups on their weapons and ships. Have you read them?

New ones? Did you read ones from latest version of Relics mod?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sörre on May 30, 2012, 09:32:56 AM
Think he means that ballistics cannot go through thier weapon/fighter screens but energy weapons can as they do not use bullets.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 30, 2012, 09:40:22 AM
Think he means that ballistics cannot go through thier weapon/fighter screens but energy weapons can as they do not use bullets.

 ??? Huh, you confuses me even more.

I think he (cp252 ) is saying that Purifiers fighters are OP?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on May 30, 2012, 11:31:49 AM
Fighter screen- that layer of fighter squadrons between you and the rest of their fleet.
Yes their fighters are insane. The carrier groups are unstoppable, the other fleets just die too easily.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 30, 2012, 12:21:47 PM
So do the joining a faction scripts work?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on May 30, 2012, 08:38:09 PM
So do the joining a faction scripts work?

It seems to work only as far as setting some factions friendly and others hostile. There doesn't seem to be anything resembling missions yet.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on May 30, 2012, 08:55:39 PM
So do the joining a faction scripts work?

It seems to work only as far as setting some factions friendly and others hostile. There doesn't seem to be anything resembling missions yet.

aww rats
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 30, 2012, 10:46:52 PM
BUUUUUUUUUUUUUUUUUUUGS

Spoiler
(http://dl.dropbox.com/u/43800264/Pictures/starfarer%20wut1.PNG)
[close]

Spoiler
(http://dl.dropbox.com/u/43800264/Pictures/starfarer%20wut2.PNG)
[close]

Running Dev 15.3.  I dunno what's going on with those Crewmen, but something fishy's afoot.  Don't even put one of those in your inventory without having a save.  The moment you do, your entire cargo gets bugged.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: arcibalde on May 30, 2012, 11:07:43 PM
LOL Why do you put 0 crewman in cargo :P   I put convoy for that station to bring only guns, but it brings supply's and fuel too and 0 for each crew member. I don't know why.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 31, 2012, 01:13:11 AM
I'm aware of the bug but alas, I have no idea what may be causing it. I'll look into it as soon as I get back home from Uni :). Thanks for the report!

Talking about missions and stuff: the work on that is pretty much stalled since I can't figure out a script to allow me to activate or deactivate a spawn on a trigger from the player. If anyone can give any suggestion with that it would be very welcome :).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sörre on May 31, 2012, 01:42:03 PM
Got a problem with your mod.

Been playing for a couple of hours and somehow it just crashed.
As I was just traveling to hunt for some pirates the game crashed. The first time it was just after a save and the Scourge was retreating to their asteroid.
Got no report in the Starfarer.log and Windows said that Java has stopped working and wanted to search for a solution to the problem ::)

Second time I got a tiny bit further but the same thing again with the message.

Third time I was able to play for roughly the same time as the third.

If you want the save I can upload it if you know any good uploading site.

Edit: Forgot to tell that I use your latest DEV version.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 31, 2012, 02:43:38 PM
Sure, send me the save file, I'll see what it might be. A good file hosting site I suggest is mediafire (http://www.mediafire.com), it's free and simple.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on May 31, 2012, 08:32:51 PM
The Unidentified Faction is currently Neutral to the player.  Seems a little odd, given what they are.  Is that intended?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on May 31, 2012, 08:35:19 PM
The Unidentified Faction is currently Neutral to the player.  Seems a little odd, given what they are.  Is that intended?

Nope. Fixed in DEV. Thanks :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Cathal on May 31, 2012, 08:41:24 PM
Uomoz, was there any follow-up question after asking if I was on Linux? I'm on Ubuntu.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sarkovar on May 31, 2012, 11:35:46 PM
Uomoz, was there any follow-up question after asking if I was on Linux? I'm on Ubuntu.

I've been training in the mountains (just like Rocky IV) for a scenario like this. Incoming wall of text, but it WILL answer your questions.

Allow me to step in here, I have Ubuntu 12.04, (because I'm not a fossil, get that upgraded son) and if you read further back into the thread you'd see me asking a lot of the same questions. The answer is simple, "typos", "typos" as far as the eye can see, "typos" within "typos". A kind of "typo"-ception if you will. Why the " you might ask? Because windows doesn't really care if a word is capitalized or not, it's a bit of a grammar slob. Linux on the other hand is the exact opposite. It's a grammar Nazi and if you tell it to look for a file, lets call it Apples, it needs to be spelled capital A Apples because if it's spelled lowercase a apples linux will spit it out like poison. So, what linux is looking for is AntediluvianSpawnPoint.java (assuming you're running ver.14) and it will never find it. Why you might ask? Because its extension is spelled .JAVA not .java, .JAVA might as well be Chinese as far as linux is concerned. Rename the file extension to .java and it should work just fine.

Assuming that's the only problem you're having...

 I can't remember how many fixes I had to perform on the Antediluvian stuff to get it to fly straight. I know I had to rename the graphics folder from Antediluvians to antediluvians rename all the portraits, and then go into all the Ante ships hull files and fix their extensions I just can't remember if there was anything else.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on June 01, 2012, 12:57:20 AM
I'll change the extentions to be lower case for the next release, so that Linux users won't keep running into these issues.

Strange though. I capitalized the extentions because, for me, the original game had capitalized extentions. Trying to be thorough and consistant, I changed all extentions to be capitalized.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on June 01, 2012, 01:18:42 AM
I received some feedback about convoys not delivering items to the IFed station, and sure enough, convoys were absent in SectorSpawn.java.  That and more has been fixed in IFed v1.19 (released).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 01, 2012, 12:50:50 PM
I received some feedback about convoys not delivering items to the IFed station, and sure enough, convoys were absent in SectorSpawn.java.  That and more has been fixed in IFed v1.19 (released).

Can't wait for this to get into the mod!

By the way, I'm running 15.3 and I purchased the JP Banner.  I'm still Neutral to Antediluvians.  Dunno if this happens for other pirate factions too, though.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 01, 2012, 12:52:42 PM
Can you send me that save in a PM and explain the combination (if present) of banners you purchased? That's actually not intended! :D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Cathal on June 01, 2012, 05:30:08 PM
Thank you, Sarkovar!
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 02, 2012, 03:19:07 AM
IFed fighters and carriers ready to expand into the world of Uomoz's Corvus? :3
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 02, 2012, 03:25:12 AM
Yep. (gotta do a few things right now, will update link later :D)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sörre on June 02, 2012, 08:13:07 AM
I have been playing around with the Lotus ship the last couple of days and I feel that the Interpid Battleship is a bit over powered in terms of fire power.
Sure it is 28 FP and cost 204000 credits to buy and that is not including weapons which I am fine with. It is just that it got five big missile mounts where four is in turrets and we all know that missiles and torpedoes tends to do a lot of damage.


The Locktide MLRS from Keptin´s Interstellar Federation is a missile launcher with ten unguided projectiles and it deals a total 6500 damage in high explosives, has 200 in ammo and fairly short reload time.
On its own the Locktide is a fine weapon able to deal with any target as there is a small spread so you can take down fighters and hurt capital ships.

The problem is if you put four of those in the big missile turrets on the Interpid you´re able to deal 26000 HE damage in one burst and that is a lot of damage, either the ship is dead or overloaded.
And the sheer number of projectiles (40 of them) will overload any PD defense and make through to their target, the only way I can think of to stop the swarm is a wall of dual flak cannons unless it is from point blank range.
If you put torpedoes on the ship you got some nice burst damage but they can be shot down if you got enough PD. Torpedoes also come with a long reload time and are often fairly slow and hard to aim.

But the Interpid also have 10 medium ballistic mounts where I have put 4 Dual Flacks, 4 Heavy Maulers, 2 Hyper Velocity Drivers and 4 Gauss Canons.
Those alone can deal out a big chunk of damage killing anything smaller than a cruiser in seconds and are useful in support roll against bigger targets as they will raise the flux so the Locktide will have a clear shot against the hull killing anything in its way.

You can see my load-out here and it can solo anything from a swarm of fighters and frigates to multiple capital ships if you fly it yourself and kite them and the ITU hull mod just makes it easier.
The AI have problem using the Locktide at its maximum capacity since the "short" range and will only fire it at nearly point blank.
The high amount of vents allow the guns to fire for extended periods and the high flux capacity give you near immortality against the AI as the Interpid is able to get in and get out because of its speed and maneuverability.


(http://img502.imageshack.us/img502/770/interpid.png)


Bottom line is that this ship with this load out is able to *** anything that gets in range.
But I have no idea on how to fix it other than telling Keptin to stop making so awesome weapons. They scale fine with his ships but if you put them on other ships you just created space monsters.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on June 02, 2012, 11:18:50 AM
And how much money did it take to kit it out? Also, play however you want, so if something is op, don't use it
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 02, 2012, 02:09:22 PM
Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: DNAz on June 02, 2012, 03:23:35 PM
Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Sunfire on June 02, 2012, 06:59:32 PM
Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.

He has left 1 large missile solt empty and 4 small missile slots empty, so that is about 50 op he is saving
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on June 02, 2012, 07:50:14 PM
I'll take a look at the Locktide, I never anticipated someone using 4 of them (88 OP), but they should be balanced enough to scale.  It may come down to giving it an energy/shot cost or something so packing on more become a burden.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 02, 2012, 08:16:49 PM
In the meantime, enjoy the new IFed ships in U'sc.

DEV4 is out! New IFed ships, JunkP fixes and Antediluvian diplomacy fix (thanks NikolaiLev!).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 02, 2012, 08:24:42 PM
(http://i.imgur.com/zlZtW.png)

Me right now.

Now, watch the IFed fighters have extortionate refit costs that drain my supplies in one battle. :L
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 02, 2012, 09:55:23 PM
(http://i.imgur.com/zlZtW.png)

Me right now.

Now, watch the IFed fighters have extortionate refit costs that drain my supplies in one battle. :L

I echo your enthusiasm!

I'm still waiting on being able to play on Antediluvians, though...

Oh wow!  This dev is savegame compatible!  I'm so glad now; my Junk Pirates game I got extraordinarily lucky and found a small Lotus group who had a non-battle ready (but otherwise immaculate) Kraken.  :3
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on June 03, 2012, 02:07:18 AM
(http://img199.imageshack.us/img199/4001/keyboardfacesmash.gif)

Me working on IFed v1.2.  It's gonna be a big one.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 02:12:23 AM
Yay!

EDIT: Quick update on the DEV version, I forgot to update the IFed fleet compositions. Fixed.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 03, 2012, 02:49:09 AM
Bumped into one of those Antediluvian Ghost Ships. Did actually have the option to capture it, only 4/10 crewmen aboard. But, ew,ew,ew,ew,ew. It's all slimy and shizz. So I left it be.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 02:54:32 AM
Ahaha :D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: keptin on June 03, 2012, 03:28:00 AM
Yay!

EDIT: Quick update on the DEV version, I forgot to update the IFed fleet compositions. Fixed.

Thanks man, awesome dev work getting it in there so quickly, that's why this is my only officially supported compilation.  That and the fact that this is the coolest mod comp out there. 8)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 03, 2012, 07:18:43 AM
What is the heart of the Scourge for, exactly? I've gone and attacked it a couple times, but it's always there, in the corner, forever alone.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 08:35:31 AM
It's the fleet that actually keeps the Scourge menace alive :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Shoat on June 03, 2012, 08:54:46 AM
It's the fleet that actually keeps the Scourge menace alive :)

So if you were to defeat it, the Scourge events would no longer happen?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 10:48:30 AM
Exactly.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: hadesian on June 03, 2012, 11:03:53 AM
Scourge are a bit weird.
Insanely OP in auto resolve, but frankly only slightly bothersome in personal command. They deal tiny damage, die so easily, but they do make for awesome screenshots.

If I could print screen.
I think I know how though now (MacBook's don't have print screen)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 11:43:56 AM
they do make for awesome screenshots.

That's why I made them :D
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: hadesian on June 03, 2012, 12:34:13 PM
they do make for awesome screenshots.

That's why I made them :D
Imma get one now.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 03, 2012, 01:32:28 PM
It's the fleet that actually keeps the Scourge menace alive :)

I thought the Scourge sleep in that asteroid that passes by Corvus' star. In my head-canon, I had the heart of the Scourge filling a similar role to Sovereign in Mass Effect. A sort of vanguard, or overwatch.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 01:46:50 PM
They do sleep into the asteroid, but then, the Heart (when the faction will have more ships and stuff) will hold a *key* vessel that actually keep the Scourge united. Without the Heart the Scourge have no control and can only wither and die.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Upgradecap on June 03, 2012, 01:54:48 PM
They do sleep into the asteroid, but then, the Heart (when the faction will have more ships and stuff) will hold a *key* vessel that actually keep the Scourge united. Without the Heart the Scourge have no control and can only wither and die.

Oh? Am i supposed to take this as an hint to further content? :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 03, 2012, 01:59:46 PM
Yeah, they sure will. But I'm actually considering delaying the whole thing after the vanilla campaign will have a less "placeholder" feel. The System is already overcrowded as it is, and what I'd really love to do is a Solar System COMPLETELY filled with scourge ships, with the Heart near the sun.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 03, 2012, 02:34:54 PM
So the heart of the swarm do act as an overwatch.

 (http://www.youtube.com/watch?v=BP-jJTqbwXI)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 03, 2012, 03:03:35 PM
Scourge are a bit weird.
Insanely OP in auto resolve, but frankly only slightly bothersome in personal command.

I'm really hope the auto-resolving nonsense gets fixed.  I'm almost certain it's because of the high weapon OP, and the auto-resolve judges based on OP totals.  It also is based on raw DPS, without any damage types.  I suspect antediluvians are also doing much better than they should strictly be doing since their turrets have very high DPS but are only fragmentation damage, so they aren't that dangerous at all.

I guess you could reason it out as "No one knows how to deal with these things... except you, hero!"  But I dislike the player being Someone Special, as Starfarer is the type of game to cast you as a nobody.

The Scourge ought to be dangerous in actuality, rather than just on paper.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: hadesian on June 03, 2012, 03:21:33 PM
The Scourge ought to be dangerous in actuality, rather than just on paper.
They are.

If they catch you unshielded and you're stuck in a missile storm, you can die. I was in an Ajax, I'm running a Lotus Conglomerate style fleet and I'm loving it.

But, they're just so weak... I reckon with a pair of capital ships, a few cruisers, some great fighter wings or so you could very, very, very easily own the heart.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 04, 2012, 11:13:59 PM
DEV.5 UP!

Updated (amazing new stuff) kep's IFed.

Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on June 04, 2012, 11:20:32 PM
Neutrino, ASP.

Mine, if I had the time for it. :-X
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 04, 2012, 11:28:41 PM
Would definitely like to see Neutrino added.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 04, 2012, 11:33:50 PM
Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).

Yes.  My Little Pony faction!  :P

In seriousness, I haven't seen too much of it but I'd like to see the ISA mod.  I don't think it's vanilla balanced, but if you could convince him to do so for the compilation I'd love to see it.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 04, 2012, 11:37:18 PM
Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).

Yes.  My Little Pony faction!  :P
(http://i.imgur.com/F3MaR.jpg)



Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).
In seriousness, I haven't seen too much of it but I'd like to see the ISA mod.  I don't think it's vanilla balanced, but if you could convince him to do so for the compilation I'd love to see it.
ISA mod? The faction from Okim's Ironclad mod?
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 04, 2012, 11:43:10 PM
I like ISA ships look BUT they have USA flag on them  ::). Not lore-friendly ;).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 04, 2012, 11:47:49 PM
I like ISA ships look BUT they have USA flag on them  ::). Not lore-friendly ;).

Darn!  I wasn't aware the mod took lore so seriously.  You don't think you and the author could come up with some compromise and slight changes to get them in?

I don't know why, but I've always been fascinated/amused by the notion of USA spaceships in the future.

Also, I was definitely sarcastic about the MLP Faction, IIE16.  If ISA isn't lore-friendly, then, well...

Unless the MLP faction was a subset of the scourge.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 05, 2012, 12:01:56 AM
Haha, yes, ponies will destroy everything with the power of the Friendship Cannon.   :D


As for the ISA, hrm. I would actually love to see the ISA and the RSF in there. One reason I don't like total conversions is being unable to take a break from it and go mess up the Hegemony. Hegemony is always fun to *** off.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Upgradecap on June 05, 2012, 01:08:24 AM
Hmmmm.....

Add a faction from project CAELUS? :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on June 05, 2012, 01:21:23 AM
Hoo-ee, I'm glad to see so many thought-provoking and insightful answers.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 05, 2012, 02:21:16 AM
One faction I'd like to see, would be the Hierarchy, from Fight For Universe. But, with their armor, I don't think any vanilla ships really stand a chance against them without some serious tweaking to the Hierarchy's ships.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 05, 2012, 02:30:00 AM
One faction I'd like to see, would be the Hierarchy, from Fight For Universe. But, with their armor, I don't think any vanilla ships really stand a chance against them without some serious tweaking to the Hierarchy's ships.

Yeah, they're not vanilla balanced, at all. The "problem" with that Total Conversion is that is completely like vanilla, but all ships stats are like multiplied x2 ( that way Xplo factions are balanced between each other but absolutely not vanilla balanced).

Neutrino, ASP.

This, I like. I'd like a good balance analysis on those two. Anyone up for the task? xD
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: IIE16 Yoshi on June 05, 2012, 02:47:21 AM
A bit more than x2 methinks. Most, if not all the Hierarchy ships have armor in the thousands.

As for the Neutrino, they have very good shields, on par with Purifier shields, often in the region of 0.2-0.4 damage multipliers. Their shields are also omni. However, they have VERY small shield arcs. Which can be problematic, especially on some Neutrino ships, which prefer a broadside. Their shields simply cannot protect a broadside. The super bomber often gets battered because while it has a shield, the bomber is quite wide, which means shots can easily miss the shield and hit the wings instead. The Hidolfr, the new carrier, is a flagship among flagships. 2 large energy turrets, around 10 medium, 5 of which are clustered up at the front of the ship, and about the same number of small turrets give the carrier some very good firepower. Add to that, 6 launch bays, and some Neutrino fighters and you have a very potent fleet at your disposal.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on June 05, 2012, 03:23:10 AM
ASP is fine, obviously. I haven't played with it but they're just flying messenger bags and Mendonca's already proven himself with Lotus.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 05, 2012, 03:48:39 AM
Actually Lotus is from dante. mendonca made Junk Pirates ;).
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Upgradecap on June 05, 2012, 03:51:03 AM
Actually Lotus is from dante. mendonca made Junk Pirates ;).

Was about to say that.  What factions and mods would you think are vanilla-balanced, uomoz? :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on June 05, 2012, 03:57:14 AM
Actually Lotus is from dante. mendonca made Junk Pirates ;).
You know I started to typed Junk Pirates then I thought, 'Wait, isn't it the Conglomerate?'

Always go with your gut.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: DNAz on June 05, 2012, 04:06:46 AM
Too much dakka dakka needs moar pew pew. Asp or Neutrino would be excellent.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: hadesian on June 05, 2012, 04:09:48 AM
Neutrino, ASP.

Mine, if I had the time for it. :-X
The Neutrino's would fit well into the system but would be fairly odd to fight against
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 05, 2012, 04:29:17 AM
The Neutrino's would fit well into the system but would be fairly odd to fight against

All the more reason to add it!  I have no experience with that faction, but I like fighting new things, especially if it's a challenge.

But yes, I'd really like to see ISA and RSF vanilla balanced.  Perhaps in a future version, they're localized in one system, with other factions having very small presence in it.  Or they could function more like "minor factions" and have their own planets and mostly keep to themselves.

Oh!  They're at Cold War (with different names and things) and thus fund and supply some of the existing factions with ships.  Or better yet, they're funded and supplied by larger factions.  The IF is funding the ISA and the Hegemony is funding RSF and they use the factions to strike at one another without having to dirty their hands.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Uomoz on June 05, 2012, 05:10:49 AM
I won't personally ask Okim to do a version of his mod with different shipstats or graphics (as I don't personally like to touch modders work). It won't happen, probably.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: WKOB on June 05, 2012, 05:27:37 AM
Honestly I think it's best if Total Conversions stay Total Conversions and besides, Okim hasn't offered.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: FlashFrozen on June 05, 2012, 01:39:53 PM
Only quirks that I believe will cause a problem with integration, is slightly harder than average difficulty when you face them as enemies, and also they tend to win auto resolves very well probably in due part to shield efficiency but they still lose to scourge mega-autoresolve, lotus central flotillas. Haven't tried IF or Tri tach too much since neither seems to live long enough to meet. Both can be slightly fixed by reducing overall fleet sizes to be under average. Easily fixable :)
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: NikolaiLev on June 05, 2012, 06:37:44 PM
I won't personally ask Okim to do a version of his mod with different shipstats or graphics (as I don't personally like to touch modders work). It won't happen, probably.

:C  this makes me sad...

I understand though.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: cp252 on June 05, 2012, 11:47:18 PM
I'd like ASP in as a civilian faction thing... which resupplies most if not all stations.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 12:48:38 PM
Yo dawgs.

I heard you like mods so I put mods into your mods so you can buy Neutrino Stuff while you bash poor ASP Syndicate transport ships.

v15 out.

(I have NO IDEA, how stable is it and\or how many bugs did I manage to put in this fast release, any feedback is well appreciated!)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on June 06, 2012, 12:54:17 PM
Your banner is intense.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 06, 2012, 01:09:32 PM
(I have NO IDEA, how stable is it and\or how many bugs did I manage to put in this fast release, any feedback is well appreciated!)

Don't worry, monsieur!  I'll get to work!

hahahahaha "work" im so witty
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 01:15:23 PM
Ha. Official tester.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 06, 2012, 01:33:33 PM
Hehe now that I think about it, Corvex and the Elders rarely get any action, so I'm thinking maybe I could make neutrino mine the star per Se? Gotta get that ultra dense armour from somewhere white dwarf/neutron star, close enough, It'll be dense.  ;D

And another thing, Do you want me to make my ship have some form of _hull variant? cause it seems a little strange that everyone else has bare hulls and mines have fully decked out ships xD
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 06, 2012, 01:35:14 PM
_hull variants are automatically generated, you just have to call them like "your ship name_Hull".
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 01:39:18 PM
Hehe now that I think about it, Corvex and the Elders rarely get any action, so I'm thinking maybe I could make neutrino mine the star per Se? Gotta get that ultra dense armour from somewhere white dwarf/neutron star, close enough, It'll be dense.  ;D

And another thing, Do you want me to make my ship have some form of _hull variant? cause it seems a little strange that everyone else has bare hulls and mines have fully decked out ships xD

Yeah, sure man! Any interaction between factions is cool stuff.

About the Hull Variants, I'll change them right now for general consistency.

EDIT: Updating the downlaod now.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 06, 2012, 01:41:21 PM
The thing is I don't want completely empty hulls, as only the built in weapons are what I really want to keep (and preferably ship specific so you can't stick it on any ship wily nily)

Lemme start on that now
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 01:47:29 PM
It's "impossible" to make a weapon ship specific though.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 06, 2012, 01:57:12 PM
It's "impossible" to make a weapon ship specific though.
Other than the 999 OP weapons on the premade variants like the Scourge have.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 06, 2012, 02:00:58 PM
Good job Uomoz. I'll get to playing and testing it a bit. My free time is scarce lately.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 06, 2012, 02:06:43 PM
Ah well, I don't need to break the op barrier, it just that i don't have convoys that deliver the high end weapons, so if they want to take it off the ships they'll still have to buy the whole ship.

Sorry for the wait, here's the files that can be updated

http://www.mediafire.com/?o2g2zxyki05673u (http://www.mediafire.com/?o2g2zxyki05673u)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 02:18:50 PM
Updated files and re-uploading the package ;). Thanks Frozen.

(Download down for a few minutes).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 06, 2012, 02:24:04 PM
The link is broken- oh.  :P
I chose a good moment to come didn't I
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 06, 2012, 02:28:40 PM
Ok link is alive again.

That said I'm going to bed (worked like 3-4 hours on this), let me know what you think!

Cya.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 06, 2012, 06:28:46 PM
Congrats on the new Corvus 15, love the mod banner as always!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 06, 2012, 07:05:40 PM
Ha. Official tester.

:3

Hehe now that I think about it, Corvex and the Elders rarely get any action, so I'm thinking maybe I could make neutrino mine the star per Se? Gotta get that ultra dense armour from somewhere white dwarf/neutron star, close enough, It'll be dense.  ;D

I dunno, I kinda like the Elders just dopeily minding their own business, fighting the Scourge now and then.

Other than the 999 OP weapons on the premade variants like the Scourge have.

But this results in autocalc wonkiness, which we ought to avoid as much as we can.  It's vaguely justified with the scourge, making them an Actual Threat to the universe without having stupidly large fleets.  Once we figure out a way to actually limit weapons to specific factions, we can make the Scourge actually dangerous.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 7007King0770 on June 06, 2012, 09:04:51 PM
Oh how I have waited for the next installment of Uomoz's Corvus! I see you've added many a mods I use already alongside the older version. As the spy says, "Our Influence Grows!"
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Wriath on June 06, 2012, 09:58:25 PM
Grats on the new release Uo, great job as always!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 04:40:40 AM
Thanks, everyone.

Updated DEV with IFed stuff. :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 07, 2012, 05:20:52 AM
nice!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 07, 2012, 05:23:59 AM
DEV16 already.  :D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Bartcheeks on June 07, 2012, 07:48:11 AM
Yay new dev! This is the only mod collection I care about whenever I log into the forums!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 07:52:13 AM
Yay new dev! This is the only mod collection I care about whenever I log into the forums!

Happy to know and thanks! Have to say, U'sC is the only one "updated" recently, I hope Omega comes back so I have some competition xD.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sörre on June 07, 2012, 08:52:25 AM
Got a problem with the Interstellar Federation´s Orbital Station. I cannot see what ships they sell as the game just crash.
The last line of Starfarer.log:

44665 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: slot is null - make sure weapon slot id is correct
java.lang.RuntimeException: slot is null - make sure weapon slot id is correct
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
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   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ÓÓÕ000(Unknown Source)
   at com.fs.starfarer.coreui.String.OO0000(Unknown Source)
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   at com.fs.starfarer.ui.oO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.null(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.Ô00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
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   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
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   at com.fs.starfarer.coreui.o0OO.Óô0000(Unknown Source)
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   at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
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   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 08:55:20 AM
DEV or v15?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Aratoop on June 07, 2012, 08:58:08 AM
It's DEV, just got this.  :P
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sörre on June 07, 2012, 08:59:10 AM
DEV or v15?

Forgot ;D
It is DEV as I want the latest from Keptin.

You do know how to ruin a day :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 09:01:08 AM
You do know how to ruin a day :)

Wait what?

Anyway, updating fixed version in a few minutes.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sörre on June 07, 2012, 09:09:27 AM
You do know how to ruin a day :)

Wait what?

Anyway, updating fixed version in a few minutes.

Now I have to wait for a whole minute more before I can play, and I need to stay up all night so I will need something to do even if the night is hours away ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 09:12:40 AM
 ::)

Updated OP. In my test I could access the Ifed station and buy stuff, let me know if it works for you too.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sörre on June 07, 2012, 09:17:59 AM
If you only got this kind of support for AAA games.

Start working for Fractalsoftworks and we will have the next patch in hours ;)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 07, 2012, 09:21:08 AM
If you only got this kind of support for AAA games.



Maybe in dreams? :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 07, 2012, 09:37:35 AM
If you only got this kind of support for AAA games.



Maybe in dreams? :)

I must say, I am very happy with Uomoz's dedication to his faction collection. He had been busy with uni or college work I believe, but has now returned full force!  8)

It makes it a lot easier and a lot more encouraging for mod makers to update their work more frequently, since the results will be implemented and accessible real fast.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 07, 2012, 09:41:24 AM
I'm actually under exams *again*  ::). But I'll keep on dedicating a good amount of my free time to this compilation, if the content you guys produce keep on being so good.

I just miss the time to play the game and that's why I need playtesters now more then ever, like NikolaiLev ;).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 07, 2012, 01:41:31 PM
I'm actually under exams *again*  ::). But I'll keep on dedicating a good amount of my free time to this compilation, if the content you guys produce keep on being so good.

I just miss the time to play the game and that's why I need playtesters now more then ever, like NikolaiLev ;).

Fear not, monsieur!  Still as hard at work as ever!

snickergigglechortleguffaw, it cracks me up every time
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 07, 2012, 02:08:19 PM
I'm actually under exams *again*  ::). But I'll keep on dedicating a good amount of my free time to this compilation, if the content you guys produce keep on being so good.

I just miss the time to play the game and that's why I need playtesters now more then ever, like NikolaiLev ;).
I'll playtest.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 07, 2012, 02:46:42 PM
You do know how to ruin a day :)

Wait what?

Modding is a thankless hobby.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ciago92 on June 07, 2012, 09:17:19 PM
So whats the deal with killing the scourge heart or whatever? Do they all die instantly or just no more large spawns when the asteroid nears the sun
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Shoat on June 07, 2012, 10:08:44 PM
So whats the deal with killing the scourge heart or whatever? Do they all die instantly or just no more large spawns when the asteroid nears the sun

As far as I know, the script that causes the asteroid events is only active while the scourge heart lives.
So if you were to destroy the scourge heart fleet, it would deactivate all scourge activity permanently.
Title: Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
Post by: Erick Doe on June 08, 2012, 01:49:34 AM
Uomoz, was there any follow-up question after asking if I was on Linux? I'm on Ubuntu.

I've been training in the mountains (just like Rocky IV) for a scenario like this. Incoming wall of text, but it WILL answer your questions.

Allow me to step in here, I have Ubuntu 12.04, (because I'm not a fossil, get that upgraded son) and if you read further back into the thread you'd see me asking a lot of the same questions. The answer is simple, "typos", "typos" as far as the eye can see, "typos" within "typos". A kind of "typo"-ception if you will. Why the " you might ask? Because windows doesn't really care if a word is capitalized or not, it's a bit of a grammar slob. Linux on the other hand is the exact opposite. It's a grammar Nazi and if you tell it to look for a file, lets call it Apples, it needs to be spelled capital A Apples because if it's spelled lowercase a apples linux will spit it out like poison. So, what linux is looking for is AntediluvianSpawnPoint.java (assuming you're running ver.14) and it will never find it. Why you might ask? Because its extension is spelled .JAVA not .java, .JAVA might as well be Chinese as far as linux is concerned. Rename the file extension to .java and it should work just fine.

Assuming that's the only problem you're having...

 I can't remember how many fixes I had to perform on the Antediluvian stuff to get it to fly straight. I know I had to rename the graphics folder from Antediluvians to antediluvians rename all the portraits, and then go into all the Ante ships hull files and fix their extensions I just can't remember if there was anything else.

I'll change the extentions to be lower case for the next release, so that Linux users won't keep running into these issues.

Strange though. I capitalized the extentions because, for me, the original game had capitalized extentions. Trying to be thorough and consistant, I changed all extentions to be capitalized.


Well, it is not letting me create lowercase extensions. I suppose this is because Windows is case insensitive. If I save the file with a lower case extension, it will just revert back to upper case. Also, I've checked the Uomoz mod after downloading, and all extensions show up as upper case for me. I have started making all file names lower case though. For example, the portrait file names were uppercase (Antediluvian_Portrait_01_Final), but it was looking for file names with all lower case characters (antediluvian_portrait_01_final). This works fine with Windows, but not with Linux, so I've changed that. I'm also making sure the folders are lowercase. For example, it was looking for graphics in the 'antediluvian' folder, when the actual folder name was 'Antediluvian'.


[edit]
Even using software like "Extension Changer" yields no results. I am beginning to wonder if windows just displays the type in upper case, when infact it is already in lower case. For example, under "properties > filetype" it says "SHIP-file (.ship)".

SOLVED IT!

That was EXACTLY the problem. In windows explorer, it always shows the file extension in UPPER CASE for me, under type. Closer examination under file properties revealed that it is either upper or lower case. This is extremely annoying, because it is impossible to see the file extension at first glance. Must be a Vista thing. Never had this issue under XP.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 08, 2012, 03:17:39 AM
Hey Erick, while you're here, I don't suppose I can get an update on whether or not we can get an Antediluvian station, so we can play as the faction?

I'd love to take on Corvus with those speedy, hardy ships.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 08, 2012, 04:05:12 AM
Hey Erick, while you're here, I don't suppose I can get an update on whether or not we can get an Antediluvian station, so we can play as the faction?

I'd love to take on Corvus with those speedy, hardy ships.

Well. I suppose the war would ultimately wear down the Antediluvians, as natural metals mined from the planet's submerged surface would become scarce. A lack of materials might force them to sell off their designs for credits, which in turn would allow them to purchase raw materials to produce additional ships. This would justify them selling their tech at an orbital station.

I will have to create supply fleets. And spawn a station near Atlantis.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 08, 2012, 09:50:12 AM
If you only got this kind of support for AAA games.

Start working for Fractalsoftworks and we will have the next patch in hours ;)
In Alex's defense, I'm pretty sure he's giving more time than Uomoz is. He's making a whole new feature you know  :-\
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 10:01:55 AM
If you only got this kind of support for AAA games.

Start working for Fractalsoftworks and we will have the next patch in hours ;)
In Alex's defense, I'm pretty sure he's giving more time than Uomoz is. He's making a whole new feature you know  :-\

Wait, you can't compare the small work I put into this mod to what Alex (and the rest of the staff) do daily. I just put together stuff made by others, in a simple and not-creative process.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Brigan on June 08, 2012, 10:48:52 AM
Would you think it's bad to add the Omega Class Try-Tachion vessel into this Mash? :D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 11:05:10 AM
Would you think it's bad to add the Omega Class Try-Tachion vessel into this Mash? :D

Yep.

And it's not a mash, it's the first and original factions collection ;).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 08, 2012, 11:48:43 AM
Would you think it's bad to add the Omega Class Try-Tachion vessel into this Mash? :D

From a view of balance, the Omega can decimate entire fleets solo. It's not hard whatsoever (slightly time consuming) to take down every ship in simulation in as few waves as possible.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 12:46:12 PM
I could add it to the simulation mode though. For fun.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 08, 2012, 12:52:49 PM
I could add it to the simulation mode though. For fun.
Wait until we can (if we ever will be able to without maybe modding it) get multiple ships into one sim.

It makes more sense to lose ships in a simulation than lose them in combat. Simulating is great but utterly useless for carriers.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on June 08, 2012, 02:11:10 PM
Would you mind adding a handful of ships to the non-dev Simulations? A couple of mid-lines from the Ante's, Neutrino's and Nomad's'd cover it I think. Feds, too.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 08, 2012, 02:24:19 PM
Becareful of what you wish for, Neutrino are amazing 1 vs. 1-ers  ;D

But I'd highly recommend using Mirvs if you do :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 08, 2012, 03:39:59 PM
I think I've stated this before, but what I'd ultimately want is the ability to Play As a faction.   "Selling off" Antediluvian tech isn't really what I want as much as... "You are an Antediluvian scientist, sent out as a Wayfarer to find technology.  Here's your frigate, when you can get some tech or credits, come back to us and we'll grant you better ships."

Same thing with Nomads, really, and other factions.  Am I the only one who plays thematically?  I have a savefile for an IF-exclusive fleet, a savefile for a Junk Pirate (who, given the nature of his faction, will use other faction's ships too) and so on.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 04:22:00 PM
I think I've stated this before, but what I'd ultimately want is the ability to Play As a faction.   "Selling off" Antediluvian tech isn't really what I want as much as... "You are an Antediluvian scientist, sent out as a Wayfarer to find technology.  Here's your frigate, when you can get some tech or credits, come back to us and we'll grant you better ships."

Same thing with Nomads, really, and other factions.  Am I the only one who plays thematically?  I have a savefile for an IF-exclusive fleet, a savefile for a Junk Pirate (who, given the nature of his faction, will use other faction's ships too) and so on.

I love the idea and I must admit I tried hard implementing something like it (failing). I'd like to see the vanilla version of this, and Uomozify it, before committing myself to more wasted time on programming (of which I have very poor knowledge).

Let's just wait for this kind of features to be "official" before using dark (and often buggy) ways to achieve them.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 08, 2012, 04:22:52 PM
Damn. If only I could have such testers as NikolaiLev I'd be very happy. Mind giving me some feedback on my mod, NikolaiLev? (I know this is self-promotion, but hey, our mod is quite vanilla balanced :3)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 04:27:12 PM
I should officially ban this kind of posts in *my* thread.

 :P

Seriously though, Upgradecap, don't post things like that in others' thread (going OT). If you want to request something like that, just PM him.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 08, 2012, 04:28:54 PM
No, no. Was just commenting (actully partially commenting, but who cares about that not-picky details) on how good mod-testers you've got. Congrats, Uomoz :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 08, 2012, 04:30:31 PM
Quality mods for quality players.







Yeah that was like a trash MotD. rofl.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 08, 2012, 04:35:56 PM
Quality players?


Riiiight............
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Dragar on June 08, 2012, 05:22:04 PM
Man, the Neutrino station never seems to have any capital ships, I wanna add that ridiculous super carrier to my  Lots O Bees Fleet but I can never find it. It doesn't help that the Lotus Con. tends to spend most of its time eating Neutrino fleets(who also don't have cap ships in them.)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 08, 2012, 05:59:08 PM
Quality players?


Riiiight............

Hey!  If you wanted my Testing (and my axe) you'd better change that attitude, mister!   >:(
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 08, 2012, 11:03:04 PM
Man, the Neutrino station never seems to have any capital ships, I wanna add that ridiculous super carrier to my  Lots O Bees Fleet but I can never find it. It doesn't help that the Lotus Con. tends to spend most of its time eating Neutrino fleets(who also don't have cap ships in them.)
Second Neutrino convoy dropped off a supercarrier. Now I just need to money to get it, outfit it, then fill the hangar with Flohs.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 09, 2012, 03:07:10 AM
Quality players?


Riiiight............

Hey!  If you wanted my Testing (and my axe) you'd better change that attitude, mister!   >:(

Ok, enough OT.  I'd actully like to see the hoplites of corinth here, and they are quite vanilla balanced from my tests :)

No new weapons, though. Only ships :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 09, 2012, 04:50:25 AM
This is why I really can't wait to make wicked wanderer.

http://i1057.photobucket.com/albums/t399/X4R3H/Screenshot2012-06-09at094257.png

Red Tempest beats a Faithoper. Awesome.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: arcibalde on June 09, 2012, 05:12:02 AM
^^ LOL How long did it take?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 09, 2012, 05:19:36 AM
^^ LOL How long did it take?
A while.

The tactic was: 1. Dodge all Pilums. 2. See if you can get Pilum's engines to disengage to hit the Faithoper. 3. Soon the salvoes will stop, at this point, sit right in front of it (in line with the ultima cannon.). 4. Keep up firing the beams, utilizing the insane flux dissipation alongside the 0.1 shield flux efficiency to make the Faithoper overflux and be incapable of firing. 5. Dodge all ultima shots. 6. Repeat for roughly half an hour.

Multiple Faithopers might be easier because the Pilums are easy to dodge.

The Red Tempest also outruns anything.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 09, 2012, 01:13:03 PM
So I fought the Antediluvians.

Won.
Every time. They need a buff of some kind.
And then the following stuff happened.
Firstly, junk pirates. With the slight help of Neutrino corp, I was able to annihilate this fleet. Could've done it without their help, soloed the Kraken and the clam.
http://s1057.photobucket.com/albums/t399/X4R3H/?action=view&current=Screenshot2012-06-09at194111.png
That was pretty cool, not as cool as the Faithoper.

And then, this happened. I'm proud of my skills in this one.
http://s1057.photobucket.com/albums/t399/X4R3H/?action=view&current=Screenshot2012-06-09at200049.png
Soloed with the Tempest and took no damage of any sort on the hull or armour. Maybe an asteroid. The Paragon and the Eventide were just captured because they lacked crew. Fun times!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 09, 2012, 02:53:32 PM
What is this Red Tempest thing?  Sounds like it's overpowered, rather than the other ships being underpowered.

The Antediluvians merely suffer from unclever AI more than other ships.  They require special tactics the AI is not capable of.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 09, 2012, 03:02:50 PM
What is this Red Tempest thing?  Sounds like it's overpowered, rather than the other ships being underpowered.

The Antediluvians merely suffer from unclever AI more than other ships.  They require special tactics the AI is not capable of.

The red tempest is an example mod created by Alex. That thing has a speed of 400 without flux boost, 0.1 shield efficiency, and 500 flux dissipation. Hat thing is OP indeed.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Vandala on June 09, 2012, 04:00:51 PM
This is the one actually: http://fractalsoftworks.com/forum/index.php?topic=2926.msg40117#msg40117

The original is Alex's, OP in its own right, mine is even worse.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 10, 2012, 03:28:22 AM
The only problem with it is hard flux. The beam weapons are kinda bad at that.


Oh well, Sabot SRM Pod time.

EDIT: Here goes, going to try the Lotus Congolmerate central flotilla. With Sabots this should be easy.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 10, 2012, 10:34:17 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Scale_Chart_02-2.png)

Dun dun dun!

Scale chart including all of Uomoz's Corvus ships. Excluding vanilla Starfarer ships.

 :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 10, 2012, 10:39:44 AM
http://i1022.photobucket.com/albums/af343/erick_doe/Scale_Chart_02-1.png

Dun dun dun!

Scale chart including all of Uomoz's Corvus ships. Excluding vanilla Starfarer ships.

 :)
Is that faithoper shrunk? From here it looks like the Neutrino supercarrier is as big as it...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 10, 2012, 10:43:54 AM
Nope. These are all their original sizes.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 10, 2012, 10:49:05 AM
Nope. These are all their original sizes.

In game for me, on 1900x1200, they are much, much bigger. The Super carrier and faithoper eat up about a third of the screen. On this, nowhere near that.  in fact I'd say most cruisers are bigger.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 10, 2012, 10:53:03 AM
This chart is absolutely amazing! Gotta link this in the OP.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 10, 2012, 10:54:38 AM
This chart is absolutely amazing! Gotta link this in the OP.
Yes, this. I wasn't denying the awesomeness.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 10, 2012, 10:55:20 AM
Nope. These are all their original sizes.

In game for me, on 1900x1200, they are much, much bigger. The Super carrier and faithoper eat up about a third of the screen. On this, nowhere near that.  in fact I'd say most cruisers are bigger.

No, what I meant is, the sizes between these ships check out. Uploading the chart did shrink down the entire chart a wee bit. But the sizes between the ships are consistant, in relation to each other.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 10, 2012, 10:56:59 AM
Nope. These are all their original sizes.

In game for me, on 1900x1200, they are much, much bigger. The Super carrier and faithoper eat up about a third of the screen. On this, nowhere near that.  in fact I'd say most cruisers are bigger.

No, what I meant is, the sizes between these ships check out. Uploading the chart did shrink down the entire chart a wee bit. But the sizes between the ships are consistant, in relation to each other.
: o
Good job.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 10, 2012, 11:42:15 PM
Dayum, that is an awesome chart.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 10, 2012, 11:55:51 PM
Woah, sweet scale chart!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: mendonca on June 11, 2012, 12:33:08 AM
This mod is completely destroying me.

I'm back down to a single, escaped frigate after having my precious Eagle and the final purchaseable Medusa taken away from me by a swarm of pesky Lotus Conglomerate fighters (getting me back for farming all those lonely Rives).

That was my fifth or sixth concerted effort at building a fleet.

I think I've used up most of the viable ships in the stations (they are now just space debris) ... although I think there are some Tempests left at the 3T, and I haven't bought the Hyperion yet ... ooh and I suppose there must be a few combat-capable craft left at the IF stations ...

It's really a lot of fun though, so if I haven't said it by now, good job Uomoz!  :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 11, 2012, 05:38:54 AM
Maybe slow down a little and give the stations a chance to restock. Or go with Neutrino, their convoy always supplies at least one ship each trip. At least, their inventory of ships seems to just keep getting bigger.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 2_Wycked on June 12, 2012, 04:38:21 AM
Uomoz, have you considered increasing the frequency of station restocking? That's my only problem with this mod...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 12, 2012, 05:29:18 AM
Uomoz, have you considered increasing the frequency of station restocking? That's my only problem with this mod...

I leave that to modders tbh. (even if I personally built many of the convoy scripts for the aforementioned modders xD)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 12, 2012, 05:41:53 AM
even if I personally built many of the convoy scripts for the aforementioned modders xD

 ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 12, 2012, 07:25:33 AM
Convoy scripts and all that really isn't a problem.

Correctly balancing what they deliver is a "pain in the ***"
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 12, 2012, 08:10:36 AM
Why do people make convoys rather stingy about what they deliver?

This is alpha people... surely you want people to get as much testing time with your ships as possible?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 12, 2012, 08:29:21 AM
Yeah, we also want to roflstomp enemy fleets with captitals only.

:P
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 12, 2012, 08:34:03 AM
Am I the only one who likes the idea of that? Just me?

http://i.imgur.com/VhaDJ.jpg
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 12, 2012, 08:45:48 AM
Why do people make convoys rather stingy about what they deliver?

This is alpha people... surely you want people to get as much testing time with your ships as possible?

I'd say there are mods more fit to that kind of gameplay. ;)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 12, 2012, 05:29:01 PM
Convoys take a few days to enter and leave the system, so if every faction in the collection doubled their convoy rate, we'd see close to 30 convoys in system at any given time.

Maybe a script similar to the diplomacy system can be used to pay for an increased supply rate of a particular faction.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 12, 2012, 06:47:54 PM
Because of the number of factions, I can spend all my time eating convoys if you make them that frequent.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 14, 2012, 01:24:55 PM
Convoys take a few days to enter and leave the system, so if every faction in the collection doubled their convoy rate, we'd see close to 30 convoys in system at any given time.

Maybe a script similar to the diplomacy system can be used to pay for an increased supply rate of a particular faction.

Or perhaps the ability to 'buy' a convoy to head to the Abandoned Storage instead of the faction's HQ? Also, isn't there a limit you can define on convoys? So like, only one convoy is in the system at a time?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 14, 2012, 01:27:59 PM
Actually you can have like 9000 convoys at the same time xD.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 14, 2012, 01:29:19 PM
Actually you can have like 9000 convoys at the same time xD.

But tour system would probably crash long before that because of the extreme demands from Tue CPU.  It'd probably deep-fry your RAM memory XD
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 14, 2012, 01:58:07 PM
The M in RAM stands for memory already you know.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 14, 2012, 01:59:18 PM
Yeah, I do know. I just had to make it extraordinarily clear :P
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 18, 2012, 08:09:43 AM
so....where is the nomads station...why join a faction you cant buy from...and you cant be the infected....they dont even pester people....
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: silentstormpt on June 18, 2012, 08:16:03 AM
i do love to sell their weapons tho... lol
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 18, 2012, 08:20:57 AM
I was actually waiting for the Nomads "nomads" update before doing anything like putting up a station xD.

On a side note: Uomoz's Corvus will probably go back to vanilla values of planets and stations (or at least a lot less stuff as it is right now) in a future update. Thinking about cutting a faction or 2.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 18, 2012, 08:27:43 AM
I was actually waiting for the Nomads "nomads" update before doing anything like putting up a station xD.

On a side note: Uomoz's Corvus will probably go back to vanilla values of planets and stations (or at least a lot less stuff as it is right now) in a future update. Thinking about cutting a faction or 2.
DUNDUNDUUUUN
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 18, 2012, 09:52:01 AM
But, why?
The reason I have Uomoz's Corvus installed is because it gives me a bunch of mods and factions all playing nice with each other, and it's all lush and awesome.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 18, 2012, 10:10:10 AM
But, why?
The reason I have Uomoz's Corvus installed is because it gives me a bunch of mods and factions all playing nice with each other, and it's all lush and awesome.

Because I don't quite like the mess it is right now?

The think that one thing that really works well in the vanilla campaign is the 3 powerblocks (TT, Heg and Pirates).
I may come back to that kind of diplomacy status for the system, for example allying all the pirate factions together, although keeping them as separate factions.
I need to think more about it but I might cut all the extra planets (if the modders give me green light) that clutter the orbital space and then cluster many stations around the more important planets.
As it is right now I find that most of the time a player will only attack a weakened enemy fleet (because there are a lot of them) as most of the factions are in total war to every other faction.

I'm open to feedback on this: if you're interested in stopping me, now it's your moment. xD
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 18, 2012, 10:12:58 AM
But, why?
The reason I have Uomoz's Corvus installed is because it gives me a bunch of mods and factions all playing nice with each other, and it's all lush and awesome.

Because I don't quite like the mess it is right now?

The think that one thing that really works well in the vanilla campaign is the 3 powerblocks (TT, Heg and Pirates).
I may come back to that kind of diplomacy status for the system, for example allying all the pirate factions together, although keeping them as separate factions.
I need to think more about it but I might cut all the extra planets (if the modders give me green light) that clutter the orbital space and then cluster many stations around the more important planets.
As it is right now I find that most of the time a player will only attack a weakened enemy fleet (because there are a lot of them) as most of the factions are in total war to every other faction.

I'm open to feedback on this: if you're interested in stopping me, now it's your moment. xD
I like Synchrony.
Everything else I don't really care about (although I reckon Atlantis will have to stay)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 18, 2012, 12:28:58 PM
For that allied pirates idea, how does this sound?

Whatever trigger you use to ally them buying something from the hate station, it generates sort of a new faction, This allied pirate faction, which usually only spawn 1-2 really large pirate fleets composed of all 3 pirate factions' ships.

They'll change all the already existing pirate factions to at least be neutral to each other and friendly / neutral to the new allied pirate faction. I'm not sure if it's possible to reduce normal pirate spawnrate after the system is generated but that'll be nice if the pirates join together, they'll start spawning more slowly as a whole.

Imo there is just sorta to many fleets going around atm, and the lotus are probably the most dangerous as is, idk may need some trimming, as there are alot more anti pirate fleets than there are pirates.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 18, 2012, 12:30:39 PM
For that allied pirates idea, how does this sound?

Whatever trigger you use to ally them buying something from the hate station, it generates sort of a new faction, This allied pirate faction, which usually only spawn 1-2 really large pirate fleets composed of all 3 pirate factions' ships.

They'll change all the already existing pirate factions to at least be neutral to each other and friendly / neutral to the new allied pirate faction. I'm not sure if it's possible to reduce normal pirate spawnrate after the system is generated but that'll be nice if the pirates join together, they'll start spawning more slowly as a whole.

Imo there is just sorta to many fleets going around atm, and the lotus are probably the most dangerous as is, idk may need some trimming, as there are alot more anti pirate fleets than there are pirates.
The lotus need a nerf.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 18, 2012, 12:37:24 PM
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.

I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 18, 2012, 12:39:06 PM
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.

I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.
I'd probably nerf that there Hydra. Awesome ship, fairly flipping OP though.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 18, 2012, 02:10:54 PM
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.

I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.

Yes, it really is.

By the way, Uomoz, I agree there's a little too much stuff right now.  But I don't think you should trim all of it down.

I hate having to go aaaaaaaaaaaaaaaaaaall the way to the JP or IF starbases.  But this is even the case with TTS.  How about moving some near TTS planet as well?  Neutrino would be allied to them I'd think.

And for cutting factions, I can't agree with this at all.  Firstly, travel isn't in yet; the factions should at least stay for the sake of future systems.  Secondly, we can always just trim things.  Maybe reduce supply fleets for some factions, remove stations for others, we could congregate all the pirate factions into one (or semi-one, they could fight over a planet with stations orbitting around it if possible).

Alternative solutions is all I ask you consider.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 18, 2012, 02:15:38 PM
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.

I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.

I hate having to go aaaaaaaaaaaaaaaaaaall the way to the JP or IF starbases.  But this is even the case with TTS.  How about moving some near TTS planet as well?  Neutrino would be allied to them I'd think.

TTS as in tri tachyon?
Tri tachyon and the Neutrino are harsh enemies.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 18, 2012, 03:47:44 PM

TTS as in tri tachyon?
Tri tachyon and the Neutrino are harsh enemies.

Hegemony, then.

Speaking of the Neutrino, I just got a hold of a couple of their ships.  How could this have gotten past balancing?

The Nirvash... okay, I guess that's kind of manageable, they're only beams, though for 7 op 686 is a little too much burst damage for 1000 range.  But the Pile-driver, and in particular the Unstable Photon Cannon?  Holy ***.  Maybe someone else has had different experience from me, but this is a little ridiculous.  Too much damage and too much range.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 18, 2012, 03:52:27 PM
TTS as in tri tachyon?
Tri tachyon and the Neutrino are harsh enemies.

Hegemony, then.

Speaking of the Neutrino, I just got a hold of a couple of their ships.  How could this have gotten past balancing?

The Nirvash... okay, I guess that's kind of manageable, they're only beams, though for 7 op 686 is a little too much burst damage for 1000 range.  But the Pile-driver, and in particular the Unstable Photon Cannon?  Holy ***.  Maybe someone else has had different experience from me, but this is a little ridiculous.  Too much damage and too much range.

I do agree. It didn't past any balance check, only awesomeness check.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 18, 2012, 04:22:21 PM
The piledriver is a long range support ship, But it could be toned down a bit, it does more damage the farther you are from it. But it only carries small slots and a large slot, so if your flanked, you better pray.

It's almost strictly anti-capital since it can't properly track frigates and some quick destroyers or fight them off when they get within knife range. That and if you have low tech flaks *preferably not the duel flak* you can mitigate 50-75% of the shots IF they aren't in the splitting phase. With beam pd, it's better to get up close and it's about 60% likely it'll miss/ only tap you with only 400 dmg.

I can change it up by increasing the delay between shots, or making them more easy to intercept.

The beam cannon's low op cost is offset by the fact 1. They can't turn. 2. They are beams, if you have 124 flux dissipation, you can dissipate 1 of these for days, maybe two days if your dmg/flux is under 1 :p

but I can definitely see to lowering their range, but it may make the weapon a poor choice as you can't exactly aim them and when they do line up you now find you don't even have the range to hit them.



Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 18, 2012, 09:03:37 PM
cant equip alien ships with alien weapons.....why?....and when i unite the pirates after awhile it wears off and i cant ally v.v...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 18, 2012, 09:10:45 PM
btw i dont think nomad will update any time soon...can we get them a station plz....i wanna be nomadslike....some of these alliences have no starport so if you do ally with them you get no support...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 20, 2012, 12:39:34 PM
plz make stations for people...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 20, 2012, 01:24:24 PM
Aye, kay, Got, the Neutrino 1.2 update fix'd and streamlined,

http://www.mediafire.com/?7gw99h7qt9kulz9 (http://www.mediafire.com/?7gw99h7qt9kulz9)

'Should' copy and paste right in and work, unless of course you added even more to the dev 2 D:

Hope it works out, gimme a holler if it doesn't work Uomoz.  ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 20, 2012, 02:40:19 PM
plz make stations for people...

Antediluvians 11.5 has a station. Uomoz's Corvus has not been updated to include that version though.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 20, 2012, 03:09:52 PM
plz make stations for people...

Antediluvians 11.5 has a station. Uomoz's Corvus has not been updated to include that version though.

I was actually waiting v12 as I don't see the point in a station without convoys ;).

EDIT: UPDATED DEV WITH NEUTRINO STUFF.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 20, 2012, 05:03:20 PM
Whining tripleposts make me sad. Also I don't really understand them.
Nomads have no stations. They are nomads damnit
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Vandala on June 20, 2012, 08:26:02 PM
Let me guess, there is no way to turn a fleet into a dock-able station right?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 20, 2012, 08:40:57 PM
Is it possible for the noamds to say, randomly set up a station at a planet for say.. 14 days, then tear it down? and move to another planet etc like nomads?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Vandala on June 20, 2012, 09:49:59 PM
Is it possible for the noamds to say, randomly set up a station at a planet for say.. 14 days, then tear it down? and move to another planet etc like nomads?
That may actually be possible.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: DNAz on June 21, 2012, 12:41:29 AM
Is it possible for the noamds to say, randomly set up a station at a planet for say.. 14 days, then tear it down? and move to another planet etc like nomads?
That may actually be possible.

Does it have to be a planet?

Have a Huge ass nomad fleet come and setup (fleet disappears station appears) on a random orbit then move (station disappears fleet appears) and roam around before turning (fleet disappears station appears) again.

If the fleet dies have another spawn.

Also have no convoys so the station never restocks and instead after repeating what I suggest a few times leave the map and like when its destroyed have another (fully stocked) one return.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 12:46:47 AM
If the station graphic is moddable, why not have the Nomad's 'station' as a picture of Nomad ships, instead? A sort of home fleet, like the Quarian Fleet, or the fleet surrounding the Battlestar Galactica.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: DNAz on June 21, 2012, 01:05:35 AM
If the station graphic is moddable, why not have the Nomad's 'station' as a picture of Nomad ships, instead? A sort of home fleet, like the Quarian Fleet, or the fleet surrounding the Battlestar Galactica.
Also good
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 21, 2012, 02:52:48 AM
If the station graphic is moddable, why not have the Nomad's 'station' as a picture of Nomad ships, instead? A sort of home fleet, like the Quarian Fleet, or the fleet surrounding the Battlestar Galactica.

Because then every other station will also use that same sprite :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 04:03:23 AM
Is it not possible to have a station pull it's graphic, and just it's graphic, from a particular spot?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Starlight on June 21, 2012, 04:49:48 AM
Insofar as I can tell; A lot of this stuff is hard coded at the moment.   You tell the engine you want a station and it slams a dockable station down with the normal sprite.  This is done with literally one line of code.  You have no control over anything except name, and position, whilst the contents are controlled by the factionnameGen and supplyConvoyGen files.  I personally hope that more customisation is to come myself. 

I don't even think its possible to keep moving the station around at the moment;  The station is defined in the factionGen file and that is only run once.  It sucks but there's only the one way of doing these things at the moment. 

Perhaps instead stick the station on its own on a reaally wide orbit on its own at quite a rapid speed (like 80) and name it "Home Saucer" or something?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 05:49:20 AM
Could lead to issues of larger fleets having difficulty actually catching the station. I know on Ascendancy, the Esk station moves so fast that my fleet of just one cruiser and two destroyer takes several seconds before managing to dock once it hits the planet's gravity well and slows down.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 21, 2012, 09:57:39 AM
Could lead to issues of larger fleets having difficulty actually catching the station. I know on Ascendancy, the Esk station moves so fast that my fleet of just one cruiser and two destroyer takes several seconds before managing to dock once it hits the planet's gravity well and slows down.
So intercept it...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 11:37:21 AM
Could lead to issues of larger fleets having difficulty actually catching the station. I know on Ascendancy, the Esk station moves so fast that my fleet of just one cruiser and two destroyer takes several seconds before managing to dock once it hits the planet's gravity well and slows down.
So intercept it...
*thoughts of slow NPC fleets forever chasing down their home station*
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 21, 2012, 12:03:56 PM
seems this mod is dead....sad :(
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 12:06:37 PM
It is? How so?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 21, 2012, 12:06:46 PM
seems this mod is dead....sad :(

wat?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 12:08:37 PM
http://puu.sh/CCFf

This is probably the most awful starting ship ever. I almost got destroyed by the Piranha wing's Swarmers. SWARMERS! Not even something like a Harpoon.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 21, 2012, 12:12:54 PM
seems this mod is dead....sad :(

What? I don't even!

More seriously: please remember this is just a *collection* of factions. If factions don't update, I surely won't. (plus I want some more vanilla campaign updates before doing more stuff for the diplomacy system).

This mod will never die, I'll give it to someone who can continue my work if I have no way to keep on updating it.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 21, 2012, 01:26:19 PM
http://puu.sh/CCFf

This is probably the most awful starting ship ever. I almost got destroyed by the Piranha wing's Swarmers. SWARMERS! Not even something like a Harpoon.

Eww.  That sniper weapon is inefficient and weak, too.  Even if I was trying an all nomad fleet I don't think I'd make use of that frigate.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 21, 2012, 02:34:32 PM
Yeah, when it was a medium-sized weapon, it was fairly good for it's size. (hell, it was *** awesome because it could be fitted to almost anything) But as a heavy weapon now, it really doesn't seem to do that much damage for it's new fittings. Could put large energy slots to much better use with things like Tachyons or Neutrino Tractor Beams. I remember playing in Omega's Minimash, bought that Omega super-dreadnaught. Had 10 Tachyon Lances and ALL medium slots filled with Masers. It was the most awesome hedgehog ever.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 21, 2012, 11:10:23 PM
how do i change the ordinance points in your mod...some of the points are off in some purifier ships and...i cant fully arm them with their weapons on some or half the ships..plus i dont know how to add the team file you just got to the mod itself...and if the nomads dont have a station then there fleet or something should sell ships as long as your on there team
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: arcibalde on June 22, 2012, 12:43:36 AM
how do i change the ordinance points in your mod...some of the points are off in some purifier ships and...i cant fully arm them with their weapons on some or half the ships...

All ordinance points an all Purifiers ships are vanilla balanced, calculated with method that Alex use to calculate OP on vanilla ships.

Errr, dude it's not supposed to fully arm purifier ships with purifier weapons. Their weapons are energy mount with explosive dmg and because of that they are very ordinance expensive. If you arm them ONLY with that weapon you will be destroyed very quickly from much weaker opponents. Explosive dmg is extremely weak against shields and almost every ship have shields. Look i don't want to tell you how to play im just telling you what i have in mind when i was creating purifiers.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 22, 2012, 02:17:06 AM
Psst, try and look into mounting those Blazo MKIIs on fast and light ships. That high explosive damage makes frigates exceptionally dangerous if they can get around and shoot at other ship's ass for a while.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 22, 2012, 01:48:19 PM
weak against shields...yes..but very good...plus i wanna have a purifier ships only with only their weapons...but i cant fully arm them...with the weapons they should be able to have...yes they are strong...but expensive along with the ships...so why not?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: arcibalde on June 22, 2012, 02:33:42 PM
Like i sad, there is formula to balance out all ships with vanilla ships. You can always manually change that, but that's up to you.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 22, 2012, 07:07:47 PM
balance...there already OP...its just that why cant the ships fully arm themselves with their own weapons...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 22, 2012, 07:12:17 PM
I don't want to be mean o anything Lopunny Zen, but if you say that:
not to be mean...but some of the ships looks like a color mess...like....random colors everywhere...looks a bit sloppy..
about IF ships, I won't take your feedback in consideration much. So shouldn't arci IMHO.

Please stop posting feedback here.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: CrashToDesktop on June 22, 2012, 07:22:00 PM
Eww.  That sniper weapon is inefficient and weak, too.  Even if I was trying an all nomad fleet I don't think I'd make use of that frigate.
Oh?  I love that starting frigate.  I took out a hound, a lasher, and a talon wing with it.  Is that good? ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 7007King0770 on June 22, 2012, 10:17:30 PM
http://puu.sh/CCFf

This is probably the most awful starting ship ever. I almost got destroyed by the Piranha wing's Swarmers. SWARMERS! Not even something like a Harpoon.

I HEAVILY disagree! I love this ship! It's great against everything (in small numbers) if you know how to aim, and back off. Just keep shooting in a well timed pattern at long range against enemy targets. The weapon is very Overpowered when used by player, because it's so easy to take out fighters, bombers, frigates, carriers, man I took out a couple of destroyers with this thing! Just keep your distance and the weapon is amazing and like the class name says, Snipe, Snipe, Snipe away!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 23, 2012, 04:14:29 AM
But it doesn't even have the armour to take on hits from swarmers. It's a nice ship for support and throwing pewpew everywhere. But I don't think I'd trust it for much else. It doesn't even carry enough supplies to repair itself.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on June 23, 2012, 04:18:35 AM
But it doesn't even have the armour to take on hits from swarmers. It's a nice ship for support and throwing pewpew everywhere. But I don't think I'd trust it for much else. It doesn't even carry enough supplies to repair itself.
One salvo of Sandstorm twin masers will not only wreck it's shields and kill it but the damage will also destroy the disabled hull
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 7007King0770 on June 23, 2012, 08:27:22 AM
That's why you never get in range so they can hit you. The beam projectile goes a lot farther then it's range lets on. You guys don't seem to understand the reason it's so good, as long as it's not in range of a the enemy and you keep backing off when they try to get close to you, you don't even have to worry about the enemy hitting you. I'd say this things greatest weakness is fighters, because anything bigger is either too slow to catch up, or too weak to put up a fight. I mean it's ridiculously easy kiting things in that ship, as long as you are fightning a Low Tech ship, that is any non shield orientated ship, you can win by slowly wearing down their shields, and then when they release flux start shooting in semi-"rapid" fire. I purposely keep my flux low until the very moment when their shields go down.

So, again at least the way I use this ship, it's only weakness are fighters with shields, and ships that are shield orientated, and what I mean by that is any ship that can lower it's flux while still having it's shield on faster then you can dps down their shield ( or should I saw up their flux? XD). Of course you can just get swarmed, this ship can't take on anything more then 4-6 ships at once without getting completely swarmed and just dieing. It's a artillery ship, it's meant to have a escort such as interceptors and a carrier on standby.

EDIT: On a side note, just imagine 5-10 of these ships in one battle, it would create the Musket Wall effect! All of them aim on one target, FIRE! And by sure chances that ship has to of been hit, and if you keep doing that, and keep staying out of range... It would be delicious!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 23, 2012, 09:11:52 AM
wait a minute...that sloppy color ship comment...i posted that somewhere else...how did it get here...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 24, 2012, 09:49:02 AM
wait a minute...that sloppy color ship comment...i posted that somewhere else...how did it get here...
Doesn't really matter... IF is developed primarily for inclusion in UC (or so I hear). It's also, in my opinion, got some of the most meticulously well-coloured sprites in the collection. If you say the colours are sloppy it sort of destroys the credibility of any other comments you make...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 25, 2012, 09:32:15 PM
nono not all the ship....theres a very select few...im just saying...btw im suprised the ironclads mod wasnt included...there a major one
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: RAVVSlathotep on June 25, 2012, 10:27:47 PM
nono not all the ship....theres a very select few...im just saying...btw im suprised the ironclads mod wasnt included...there a major one
You could be a bit more specific, would help your argument.

Also, Ironclads is a Total Conversion, which would make it harder on Uomoz to merge everything since he'd need to get permission from the creator, balance 4 factions, make sure the planets did not clash with eachother, do consistency checks... bah. Else you'll just end up with a massive mess and up until now this mod has pretty tight balance and organization.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: KriiEiter on June 25, 2012, 10:32:43 PM
So is Tryolobot ever going to add more to the Nomads?  If not I think we need someone to pick up where he left off.  There's so much potential and flavor to that faction.

I'm almost tempted to start trying to make some new ships that fit with it.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: comsilo on June 27, 2012, 02:25:39 AM
i just got this mod and made a account to show my love for it. also tali is a boss
hope all the mods in this keep working as time goes on.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 27, 2012, 04:58:23 AM
i just got this mod and made a account to show my love for it. also tali is a boss
hope all the mods in this keep working as time goes on.

Thank you! :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 27, 2012, 05:08:52 AM
*imagines several months down the line, onto something like Corvus 30, and all the factions have a veritable fleet that dwarfs the current IFed fleet*

(http://www.memes.at/pics/mother-of-gusta.jpg)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 27, 2012, 05:12:46 AM
(http://www.memes.at/pics/mother-of-gusta.jpg)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 27, 2012, 05:27:18 AM
If star systems are implemented by then. Then....then.....*imagines jumping into a system owned entirely by something like the Lotus Pirates*

meep~
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 27, 2012, 05:55:32 AM
If star systems are implemented by then. Then....then.....*imagines jumping into a system owned entirely by something like the Lotus Pirates*

meep~

:) In time.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 27, 2012, 08:26:04 AM
cant wait for atlantians and nomads to have a place to buy...though the atlatians have to use the Athens station satellite or calypso station to buy...as for nomads i cant think of how you can buy there stuff...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 27, 2012, 09:18:29 AM
If station sprites could be altered, the Nomad station could be represented by that titanic colony ship that was in the works. Although, I think the intention was for it to be a massive wandering monster that could be fought, if you were dumb enough to try. Then again, it could still do that, if the station sprite was instead represented by a group of Nomad ships. In that case, a message could come up, saying something like 'The Nomad City Ship has left the sanctity of it's fleet'. If successfully destroyed, perhaps that would also cause the Nomad station to disappear, due to the fleet packing up and moving to a new location?

^ That was really far too in depth for some simple mental spitballing.

EDIT:
This (http://i1239.photobucket.com/albums/ff516/Trylobot/Oasispreview.png) being that gigantic Nomad ship. (picture presumably not to scale)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 27, 2012, 09:26:21 AM
well you never know...ive defeated massive fleets..like the scourges...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 27, 2012, 09:41:47 AM
I've defeated the Scourge Heart with just 3 destroyers, courtesy of the DSTech mod.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on June 27, 2012, 11:47:47 AM
If star systems are implemented by then. Then....then.....*imagines jumping into a system owned entirely by something like the Lotus Pirates*

meep~

Meep?  Meep!?  I say charge!  Charge, for the glory of the Federation!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on June 27, 2012, 04:05:17 PM
Can't find a nice destroyer to escort my Auria. I prefer symmetrical ships, because it's kinda derp having two one sided ships on either side of you, one can defend itself, the other cannot. And many IFed ships are asymmetrical. At the moment, I have a pair of Neutrino Vices with photon torpedoes and tractor beams, though, the tractor appears to be counted as PD, of all things.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on June 27, 2012, 06:27:10 PM
What about the Sunder / Medusa?

The sunder has a pretty heavy weapons loadout for it's class and FP cost, the Medusa is just a nice antimatter blaster platform

Depending on how you use your auria though :P
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Tezarius on June 28, 2012, 04:16:20 AM
Can't find a nice destroyer to escort my Auria. I prefer symmetrical ships
I prefer to compose my escort from this ships: Medusa, Hydra, Hacksaw and Vice

At the moment, I have a pair of Neutrino Vices with photon torpedoes and tractor beams, though, the tractor appears to be counted as PD, of all things.
May I suggest you to use a pair of Annihilator rocket pods instead of photon torpedoes?  They overwhelm defence systems much easier.

the Medusa is just a nice antimatter blaster platform
I completely disagree  :) Tactical lasers + Pulse lasers/Phase beams + Railguns/Some rockets, makes this ship more deadliest
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 7007King0770 on June 28, 2012, 06:16:59 PM
I attempted to start Starfarer with your dev build and the game crashed on startup. Here is the error message (it probably doesn't have anything to do with your mod to be honest, I think I know what's causing it but just to be sure):
Code
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starfarer 0.52.1a launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.6.0_18
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\ACM]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: inorbita [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\ascendency-A.3-full]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ffusx [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Fight_For_Universe_Sector_Xplo]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: xxhaddFaction [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Scrapper Faction v1.25]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: SLM [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\SL Mod]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Starfarer Plus 1.02 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Starfarer Plus 1.021]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: confederatemod [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\The Confederacy of Free Stars]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: tradescav [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Trade Scavengers]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: UomozCorvus16 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16 DEV3]
31   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 1Hz, 32bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 1Hz, 16bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 1Hz, 32bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 1Hz, 16bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 1Hz, 16bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 1Hz, 32bpp
265  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 1Hz, 32bpp
3572 [Thread-6] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
3572 [Thread-6] INFO  com.fs.starfarer.StarfarerLauncher  -     Uomoz's Corvus [id: UomozCorvus16] [version 16DEV.4] (from C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16 DEV3)
3572 [Thread-6] INFO  com.fs.starfarer.StarfarerLauncher  - Mod list finished
3572 [Thread-6] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
3588 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
3619 [Thread-6] INFO  com.fs.graphics.L  - Using refresh rate:1
3619 [Thread-6] ERROR com.fs.graphics.L  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:317)
at org.lwjgl.opengl.Display.create(Display.java:857)
at org.lwjgl.opengl.Display.create(Display.java:785)
at com.fs.graphics.L.ô00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3619 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
3619 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
3619 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
at com.fs.graphics.L.ô00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:317)
at org.lwjgl.opengl.Display.create(Display.java:857)
at org.lwjgl.opengl.Display.create(Display.java:785)
... 4 more
 
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: RAVVSlathotep on June 28, 2012, 07:13:00 PM
I attempted to start Starfarer with your dev build and the game crashed on startup. Here is the error message (it probably doesn't have anything to do with your mod to be honest, I think I know what's causing it but just to be sure)
You're probably trying to use another mod alongside UCorvus that affects the settings, as you've probably figured out already. UCorvus doesn't touch the settings.json. Which other mods are you using?

PS: How stupid of me, the mods are listed right there. If you don't do any tweaks, Fight for Universe is NOT compatible with Uomoz Corvus. Actually, tis not compatible with mostly anything. And yes, FfU does change the settings.json, for example. Not sure about SL mod (don't even know which one that is) and never tried Ascendancy so not sure about it either.

Also, why:
Code
Found mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]

Are you running both DEV3 and Corvus 15? Kinda redundant, never had a problem with just the DEVs.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 7007King0770 on June 28, 2012, 08:14:29 PM
I attempted to start Starfarer with your dev build and the game crashed on startup. Here is the error message (it probably doesn't have anything to do with your mod to be honest, I think I know what's causing it but just to be sure)
You're probably trying to use another mod alongside UCorvus that affects the settings, as you've probably figured out already. UCorvus doesn't touch the settings.json. Which other mods are you using?

PS: How stupid of me, the mods are listed right there. If you don't do any tweaks, Fight for Universe is NOT compatible with Uomoz Corvus. Actually, tis not compatible with mostly anything. And yes, FfU does change the settings.json, for example. Not sure about SL mod (don't even know which one that is) and never tried Ascendancy so not sure about it either.

Also, why:
Code
Found mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]

Are you running both DEV3 and Corvus 15? Kinda redundant, never had a problem with just the DEVs.

No no I'm only running one mod, that is the Dev build. You didn't read it, it says that's the mod list. The list, of mods I have installed but I don't use them all at once, in fact recently I've only played Corvus Dev. So your completely off, the reason it isn't working is because my graphics card is broken, I just wanted to see if Starfarer would work without a graphics card. The answer is not on my computer.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 28, 2012, 08:25:06 PM
antideluvians have a station in their mod...does this mean this mod will see Atlantis a station too?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: RAVVSlathotep on June 28, 2012, 08:36:47 PM
No no I'm only running one mod, that is the Dev build. You didn't read it, it says that's the mod list. The list, of mods I have installed but I don't use them all at once, in fact recently I've only played Corvus Dev. So your completely off, the reason it isn't working is because my graphics card is broken, I just wanted to see if Starfarer would work without a graphics card. The answer is not on my computer.

Yap, was completely off then. Found it weird how settings that were supposed to be non existent were giving you a problem since the core ones always remain unmodified.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 28, 2012, 10:12:54 PM
antideluvians have a station in their mod...does this mean this mod will see Atlantis a station too?

Yeah, eventually. They need convoys to refill it though.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 29, 2012, 12:11:02 AM
odd...i think nomad mod died....havent heard or seen any new progress in a long time :(
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: arcibalde on June 29, 2012, 01:37:35 AM
Quote
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated

This is because your graphic card.


Ah i see you find out. NWM then :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 29, 2012, 02:06:38 AM
odd...i think nomad mod died....havent heard or seen any new progress in a long time :(

Can't tell if trolling or oblivious  ???
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 29, 2012, 02:10:24 AM
Both?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on June 29, 2012, 05:12:29 AM
antideluvians have a station in their mod...does this mean this mod will see Atlantis a station too?

Yeah, eventually. They need convoys to refill it though.

I was working on adding convoys, but I took a break because it was giving me a headache.   :-X
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 29, 2012, 07:12:26 AM
niether...tell me whens the last time you've seen them near these first 2 pages...they havent done anything that ive seen....why is everyone thinking im a troll...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on June 29, 2012, 07:28:13 AM
why is everyone thinking im a troll

[sarcasm] It might, miiiiiight possibly have to do something with your behavior, but no no, that can't be, why am i even thinking such a thing? [/sarcasm]
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: arcibalde on June 29, 2012, 08:11:56 AM
I don't think you are troll.  ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on June 29, 2012, 09:04:47 PM
I don't think you are troll.  ;D
He thinks you're an idiot. /cough
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Lopunny Zen on June 29, 2012, 11:24:48 PM
im not giving any more advice to this site...turns out everyone is a jerk to me...its what i get for trying to help..this forum is dead to me...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: DNAz on June 29, 2012, 11:35:56 PM
im not giving any more advice to this site...turns out everyone is a jerk to me...its what i get for trying to help..this forum is dead to me...
Poor kid...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on June 30, 2012, 12:42:34 AM
Ok folks, let's get back on topic.  This is Uomoz's thread.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on June 30, 2012, 12:53:44 AM
Ok folks, let's get back on topic.  This is Uomoz's thread.

Wiseman.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 01, 2012, 01:02:42 PM
I don't know if this is my doing, or if this is a bug, but the Abandoned station has disappeared most mysteriously.

I have: Devmode on, DSTech on as well as UC, I did edit the player faction files to make myself spawn in a banshee (by brute force of randomly entering the needed stuff), I am running DEV.4 though. It's just not in orbit. It's really weird.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Tezarius on July 01, 2012, 01:17:57 PM
It's because of DSTech...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 01, 2012, 01:19:18 PM
It's because of DSTech...
I'll check that
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on July 01, 2012, 01:51:23 PM
It's because of DSTech...
Awh~
You have no idea how used I am to taking a Blade as first ship...Guess I'll have to play with the normal, balanced, non-destroythemwithlazers ships. *le sigh*
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Vandala on July 01, 2012, 01:56:40 PM
It's because of DSTech...
Awh~
You have no idea how used I am to taking a Blade as first ship...Guess I'll have to play with the normal, balanced, non-destroythemwithlazers ships. *le sigh*
Or you could try the Red Tempest.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 03, 2012, 05:33:02 AM
I've got a chunk of spare time coming up, if you're still interested, I'll scrap all my code and remake the .ship's and everything for Silverlight. I'll make sure to use the BalanceSuite and Codex to bring it in line with other factions in Uomoz's Corvus, as well.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 03, 2012, 06:06:00 AM
I'd wait Subsystems if I were in you ;).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 03, 2012, 06:17:02 AM
Yeah, you're right. I wonder when that'll be.

Furthermore, I wonder what I'll do with them. :-X

If Uomoz'll have me once I re-do the .ships after the next patch, this is a draft of a new ship. It may or may not be inspired by a contemporary aircraft.
I figured I needed a ship to take advantage of the phase ship systems.
Spoiler
(http://i.imgur.com/rpGER.png)
[close]
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Griffinhart on July 12, 2012, 03:03:43 AM
Do Nomads have a station, or is their kit and gear sold somewhere else? I just got my hands on a Sandstorm (fought tooth and nail against a superior Lotus force, lost nothing, gained a sweet ride) and would like to try out its balanced variant, but I can't seem to find Masers anywhere.

-- Griffinhart
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: DNAz on July 12, 2012, 03:12:46 AM
Yeah, you're right. I wonder when that'll be.

Furthermore, I wonder what I'll do with them. :-X

If Uomoz'll have me once I re-do the .ships after the next patch, this is a draft of a new ship. It may or may not be inspired by a contemporary aircraft.
I figured I needed a ship to take advantage of the phase ship systems.
Spoiler
(http://i.imgur.com/rpGER.png)
[close]

Oh no wai :P

(http://www.strangecosmos.com/images/content/151318.jpg)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 12, 2012, 08:27:18 AM
There was a B2 at RIAT. Pretty cool.

Too bad we couldn't watch it land, they had a FLYING Avro Vulcan, two M16s, a MiG, a Superhornet and other assorted awesome aircraft
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 2_Wycked on July 13, 2012, 09:33:05 PM
I'm sure this has been suggested already, but I'd like to recommend Mr.Davidoff's Ship Addon (http://www.youtube.com/watch?v=NF06dCuYfuw&feature=g-all-u) for this mod. It's still a bit small and lacking in fluff, but it's totally unlike anything I've seen so far in Starfarer, visually. Thoughts?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on July 14, 2012, 02:18:44 AM
Is actually recommend starlights starships, since they are much more complete, but i don't know if any other faction should be added considering the multitudes of factions there are right now.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on July 14, 2012, 04:07:01 AM
Corvus is getting a bit snug with as many factions as there are.  I hope multi-systems is introduced soon.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 14, 2012, 06:08:14 AM
That's true. Count me out for trying to get in then, Uomoz, for now.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 14, 2012, 10:19:50 AM
Yeah, there are a couple of factions I'd really like to put in but I hate the current overcrowded Corvus, so I'm holding back.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 2_Wycked on July 14, 2012, 12:04:27 PM
Makes sense, I suppose. Multiple systems aren't even on Alex's plate right now though, are they?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on July 14, 2012, 09:07:40 PM
I'll throw in my vote for Davidoff to be next on the list for when multi-system is incorporated.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 15, 2012, 06:28:11 AM
I'll throw in my vote for Davidoff to be next on the list for when multi-system is incorporated.

Yeah.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Kaitol on July 15, 2012, 04:14:54 PM
I've had a wee bit of strangeness with one of the lotus ships, and since I'm not sure if its the actual ship or this mod, figured I'd post here first.

Basically, the heavy fighter that's the size of a frigate they have? Won't die. I killed the thing like three times, and it kept popping up on the system map like I hadn't destroyed it, all by itself. Then when I clicked on it in the tactical map in a battle, it crashed my game and put out this in the log:

Code
2461676 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.new.null.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.B.B.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.combat.F.class.private$super(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 15, 2012, 05:52:15 PM
If you mind my posting here just say so, I'm only doing so because I specifically want your input and my mod is pretty much solely intended to be put into your compilation.

Spoiler
So I've redone most of my .ship's and ships.csv in preparation for ship systems and I've decided that some art work requires some re-working as well. For a start, is this considered an improvement?
I imagine it would be, it's a lot cleaner. Also, I was considering adding the checkers (on the side of the bridge) and caution stripes (by the engines) again, probably more subdued. Yay or nay?

(http://i.imgur.com/glokf.png)
>
(http://i.imgur.com/CjgHZ.png)
[close]
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 15, 2012, 08:09:33 PM
100% yay.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Aratoop on July 16, 2012, 02:13:22 AM
 9000% Yay
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: robokill on July 16, 2012, 12:06:44 PM
+1

and yay 50 pages

and can you make nomads ships purchaseable in the next patch and ad a balanced version of DNS ships
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on July 16, 2012, 12:52:13 PM
As mentioned many times before, the Nomads faction wasn't intended to have purchasable ships, so they're not going to be added.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: robokill on July 16, 2012, 03:55:58 PM
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY :o :-[ :-[ :-[ :-[ :'( :'( :'( :'( :'( :'( :-[ :-[ :-[ :o >:( >:( >:( >:( >:( >:( >:( :P ??? :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 16, 2012, 06:35:44 PM
Because it's up to the faction creator :D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Griffinhart on July 17, 2012, 01:05:16 AM
Oh, so I'll just need to ***, pillage, and burn my way through their fleets to get their kit and gear?

Meh, easy enough.

-- Griffinhart
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: 2_Wycked on July 17, 2012, 11:06:02 AM
Just wondering, this mod has the latest version of Neutrino Corp, correct? I believe it's 1.4
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 17, 2012, 11:20:50 AM
The DEV yes.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on July 18, 2012, 12:40:15 PM
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY :o :-[ :-[ :-[ :-[ :'( :'( :'( :'( :'( :'( :-[ :-[ :-[ :o >:( >:( >:( >:( >:( >:( >:( :P ??? :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
CAAAAAPS
SPAAAAAM  :D :D :D :D :D :D :D :D
Anyway.
Uomoz, any plans for when ship systems come out? Mitotic reproduction of Scourge ships say.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on July 18, 2012, 03:27:15 PM
There are plans indeed :D.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on July 19, 2012, 07:55:53 AM
Oh dear, and my favourite anti-Scourge weapon (TL) is getting nerfed...
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 19, 2012, 08:53:03 AM
Y'know

Y'know

I've always
always
wanted to try a HephaestusAG against scourge.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: cp252 on July 19, 2012, 11:29:14 AM
It works pretty well actually. I'm uncomfortable getting up close to those guys though.
An Onslaught phalanx takes them out quite nicely.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sunfire on July 19, 2012, 08:58:13 PM
It works pretty well actually. I'm uncomfortable getting up close to those guys though.
An Onslaught phalanx takes them out quite nicely.

onslaughts with flak, vulcans, hepaestus, and heavy maulers would crush the scourge
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Dante80 on July 21, 2012, 09:41:01 PM
Damn, tried the latest variant today after a long hiatus due to job constraints. Corvus was never that beautiful before. Thank you Uomoz for this mod, and many thanks to the modders too for their superlative work!  :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: theSONY on July 22, 2012, 05:42:33 AM
Yo Uomoz i know there was alredy posted something about joining mod with Omega's Minimash & thats a BIG "no no"  thats fine with me & with others :) ... BUT maybe something like Uomoz VS Omega's
i dunno how this would look's like
but it would be lovely see the 2 biggest mod collection fighting & with player between all this ^^
i dunno i just like BIG mayhem

                                                                                                                               ::)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on July 22, 2012, 06:26:32 AM
Uomoz's Corvus and Omega's Minimash are two very different mod comps--quality vs quantity.  Adding more ships does not a better mod make.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 22, 2012, 06:51:09 AM
Uomoz's Corvus and Omega's Minimash are two very different mod comps--quality vs quantity.  Adding more ships does not a better mod make.
That's kinda harsh... sure, Omega's minimash has a lot of ships but its a hugely fun and varied experience offering so much to the player.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Shield on July 22, 2012, 07:27:47 AM
Uomoz's Corvus and Omega's Minimash are two very different mod comps--quality vs quantity.  Adding more ships does not a better mod make.
That's kinda harsh... sure, Omega's minimash has a lot of ships but its a hugely fun and varied experience offering so much to the player.

Uomoz corvus is better because the factions are better balanced than the minimash, I like them both but Uomoz Corvus is better balanced.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on July 22, 2012, 07:47:16 AM
I'm not denying that the minimash is "good", quantity has a quality all its own.  What I meant was that it wouldn't benefit this mod to incorporate the other because they are fun for different reasons.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: angrytigerp on July 23, 2012, 06:37:03 AM
Just hopping in here to tell you guys that this mod is fantastic. Played vanilla SF and, while I loved it, it felt annoyingly... empty. With this, I can fly to any given corner of the map and have something other than Pirates to kill, not to mention that there's a good balance to new ships/equipment without it being overwhelming (i.e. so many choices I just wimp out and only use one given tech tree). Good job, mod team.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ciago92 on July 23, 2012, 05:32:08 PM
I'm guessing this is kinda a stupid question, but how does one access the DEV version of the mod?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on July 23, 2012, 06:06:33 PM
V16 DEV.3: http://www.mediafire.com/?gh1f9nplhqalia2

It's located under the big download button as a separate download.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: angrytigerp on July 24, 2012, 01:42:10 PM
All right, time to be negative: Pulse Beam Emitters need to be nerfed. Right now, despite Medium weapons, they can tear through the shields of anything below Destroyer (and then, of course, the armor and hull), and even Destroyers can be kited easily by a Frigate armed with PBEs (say, the Singularity with twin forward-mounted medium slots), and with both Advanced Optics and an ITU, the range is absurd. I think the best solution would be to increase the OP needed, as right now they cost I think 8 each... I had a Singularity with AO, ITU, Auxiliary Thrusters, two PBEs and a Tac Laser, and still had enough OP to put on like 7 vents. With that, I could fire my PBEs (from well outside the range of pretty much anything), vent within maybe 2 seconds, and take on fleets of any number of Frigates, or a Destroyer with a few Frigate escorts.

The one thing that, in retrospect, relieves me is the fact that for some reason, the AI can't use PBEs (when I equipped it on other ships in my fleet, my ships wouldn't use it)... I'm guessing the fact that the turret becomes fixed confuses the AI.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ciago92 on July 24, 2012, 01:56:27 PM
V16 DEV.3: http://www.mediafire.com/?gh1f9nplhqalia2

It's located under the big download button as a separate download.

*quietly facepalms* thanks lol....guess I failed a spot check when I was trying to find that
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: hadesian on July 24, 2012, 02:40:21 PM
All right, time to be negative: Pulse Beam Emitters need to be nerfed. Right now, despite Medium weapons, they can tear through the shields of anything below Destroyer (and then, of course, the armor and hull), and even Destroyers can be kited easily by a Frigate armed with PBEs (say, the Singularity with twin forward-mounted medium slots), and with both Advanced Optics and an ITU, the range is absurd. I think the best solution would be to increase the OP needed, as right now they cost I think 8 each... I had a Singularity with AO, ITU, Auxiliary Thrusters, two PBEs and a Tac Laser, and still had enough OP to put on like 7 vents. With that, I could fire my PBEs (from well outside the range of pretty much anything), vent within maybe 2 seconds, and take on fleets of any number of Frigates, or a Destroyer with a few Frigate escorts.
Pulse Beam Cannons don't you mean?
The problem with those is aiming 'em. And sustaining damage. They can be terrifically difficult to use.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on July 24, 2012, 03:20:15 PM
I smell too much X3... hehe. Okay, first off I can agree with you in the area of the fact they are exceptionally devastating to most frigates.

Most of the times, you can kite enemies only because your also in a frigate, the design of the weapon is similar in nature to the antimatter blaster, in which does copious amounts of burst damage but without the benefits of a beam.

It's rather hard to use antimatter blasters on larger more unwieldy ships because of the fact they have low range, and so are unlikely to chase down a target into blaster range,
On the other hand, you have these beams that in my opinion long reaching range of 925 ( not including hullmods).

It's much easier to aim on fast turning, maneuverable frigate than on larger sized ship.
The weapon was made more for use on large ships with a large fixed array of them to give broadsides of meaningful damage/effect.
This doesn't mean they aren't allowed on frigates, but they are much more effective when they are.

And just to make sure, are you also experiencing the enemy frigates your shooting this weapon not raising their shields even though your pewpewing them? I've noticed they suddenly drop shields the moment the beams scrape their shields. Hyperions and Tempests can survive consistently against the beams as long as they use their shields, but I find them dropping them all too often and biting it.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Skyjump on July 30, 2012, 12:48:37 PM
Just a little question/request,
Is it possible to put back the abandoned space station that orbited Corvus I? I find that it was quite useful for storing ships that you still want, but are tired of and want to play with something new.

P.S. thank you for putting together such a great mod, it is a whole lot of fun to play with and makes the game a lot better.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 31, 2012, 01:20:54 AM
You know, I'm curious, you put so much effort into this, have you not considered making your own mod material? It seems to be the obvious thing to desire.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Aratoop on July 31, 2012, 04:24:51 AM
He has made the scourge  ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: WKOB on July 31, 2012, 05:47:24 AM
Oh, duh. I just forgot about them because he's been keeping them on the back burner. My bad.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: phyrex on August 01, 2012, 01:04:47 PM
ok so everything is crammed togethe rin this mod so im not sure what comes from where (im lazy too) so could anyone point me toward the home thread of the hadron collider weapon ?
i have a little suggestion to do about it

in case his creator would come by, here's my problem
hadron collider SFX should be able to stop midway if for some reason the weapon isint gonna fire after all, maybe with a little "powering down" SFX
that or make the weapon fire no matter what once the mouse is clicked.

i made an onslaught loaded with hadron collider for lulz and i keep hearing the (nonetheless awesome) noise of the gun even if sometime it cant fire after all. gets confusing
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 01, 2012, 01:18:16 PM
The mod is the Interstellar Federation but nothing can be done about that sfx "bug" (as far as i know).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Bobakanoosh on August 01, 2012, 07:20:01 PM
hey uomoz.

I've got a suggestion/request for you. Have you ever played around with the "Random BattleS" mod? In case you haven't, the mod introduces several variations of the Random Battle the vanilla starfarer has. One of said variations is where it makes it as Faction vs Faction instead of Random Ships vs Random Ships. Now what I've done is activate both the Random Battles mod and your mod, just to see if the factions from your mod would be accepted into the algorithm from the Random Battles mod.

Ive gotten mixed results. It detected and brought forth the vanilla (Tri, Heg, Indi), and also the junk pirates, the nomads, and the lotus. but the rest of the factions would never appear. but also, heres the thing, it seems like it would detect the faction itself, but an error would occur, like it couldn't see a specific ship in the code/list. For example:

1st try: Hegemony vs Junk Pirates
2nd try: heg and junk again, but with the mission briefing replaced with "error, could not find (insert ship name here)"

I took a swing at the mod files themselves to see if i can find the problem, but alas, I'm quite unfamiliar with how this program works, and i was unable to make much progress in fixing this problem.

so my request is this: could you implement the missions that the Random BattleS mod offers into your mod as well? if not, could you give me some pointers or suggestions so i can fix these problems myself?

thanks!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on August 01, 2012, 07:59:48 PM
Unfortunately, the when a weapon fires the whole sfx file is played out every time you pull the trigger.  It's certainly apparent on the Hadron Collider, but I didn't have much of a choice if I wanted to make a badass long-charge weapon.  There's currently no way of fixing it short of changing the weapon.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on August 02, 2012, 01:15:29 AM
You could always set the weapon to have "autocharge: true "
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on August 02, 2012, 01:43:41 AM
What does that do?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Upgradecap on August 02, 2012, 02:06:32 AM
What does that do?

It makes the weapon charge to full power with the press of a mousebutton, instead of holding it down.

Which in turn means that the shots will fire appropriately with the SFX. Hope that helped! :D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on August 02, 2012, 07:34:21 AM
Keptin, why not alter the sound effects of the Hadron Collider to have a discharge sound, rather than a charge-up sound. For me, playing with multiple ships on the field (3-4 on-screen, 10-15 in battle) means running at sub-30 fps, which in turn, means the charge-up fx finishes several seconds (yes, seconds) before the gun fires. So perhaps, the firing sound, followed by the sound of the gun powering up for the next shot, all in one sound effect.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Griffinhart on August 03, 2012, 07:22:19 AM
Has anyone tested compatibility with 0.53a?

What does that do?

It makes the weapon charge to full power with the press of a mousebutton, instead of holding it down.

Which in turn means that the shots will fire appropriately with the SFX. Hope that helped! :D

Note that this doesn't fix in all cases; the Hadron Accelerator won't fire after charge-up if there's not enough flux cap.

-- Griffinhart
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Skyjump on August 03, 2012, 08:10:46 AM
I just ran it with one of my game files, and no problems so far...
no ship systems obviously
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: IIE16 Yoshi on August 03, 2012, 08:19:33 AM
Has anyone tested compatibility with 0.53a?

What does that do?

It makes the weapon charge to full power with the press of a mousebutton, instead of holding it down.

Which in turn means that the shots will fire appropriately with the SFX. Hope that helped! :D

Note that this doesn't fix in all cases; the Hadron Accelerator won't fire after charge-up if there's not enough flux cap.

-- Griffinhart

Yeah, this is most noticeable with the vanilla Plasma Cannon.

Off-topic:
Pony avatar, hai ponies.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Griffinhart on August 03, 2012, 11:01:52 AM
Confirming that it doesn't seem like anything's broken in 0.53a.

-- Griffinhart
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: NikolaiLev on August 03, 2012, 01:53:11 PM
Aw, Yoshi just got stood up.  Poor thing.   :D

On topic:  Hi again guys.  I'll probably be back to playing UC, and Starfarer by proxy around when it gets its next release for .53a.  I've otherwise been occupied by other games, but my [mostly] undying love for Starfarer will [probably] never let me go too long without playing it.

Probably.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 04, 2012, 07:47:37 PM
WB NikolaiLev! I'm currently updating the Antediluvians and IFed in here, so an updated version will be up soon-ish (after I've played a little bit more with vanilla).
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 05, 2012, 04:31:32 AM
WB NikolaiLev! I'm currently updating the Antediluvians and IFed in here, so an updated version will be up soon-ish (after I've played a little bit more with vanilla).

Have you already integrated Antediluvian 11.5? Because I discovered a few small bugs that I need to address. Should have it done today.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ValkyriaL on August 06, 2012, 01:29:31 AM
Id just like to say that i just got this mod, and i love it, BUT, you have to change the color of the *Unidentified Reading* fleets because you cant have a black colored fleet on a black map, you cant see them. could you make them like dark grey or a dark color that appears on the map?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Hyph_K31 on August 06, 2012, 01:31:49 AM
I think thats the point ValkyriaL :P
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 01:53:35 AM
Next version (out today or tomorrow) will probably be a complete overhaul. Scourge Pur and Eld will be cut until more starsystems are implemented. The diplomacy system will be simplified until vanilla SF has a similar system (and I will eventually add to it). 2-3 planets will be cut. I'll ask permission for 1-2 factions to be added.

That's pretty much it.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: keptin on August 06, 2012, 01:58:09 AM
Yo Uomoz, do you have any idea how to change a fleet's ship prefixes (i.e. "HSS")?  I can't find it anywhere, but I was told ships in IFed standalone are different than U'sC.  I wish to edit it regardless.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 03:37:46 AM
Id just like to say that i just got this mod, and i love it, BUT, you have to change the color of the *Unidentified Reading* fleets because you cant have a black colored fleet on a black map, you cant see them. could you make them like dark grey or a dark color that appears on the map?

I think thats the point ValkyriaL :P

Yes, that is the point.  ;)

Did you get jumped by them?  :)


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Ghost_Portrait_02_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Ghost_Portrait_01_Final.png)
"They like it dark."


Yo Uomoz, do you have any idea how to change a fleet's ship prefixes (i.e. "HSS")?  I can't find it anywhere, but I was told ships in IFed standalone are different than U'sC.  I wish to edit it regardless.

Yes the IFed ships for sale in IFed 1.22 have the ISS (independent) prefix. Where as they have the HSS (Hegemony) tag in Uomoz's Corvus.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ValkyriaL on August 06, 2012, 10:15:48 AM
I did, but they ran away just as fast when they saw my 3 intrepid's :P i can take on the Elder Ultimate fleet with these.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 10:32:59 AM
Uomoz. I have compiled a list of beautiful ambient music (that is not intrusive) that can be used without risk of copyright infringement. I can zip it up and send it to you if you like. It could be used for the UC collection.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 10:36:47 AM
I like to keep the music as it is in vanilla, at least for now :).

EDIT: need testers for v16, that is drastically different from v15. PM me.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 12:31:49 PM
Ok, I received 6 test request in like 10 minutes, so we are good like this :D. Will send u all the link to the test as soon as it's ready.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sunfire on August 06, 2012, 12:32:17 PM
Ok, I received 6 test request in like 10 minutes, so we are good like this :D. Will send u all the link to the test as soon as it's ready.

I hope I was one of them!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on August 06, 2012, 12:33:50 PM
Darn it, couldn't make enough content in time for the update xD

Ah well, guess I just need to work harder :P

Oh oh I wanna test too! :D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: CrashToDesktop on August 06, 2012, 12:36:31 PM
:P
That's what you get with a popular mod. ;) Anyways, what's being added?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 12:38:01 PM
Yo Uomoz, do you have any idea how to change a fleet's ship prefixes (i.e. "HSS")?  I can't find it anywhere, but I was told ships in IFed standalone are different than U'sC.  I wish to edit it regardless.

Weirdest thing happened Keptin. All ships sold at the Atlantis station in the Antediluvian mod suddenly have the ASV tag. It's so random.  :-\
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Hyph_K31 on August 06, 2012, 12:39:30 PM
Starfarer's teasing you Erick, don't give it the satisfaction!

EDIT!

I'm an ADMIRAAAAAAAAAAAAAAAAAAAL! And yes, those extra 'A's add importance.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 12:44:41 PM
:P
That's what you get with a popular mod. ;) Anyways, what's being added?

Added a faction, cut A LOT of stuff.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sunfire on August 06, 2012, 12:45:58 PM
:P
That's what you get with a popular mod. ;) Anyways, what's being added?

Added a faction, cut A LOT of stuff.

What did you cut?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 12:47:24 PM
Next version (out today or tomorrow) will probably be a complete overhaul. Scourge Pur and Eld will be cut until more starsystems are implemented. The diplomacy system will be simplified until vanilla SF has a similar system (and I will eventually add to it). 2-3 planets will be cut. I'll ask permission for 1-2 factions to be added.

That's pretty much it.

Looks like the Scourge, Purifiers and the Elders will be cut out. At least untill we can have more starsystems.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: CrashToDesktop on August 06, 2012, 12:48:56 PM
Awww....no more Scourge?  I know you're remaking the whole faction, but I'd like to see them one more time. :)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sunfire on August 06, 2012, 12:50:05 PM
Awww....no more Scourge?  I know you're remaking the whole faction, but I'd like to see them one more time. :)

I liked the scourge, also, did I not get in on the testing in time?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 12:55:49 PM
Scourge\Relics war is too big of a conflict to be included in the current single system build, so they'll retreat into dark space for a little bit. On the other hand a lot of old grudges and new incomprehensions generated a whole new set of POWER BLOCKS into Uomoz's Corvus.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: CrashToDesktop on August 06, 2012, 12:57:15 PM
POWER BLOCKS, eh?  We shall soon find out who's the largest POWER BLOCK in the system. >:D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Sunfire on August 06, 2012, 12:58:21 PM
Scourge\Relics war is too big of a conflict to be included in the current single system build, so they'll retreat into dark space for a little bit. On the other hand a lot of old grudges and new incomprehensions generated a whole new set of POWER BLOCKS into Uomoz's Corvus.

Will the pirates still be against everyone, or will they band together to keep their criminal enterprises running?
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 12:59:56 PM
Scourge\Relics war is too big of a conflict to be included in the current single system build, so they'll retreat into dark space for a little bit. On the other hand a lot of old grudges and new incomprehensions generated a whole new set of POWER BLOCKS into Uomoz's Corvus.

Will the pirates still be against everyone, or will they band together to keep their criminal enterprises running?

:X
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 01:01:17 PM
:X

Nuff said.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: ValkyriaL on August 06, 2012, 03:00:56 PM
i Think you should improve the hegemony D fleet while you are at it, all the other *big* faction fleets absolutely face roll it.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Erick Doe on August 06, 2012, 03:49:02 PM
I don't want to get everyone jealous and anxious, but... UC16 alpha's gameplay? Brilliant!  ;D
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 03:56:11 PM
Corvus III, worst U'sC player nightmare from now on.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: MShadowy on August 06, 2012, 04:05:09 PM
I don't want to get everyone jealous and anxious, but... UC16 alpha's gameplay? Brilliant!  ;D

Well then, I suppose I'll have to do my best remain patient, heh.  Have fun!
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Uomoz on August 06, 2012, 04:07:41 PM
I can almost release actually, I received A LOT of useful and overall great feedback, so i fixed most of the incoherent stuff and small bugs. Aiming @ 1-2 hours from now.

EDIT: small nice surprise for Nomad's fans.
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: Griffinhart on August 06, 2012, 05:02:06 PM
i Think you should improve the hegemony D fleet while you are at it, all the other *big* faction fleets absolutely face roll it.
In 15, in my experience, the Hegemony Defence Fleet wins out against Tri-Tach's equivalent more often than not. Pirates can't field anything to challenge it, IFed is non-hostile to the Hegemony... don't think I've ever seen Lotus fight them. Same with Scourge.

-- Griffinhart
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: CrashToDesktop on August 06, 2012, 05:10:22 PM
I attracted the lotus conglemorate anchorage defense force to the hegemony base.  I had the pick up the pieces of the Hegemony Defense Force.  (maybe this was with Omega's Minimash - it's been such a long time since I did that, I forgot what mod I was using)
Title: Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
Post by: FlashFrozen on August 06, 2012, 05:15:57 PM
The only thing that can decently challenge the lotus central flotilla ( 172 FP ) is the IFed Security detachment ( 200 fp) Even though the hegemony sys def fleet is also 200 fp, the onslaughts just can't outgun the lotus so they tend to lose,
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 06, 2012, 05:38:54 PM
Aaaaaand what the heck. v16.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 06, 2012, 05:44:28 PM
/get

Now I need to scrounge up a mouse... gah, I hate traveling.

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: keptin on August 06, 2012, 05:48:24 PM
crash bug.  Was piloting a Helios.  As soon as I came in contact with an enemy Junk Pirate fleet, whap!

Code
2018493 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 06, 2012, 05:57:32 PM
I have no clue what that error means D:

EDIT: can you replicate it or send me a save?
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 06, 2012, 06:04:33 PM
com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String

Something wrong with one of the new shipsystems maybe? AI not knowing what to do with it?

Or did something get screwed up with the AI in a faction file?

[edit] looks like something went wrong switching to the actual combat.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Lopunny Zen on August 06, 2012, 06:04:47 PM
you added them but not the rebelion o.o?
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 06, 2012, 06:08:02 PM
com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String

Something wrong with one of the new shipsystems maybe? AI not knowing what to do with it?

Or did something get screwed up with the AI in a faction file?

[edit] looks like something went wrong switching to the actual combat.

I copypasted all the subsystem stuff as I have no idea how the whole thing works. Meh!
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 06, 2012, 06:09:14 PM
Let's see if Keptin can replicate the crash.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: keptin on August 06, 2012, 06:13:24 PM
Yeah, it's repeatable on 16 alpha.

Crash save: http://dl.dropbox.com/u/66999462/save_kep_5972873104621752941.zip

I think it's related to the Helios' subsystem AI.  It's type is set to "EMP", and I didn't test it against other fleets in the game, only in devmode.  Still looking into it.

*Update 1* Confirmed, it's the Helios.  Other ships may be affected as well.  Maybe you guys can help fix this; this is the .system file on the Helios' Neutron Gun.  Since it's literally a gun, I'm not sure what the AI should be, but it errors out if I don't include one.

Code
{
"id":"neutrongun",
"type":"WEAPON",
"aiType":"EMP",
"weaponDataId":"neutrongun",
"outOfUsesSound":"gun_out_of_ammo",

"aiHints":{
"threatRange":800,
"threatAmount":4,
"threatAngle":0,
"threatArc":0,
"weaponAssignmentSuitability":{
"LIGHT_ESCORT":{"mult":1, "flat":15},
"DESTROYER_ESCORT":{"mult":1, "flat":15},
"FULL_ESCORT":{"mult":1, "flat":10},
"INTERCEPT":{"mult":1, "flat":10},
}
}
}

*Update 2*  The Montana is also affected due to its Minelayer system.

*Update 3* Crash fixed by changing aiType from "EMP" to "FLARE".  The ai won't know to avoid the Neutron Gun, but the fix works for the Minelayer system.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 06, 2012, 06:31:02 PM
I'd really like to help but it's 3 am here! So i'll just go to bed and hotfix it tomorrow :D

G-night all xD
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: keptin on August 06, 2012, 06:46:17 PM
Ok, the new IFed fix is up, you need to replace neutrongun.system and minelayer.system with the fixed versions.  This is a save-compatible fix for those who already jumped into U'sC 16.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: MShadowy on August 06, 2012, 08:15:06 PM
Thanks for the fix, keptin.  And thanks for the mod, Uomoz!

Such a complicated situation too, hehe.  Rather enjoy watching things get mixed up.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 06, 2012, 09:11:44 PM
I'm staring at two Hegemony Defense Fleets. Bug, or intentional? I'm assuming the latter.

ETA: I've also got two IFed Enforcement Fleets up, so I'm assuming intentional.

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Verrius on August 06, 2012, 10:04:37 PM
Ahhh, been waiting for an update. This is my favorite mod mashup (Primarily because it doesn't include mine, so I can use my latest version with it ^_^)
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 07, 2012, 12:36:52 AM
Might be a bug, you always start with 1 Hegemony defense fleet, and another one comes in from the edge after bout 5 mins. this happens even without any mods.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 07, 2012, 01:10:07 AM
i started a new game after i got this mod, i have 3 I Fed enforcement fleets here and another one was on the way + another hegemony fleet.
and are you sure you want to have all 3 pirate bases over the same planet? makes it very hard to grow your fleet when you have to avoid all the regular pirates that the pirate base spits out AND 2 defense fleets and their patrols.

i would post a pic of the fleets but i don't know any sites i can upload to, can someone give me a site? I will post them in my next comment.


Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 07, 2012, 01:25:44 AM
i would post a pic of the fleets but i don't know any sites i can upload to, can someone give me a site? I will post them in my next comment.
http://www.imgur.com/

Anyhow, it's not particularly hard to advance even with all the "pirate" factions clustered around a single planet. Hell, you don't even need to attack non-pirates; just put together a light fleet and be quick on the campaign screen. I graduated from a Hammer frigate to an Auria battleship in about five (in-game) months.

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 07, 2012, 01:37:20 AM
Here it is.

https://docs.google.com/open?id=0B3fiszd7LZxvZl83LWJmeGJjaVU

(https://lh6.googleusercontent.com/fM4membhlt6pnzcndBljZGKQ6GofrRNxXoykJ0N-Vge6PPHfErdCJo_W60XjflZSM34qJFz3gLs)

Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: keptin on August 07, 2012, 01:38:26 AM
I'm having a blast so far!  The pirates are a tad nuts, but I just roam a bit further away when I need a breather.  The Heg and IFed enforcement fleets barely keep them at bay, but I'm actually liking them closer together so battles aren't so few and far between.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 02:24:33 AM
Seems the new release of UC has sparked a lot of new development in the old mods.  :)
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: keptin on August 07, 2012, 02:53:16 AM
Seems the new release of UC has sparked a lot of new development in the old mods.  :)

Or, you know...0.53  ;)
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 07, 2012, 04:23:49 AM
I love how Alex changed planet orbits like 1-2 patches ago and now CII and CIII have a moment (after few weeks in game) that are really super close. So much struggle between Heg+IF vs Pirates. Fixing 16 to 16.1 right now.
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: mendonca on August 07, 2012, 04:30:49 AM
Seems the new release of UC has sparked a lot of new development in the old mods.  :)

Or, you know...0.53  ;)

I'm pretty sure Alex fits his development plan around Uomoz's Corvus  :D
Title: Re: [0.53.a] Uomoz's Corvus 16: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 07, 2012, 05:12:48 AM
Seems the new release of UC has sparked a lot of new development in the old mods.  :)

Or, you know...0.53  ;)

I'm pretty sure Alex fits his development plan around Uomoz's Corvus  :D

I wanna get paid!

Seriously though, 16.1 out!
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Hyph_K31 on August 07, 2012, 05:24:20 AM
:( I can't use this mod because I can't run 7z :(
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 05:25:21 AM
Cranking out updates like a machine! Good job Uomoz.

Did you folks know that in the alpha version of UC 16 the powerblocks were:

Hegemony
IFed

Pirates
Junk Pirates
Lotus Conglomorate

TT
Neutrino Corp

Antediluvians
ASP Syndicate
Shadowyards HI


...I can't remember where the Nomads went.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 05:30:08 AM
:( I can't use this mod because I can't run 7z :(

Both WinRAR and 7zip unpack the mod just for for me. What options does it give you when you rightclick the file?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Hyph_K31 on August 07, 2012, 05:34:57 AM
None, my mac will automatically unpack anything if it has the ability to on download, and i only have the default .zip stuff. I can't get the 7z unpacker to work and so i can't use this very cool mod :(
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 07, 2012, 05:43:54 AM
There are several Mac builds of 7zip on the downloads page.  If you require a tutorial, Google has plenty.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: theSONY on August 07, 2012, 07:03:21 AM
just an error, in battle (like 1min after its starts)
Spoiler
2722859 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
   at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)

[close]
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 07:06:39 AM
just an error, in battle (like 1min after its starts)
Spoiler
2722859 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
   at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)

[close]

What were you flying and who did you attack? What kind of ships were present?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 07:17:10 AM
Even a simple fight between destroyers can feel like an epic battle between battleships:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/screenshot023.png)
[close]

I'm commanding an Oracle-class Pocket Cruiser, escorted by two wings of Persephones. The Oracle now makes an excellent combat carrier. Here it is duking it out with a Goat-class destroyer. It is desperately trying to cut through my armor while I am desperately trying to bring down its shields. Both our escorts are duking it out off-screen:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/screenshot024.png)
[close]

Then the Goat's escort fails and I am quickly reinforced by my Persephones, firing off their triple barrels. The Goat's shields are breached, but my front armor has also been blasted off. My turret arrays are being bombarded and I start loosing control of my weapons. Thankfully the joint firepower of the Persephones, and me firing off a torpedo as a last ditch attempt to gain the upper hand, result in the Goat being obliterated:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/screenshot025.png)
[close]

I love this mod collection.  :D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: theSONY on August 07, 2012, 07:41:41 AM
just an error, in battle (like 1min after its starts)
Spoiler
2722859 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
   at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)

[close]

What were you flying and who did you attack? What kind of ships were present?

http://imgur.com/a/Agidh#R8Udt
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 07:45:40 AM
I see IFed ships in there and Shadowyards Heavy Industries ships. IFed has custom ship systems. Does Shadowyards HI also have custom ship systems?

[EDIT]

Quote
Added Point Defense drones to the Charybdis.
Added Sensor Drones to the Morningstar.

I guess that means they do. Unless these are vanilla systems. Anyway, the log report looks similar to the one Keptin had. He traced back it to ship systems.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: MShadowy on August 07, 2012, 08:37:25 AM
I see IFed ships in there and Shadowyards Heavy Industries ships. IFed has custom ship systems. Does Shadowyards HI also have custom ship systems?

[EDIT]

Quote
Added Point Defense drones to the Charybdis.
Added Sensor Drones to the Morningstar.

I guess that means they do. Unless these are vanilla systems. Anyway, the log report looks similar to the one Keptin had. He traced back it to ship systems.

Those systems are vanilla systems, so it probably isn't them.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 07, 2012, 09:01:45 AM
just an error, in battle (like 1min after its starts)
Spoiler
2722859 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
   at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)

[close]

What were you flying and who did you attack? What kind of ships were present?

http://imgur.com/a/Agidh#R8Udt
I see a Helios. Are you on Uomoz 16, or 16.1? There's a known issue with the Helios' (also the Montana's) ship system. keptin put up a fix in the IFed thread, and I think 16.1 incorporates it.

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Sörre on August 07, 2012, 09:09:59 AM
How is this possible?

Edit: Sorry, was not clear enough of what was going on.

An unarmed Echo made my Hound retreat in auto-resolve. So something must be very wrong.

(http://img215.imageshack.us/img215/5793/screenshot000d.png)
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: hadesian on August 07, 2012, 09:13:36 AM
How is this possible?

Spoiler
(http://img215.imageshack.us/img215/5793/screenshot000d.png)
[close]
wait
wut
it looks like
the echo was destroyed
you retreated
you lost
wat
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Sörre on August 07, 2012, 09:21:54 AM
How is this possible?

Edit: Sorry, was not clear enough of what was going on.

An unarmed Echo made my Hound retreat in auto-resolve. So something must be very wrong.

(http://img215.imageshack.us/img215/5793/screenshot000d.png)

Made an update of the original post.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: theSONY on August 07, 2012, 09:52:52 AM
just an error, in battle (like 1min after its starts)
Spoiler
2722859 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
   at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)

[close]

What were you flying and who did you attack? What kind of ships were present?

http://imgur.com/a/Agidh#R8Udt
I see a Helios. Are you on Uomoz 16, or 16.1? There's a known issue with the Helios' (also the Montana's) ship system. keptin put up a fix in the IFed thread, and I think 16.1 incorporates it.

-- Griffinhart
-- Griffinhart
1st i was on 16 (i think) now i download 16.1 fight that Lotus transport & so far so good
but 'ya all know that after 0.53 its now ONE BIG checking the mods now, if i run on any not so pleasure suprice be sure i'll post it ^^

 ::)
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 07, 2012, 11:28:50 AM
How is this possible?
An unarmed Echo made my Hound retreat in auto-resolve. So something must be very wrong.

An armed Echo can take a Hound.  Does auto-resolve take weapons into account?  If not, there's your answer.

Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Darloth on August 07, 2012, 12:51:01 PM
It also has a flare launcher - which is a type of weapon, kinda sorta.

If the auto-resolve is counting flares, somehow, that might also explain it?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Aleskander on August 07, 2012, 02:05:20 PM
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 07, 2012, 02:28:31 PM
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?

Are you using Linux?

I've made everything lowercase in the Antediluvian mod, since people with Linux were experiencing issues. However, I opened up UC16.1 and the portraits there still have upper case characters. You can manually change it for yourself. Or you can wait for Uomoz to fix it.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 07, 2012, 02:47:45 PM
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?

Are you using Linux?

I've made everything lowercase in the Antediluvian mod, since people with Linux were experiencing issues. However, I opened up UC16.1 and the portraits there still have upper case characters. You can manually change it for yourself. Or you can wait for Uomoz to fix it.

I'll fix this in next release. Copypaste didn't change the uppercase to lowercase.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Trylobot on August 07, 2012, 03:01:27 PM
(http://cache.ohinternet.com/images/6/6e/Copy-Pasta.jpg)
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 07, 2012, 03:32:37 PM
(http://cache.ohinternet.com/images/6/6e/Copy-Pasta.jpg)

Trylobot! Get your a** out of here and stat updating the Nomads already! *fakes rage*
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Trylobot on August 07, 2012, 03:37:32 PM
OK  ;D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: medikohl on August 07, 2012, 04:50:53 PM
ok, I've been working on updating starfarer plus, along with descriptions for all the ships therein.

I hope to have it ready for inclusion soon.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Aleskander on August 07, 2012, 06:37:35 PM
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?

Are you using Linux?

I've made everything lowercase in the Antediluvian mod, since people with Linux were experiencing issues. However, I opened up UC16.1 and the portraits there still have upper case characters. You can manually change it for yourself. Or you can wait for Uomoz to fix it.

yep, thanks
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 07, 2012, 11:27:22 PM
ok, I've been working on updating starfarer plus, along with descriptions for all the ships therein.

I hope to have it ready for inclusion soon.

As I already told to craft, I don't really like many of the super simple kitbashes that SF+ has. So I won't implement it unless i see some drastic change of style in there.

EDIT: as a general rule, factions where i can immediately tell where the ship's pieces come from won't be included.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: DNAz on August 08, 2012, 01:11:30 AM
ok, I've been working on updating starfarer plus, along with descriptions for all the ships therein.

I hope to have it ready for inclusion soon.

As I already told to craft, I don't really like many of the super simple kitbashes that SF+ has. So I won't implement it unless i see some drastic change of style in there.

EDIT: as a general rule, factions where i can immediately tell where the ship's pieces come from won't be included.

I think at least 1 vanilla faction kitbash addition should be there. To give the nilla factions as much content as the other mods in UC.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 01:26:28 AM
Lotus Conglomerate :D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 08, 2012, 01:29:59 AM
One of Uomoz's Corvus' best traits is that it's got so many uniquely crafted ships.  Adding kitbashed vanilla ships subtracts from that.  Kitbashing is great, don't get me wrong, but it's great because it's easy.  The best results come from those that are meticulously custom painted, such as the Junk Pirates' ships.

I finally dived into sprite painting for the first time today to start the Jardain Empire ships; up until now I've used a 3d render + paint 'n bash for IFed ships, which takes about 35 minutes per ship.  It took me 3 hours to make the Reaver, but the end result is so much better.

(http://i.imgur.com/yAsfL.png)

Ha, is this a good time to submit a new faction?   ;D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 01:51:24 AM
This quality? Any time.

On the other hand, Jardains... They're aliens right? Not sure how to fit this into Corvus. (like Scourge incursions maybe? Do they use common weaponry or alien weaponry?)
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 08, 2012, 02:15:52 AM
Let's go with "highly evolved humans", genetic augmentation or whatever.  Sent to the fringe of space a century before the Republic colony ships were built, their experimental Hadron reflector left them stranded in an uninhabitable system.  Their geneticists' morals were quickly thrust aside in a desperate attempt to survive, eventually leading to an advanced mutant race, of sorts.  Jardain territory was some distance away from the original colonies and their existence forgotten, but thousands of years later, as the IFed began to expand its boarders, the Jardain perceived them as a threat and decided to launch a preemptive surprise attack to exterminate all creatures they consider beneath them.

And yes, common weaponry.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 02:23:19 AM
Sounds cool. Would they join the TT powerblock in Corvus? (in the end TT might as well be interested in the scientific advancements they bring, and this would also put the Jardains vs IFed by default).
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 08, 2012, 02:30:12 AM
I'm sure they would be willing to play politics with lesser beings if it ensured the destruction of the Interstellar Federation.  ;D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 08, 2012, 02:38:22 AM
Uomoz, i added my own modded onslaught into the game and activated your mod *it can use all weps to test them* and apparently, the AI cant fire the Hadron Accelerator cannon. it stops charging just before it shots, i think changing it into a single click weapon would be better, you click it, charges up and shots on its own. and what happened to the lotus flotilla? they don't seem to spawn anymore and a question or 2 from me =D how do i make my own weapons? like cain and so on? and how do i write a description on ships i make?


Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 08, 2012, 02:42:23 AM
Hadron Accelerator cannon. it stops charging just before it shots

I'll finally make an official stance on this.  Until Starfarer allows more control over weapon SFX, the Hadron Accelerator probably won't change.  It's purposely supposed to be a pain to use and effectively limited to the player only (the AI can't cope well with it) for balance purposes.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 02:57:41 AM
Uomoz, i added my own modded onslaught into the game and activated your mod *it can use all weps to test them* and apparently, the AI cant fire the Hadron Accelerator cannon. it stops charging just before it shots, i think changing it into a single click weapon would be better, you click it, charges up and shots on its own. and what happened to the lotus flotilla? they don't seem to spawn anymore and a question or 2 from me =D how do i make my own weapons? like cain and so on? and how do i write a description on ships i make?

About the Hadron Accelerator, kep responded himself.

Lotus Flotillas will spawn, eventually (most of the factions had their spawn rate drastically reduced from the vanilla versions of the mods).

Weapons, like ships, need a .wpn file, stats added to weapon_data.csv, .proj file for the projectile and sprites for gun & projectile.

Descriptions are added to descriptions.csv in string folder (look at U'sC folder structure).
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Dragar on August 08, 2012, 03:05:45 AM
Ran into a Null error while fighting a junk pirate fleet, it was one with the new ship in it along with a kraken a goat and a spike.

2473754 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: DNAz on August 08, 2012, 03:31:57 AM
Twas just sayin expanding the vanilla factions ship pool wouldn't hurt. Although I guess thats Alex's "mod".
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 08, 2012, 03:52:37 AM
Let's go with "highly evolved humans", genetic augmentation or whatever.  Sent to the fringe of space a century before the Republic colony ships were built, their experimental Hadron reflector left them stranded in an uninhabitable system.  Their geneticists' morals were quickly thrust aside in a desperate attempt to survive, eventually leading to an advanced mutant race, of sorts.  Jardain territory was some distance away from the original colonies and their existence forgotten, but thousands of years later, as the IFed began to expand its boarders, the Jardain perceived them as a threat and decided to launch a preemptive surprise attack to exterminate all creatures they consider beneath them.

And yes, common weaponry.

The otherwise xenophobe Antediluvians would welcome a fellow evolved branch of the human species. Remember, the Ante's have tried to genetically engineer and perfect themselves for generations, while isolated under Atlantis' ocean. The knowledge hungry Ante's would be willing to open up if said species would bring new and exciting technologies along for research.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 04:02:31 AM
Ran into a Null error while fighting a junk pirate fleet, it was one with the new ship in it along with a kraken a goat and a spike.

2473754 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Thanks for the report. It seems like an error related to subsystems (the custom JP subsystem maybe?). I checked the code and U'sC version is kind of identical to the original.

Any tips?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 08, 2012, 04:31:46 AM
Im trying to alter my design a bit, but i cant save it.. is that because i take to long? because that's just *** as hell. any ideas?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Dragar on August 08, 2012, 04:42:47 AM
Ran into a Null error while fighting a junk pirate fleet, it was one with the new ship in it along with a kraken a goat and a spike.

2473754 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Thanks for the report. It seems like an error related to subsystems (the custom JP subsystem maybe?). I checked the code and U'sC version is kind of identical to the original.

Any tips?

It probably has to do with the phase drone subsystem on the Turbot, I guess just tell the creator of the JP mod and for now change it to something else/remove the subsystem? Because the Turbot is in a lot of the larger JP fleets so I pretty much can't fight them or it'll lead to a crash
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: mendonca on August 08, 2012, 04:56:23 AM
Thanks for the report.

I had tested the phase drone subsystem and everything appeared to be working correctly at my end.

If you wanted to remove the subsystem in your version, you could do it in the Uomoz ship_data.csv - change the junk_pirates_drone_phase subsystem to something else, or remove it entirely.

I won't get a chance to have a play about with it in the next few days, but I will do that ASAP to confirm whether this is a problem and get my mod changed if so.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 08, 2012, 07:39:28 AM
Hang on a second, time out... does that REALLY say Neutrino Combat Lawyers?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: TaLaR on August 08, 2012, 07:41:35 AM
Hang on a second, time out... does that REALLY say Neutrino Combat Lawyers?

It sure does:) Whatever it was supposed to mean...
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 08, 2012, 07:42:27 AM
Hang on a second, time out... does that REALLY say Neutrino Combat Lawyers?

They're vicious and coming to get ya!

"I am sorry sir, but you are using copyrighted Neutrino tech in your ship's computing systems. Prepare to be terminated."
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 08, 2012, 08:37:51 AM
IT'S JUST TWO LINES OF CODE!
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: FlashFrozen on August 08, 2012, 08:50:30 AM
Oh noes! It's been revealed!  :D

I'll put up NC 1.3 probably later today, just some more testing to be hadz and one last sprite to bash and it should be ready to go :P
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 08, 2012, 08:52:55 AM
Thanks for the report.

I had tested the phase drone subsystem and everything appeared to be working correctly at my end.

If you wanted to remove the subsystem in your version, you could do it in the Uomoz ship_data.csv - change the junk_pirates_drone_phase subsystem to something else, or remove it entirely.

I won't get a chance to have a play about with it in the next few days, but I will do that ASAP to confirm whether this is a problem and get my mod changed if so.

Ty mendonca, I have no idea what may cause this because i pretty much flawlessly integrated your update with Ifed's (that also have a bunch of brand new subsystems), so any help narrowing the issue is well appreciated.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 08, 2012, 03:54:36 PM
Help? ^.^

https://docs.google.com/open?id=0B3fiszd7LZxvMVVONjJneldlb0k
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 08, 2012, 04:53:51 PM
Man, Persephone "frigate" wings are tank as hell. Cheap, too. One Auria, one Titan, one Mercury, two Nereid wings, two Iguana wings, two Skinwalker wings, and six Persephone wings: faceroll whatever comes your way HUEHUEHUE

IFed station needs to stock more Mass Drivers and Cains uhuhuhu what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 08, 2012, 05:02:29 PM
Man, Persephone "frigate" wings are tank as hell. Cheap, too. One Auria, one Titan, one Mercury, two Nereid wings, two Iguana wings, two Skinwalker wings, and six Persephone wings: faceroll whatever comes your way HUEHUEHUE

IFed station needs to stock more Mass Drivers and Cains uhuhuhu what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez

-- Griffinhart

I'm glad you like them. Might have to up their prices though, since they're build to last. Their damage output shouldn't be that high though? Are they simply enduring and keeping the enemy busy? Or are they really blowing stuff up?
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 08, 2012, 05:12:53 PM
To be honest, I can't tell. I'm not actively watching them (also, my craptop handles large-scale fleet combat... decently well, actually. Or rather, Starfarer handles it well. Slow motion, as opposed to frame-skips), and I send them out in force (my usually opening strategy is to float either the Auria or the Titan, the Nereids, Iguanas, and as many Persephones as I'm allowed), so it could be that they're keeping the enemy busy, or it could be that 24 Persephones is difficult for any frigate (and some destroyers) to deal with.

Probably a little bit of both.

As for when I'm fighting against Persephones, they don't seem to dangerous. You're right about the lack of firepower, and most Antediluvian fleets (and some Shadowyards fleets; I'm guessing the spoils of their victories) don't seem to field too many Persephones (which is surprising, considering their low FP cost). I'm usually more occupied with larger targets (I command the Auria, since I've got a Hadron Accelerator mounted on it and, as keptin's intended, the AI is hilaribad with the weapon).

Being tank as hell doesn't help very much when your opponent's secondary weapon is a kinetic weapon that delivers 1100 points of damage per shot, and unloading one shot roughly every two seconds, heh.

ETA: If you're considering a way of balancing the Persephones, I think they could do with a bump in FP cost. Talons are what, twice as expensive for less firepower and even more fragility? Sure, they're faster, but not "2FP, an extra gun, and an order of magnitude of hull" faster. I get the feeling that Persephones are intended to be tough escort craft for larger, slower ships, but man - in a proactive hunter-killer role, with enough numbers, they're to be feared by fighters and frigates alike. (And, as mentioned, maybe some destroyers should be wary too.)

ETA2: Honestly, I think "at least 1FP per ship, minimum" is a good rule of thumb, unless you've got some amazing extenuating penalties.

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 08, 2012, 05:17:52 PM
Oh yes. If they get to swarm a single target, forgetaboutit. Then those meek triple turrets turn into the equivelant of a 24 triple turret capital ship.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 08, 2012, 05:20:32 PM
Ah, I made some edits to my post without seeing yours. Might want to give my previous one a once-over in case you missed anything I put in after you posted. :x

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 08, 2012, 05:24:52 PM

ETA2: Honestly, I think "at least 1FP per ship, minimum" is a good rule of thumb, unless you've got some amazing extenuating penalties.

-- Griffinhart

I'm going to up their FP cost by 1 point. And I am also going to increase their credit cost quite a bit. Speaking of penalties, their flux is pretty poor, meaning they can't fire non-stop. Also, they can usually only bring one weapon to bear. Unless they are charging precisely head-on. And don't forget, they are the only "fighter role" ship with a poor maneuverability rating.

Thanks for the feedback. It helps balance things.

[edit]

Upping their crew requirements might also be a fitting measure. Considering they're small frigates and not one-man fightercraft.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: keptin on August 08, 2012, 05:47:55 PM
what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez

Commit pirate genocide.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Griffinhart on August 08, 2012, 05:53:38 PM
Speaking of penalties, their flux is pretty poor, meaning they can't fire non-stop. Also, they can usually only bring one weapon to bear. Unless they are charging precisely head-on. And don't forget, they are the only "fighter role" ship with a poor maneuverability rating.
Sure, but here's the thing - because they're classed as "fighters", they can go R&R at any available on-field carrier (or, technically, any ship that has a flight deck), which ups their survivability drastically (assuming they can, of course, get to a carrier in time - I'm thinking the AI has them bug out after a second loss).

Upping their crew requirements might also be a fitting measure. Considering they're small frigates and not one-man fightercraft.
Mm, yeah. From a balance perspective, I don't really see that as a big thing; crew tend to not be particularly expensive if you're not fielding a large ship - and even then, it's not that expensive: Regular Crew cost 60 per, and, for example, Titans require only 500-some odd for a skeleton crew, so that's only in the 30k Credit range, and the ship itself is nearly 230k, so crew only makes up roughly 15% of the cost, before weapons (after which, crew tend to be even less of a cost factor; three Cains at 16800 per, Dual Flaks are what, 4k? Five of those for 20k, and ten Railguns for roughly 8k, so the total cost of a Regular skeleton-crewed Titan is something like 340k, of which the crew is only about 10%) - or are trying to crew your ships with better-than-Regular, but flavor-wise, it makes sense.

what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez

Commit pirate genocide.
Man, I can't even do that, I don't have any ships with enough Large Universal/Ballistic/Missile mounts to fit them all!

I mean, I could stick three HAs on my Titan, but the AI is terrible at using weapons with long charge-ups. I could manually fly the RGS Hauteclere, but the Auria-class RGS Joyeuse is already fielding a Hadron Accelerator...

Is this what they call an embarrassment of riches?

-- Griffinhart
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: FlashFrozen on August 08, 2012, 08:06:33 PM
ARgh I failz, lol. Anyways, couldn't make a hegemony copycat defence fleet for my faction d: always those darn cannot compile undeclared shenanigans xP
Ah well guess i'll make it a random spawn instead.

But I'll put up 1.3 soon, sans bad scripts.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 09, 2012, 01:28:55 AM
I properly tested JP and Turbot subsystem behaviour. It's working flawlessly.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: MrDavidoff on August 09, 2012, 04:08:41 AM
Oki, I know its been a while, but now I feel bit confident to ask for a place in the galaxy  :D
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 09, 2012, 04:13:27 AM
Ships are cool and all but I'm not that inspired by the idea of a sub-faction that outclasses and outgun every other faction (even if in a "balanced" way). Too many capital class ships for Corvus alone, but an interesting thought for when multiple systems are implemented.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Dragar on August 09, 2012, 06:25:22 AM
Yeah its not the Turbot, I fought one and didn't crash; though I'm still getting the Null error while fighting the junk pirates. It tends to happen with groups with Krakens in them. So maybe that's it? Though I fought a Kraken once, and crashed, fought the same group again and didn't crash then fought a different group and crashed so I don't know what the hell is going on.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: mendonca on August 09, 2012, 07:52:11 AM
Yeah its not the Turbot, I fought one and didn't crash; though I'm still getting the Null error while fighting the junk pirates. It tends to happen with groups with Krakens in them. So maybe that's it? Though I fought a Kraken once, and crashed, fought the same group again and didn't crash then fought a different group and crashed so I don't know what the hell is going on.

Trying to recreate. First time in against a Turbot and a Kraken - no luck (or rather, enough luck that it didn't crash).

I've got another scrap with the JP heavies queued up, and I have a save file immediately before, hopefully it will crash and allow us to debug (I need to go out for a walk and an ice-lolly now though!)

e: Still no luck.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Darloth on August 09, 2012, 01:31:46 PM
Why do the junk pirate phase drones have ""s around them in the csv file?  I think it's probably not the issue, but it's unusual so I thought it was worth mentioning.
Title: Re: [0.53.a] Uomoz's Corvus 16.1: POWER BLOCKS (Factions Collection)
Post by: Boboid on August 09, 2012, 05:38:10 PM
Looks like the down-loadable mod file has changed from a .Zip to a 7z file, not a huge deal in the long run but you might want to update how to actually "install" the mod by telling people to grab a 7z unpacker
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 10, 2012, 10:39:47 PM
16.2 out!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 02:38:15 AM
http://puu.sh/QFgR
This horrid mis-match of technologies makes for quite an awesome battleship. The autoguns along with the Cain provide a good punch against other ships. The Antediluvian guns can put out 2400 DPS in frag damage in front of the ship, and they're dual-purpose so they also work as PD. The photon launchers are to taste. Photon launchers can be equipped for long range harassment, or for picking off retreating ships. They can be removed, and replaced with an unstable photon cannon in the central hardpoint for medium range suppressive fire. Or instead of the photon cannon, a Hadron Accelerator can be mounted instead, for an awesome secret weapon against other capital ships. By itself, this Auria can bring down Pirate Armadas. With some light support from those two gunships and some scout fighters, it can probably handle Lotus flotillas. That is, if you can keep those Bolts off your tail.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 11, 2012, 03:30:39 AM
That's the basic Pressure Turret right, not the extended? Yeah, it is the least effective in combat, but the most effective at PD, because it turns slightly faster.

Wait no, that looks like an Extended. Better range, slightly higher damage but also slightly slower turning rate. And is that an Antediluvian name my little eye spies? Must be because the IFed hasn't specified a specific naming style for their ships.  :)
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 03:46:46 AM
I don't know if it is, that's how the ship seeded at the IFed station. The ISS Legend of Helike. I was using Superiority Turrets, but started to use Extended Turrets instead, due to lower flux and higher range. On the Auria with an ITU, the Extended Turrets reach out to around 800~. Which really ain't too shabby for PD use. And if I can get close enough to a ship with holes in it's armour. Well. 2400 DPS. Sucks to be on the receiving end.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 05:49:56 AM
If i am going to add a description to my ships, do i write that like underneath another capital ship or at the bottom of the whole thing if i open it in word pad?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 05:58:34 AM
Starting from wherever you installed your Starfarer...
Fractal Softworks > Starfarer > starfarer-core > data > strings > descriptions.csv

You'll want something like that file in your mod folder, in the same layout. Mod folder > data > strings > descriptions.csv
I think if a ship or item does not have a place in the descriptions, it just gets 'No description....yet'

EDIT:
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 11, 2012, 06:21:08 AM
If i am going to add a description to my ships, do i write that like underneath another capital ship or at the bottom of the whole thing if i open it in word pad?


Here is an example of what the description structure should look like:

Quote
id,type,text1,text2,text3,notes,
waterworld,"PLANET","Fair Atlantis is a blue-green jewel, sitting in the Corvus system. It is covered by the Celadon Sea. A never ending ocean, below which rests the Antediluvian home of Cerulean City. The Antediluvians are as mysterious as they are beguiling."
frigate_sentinel,SHIP,"The Sentinel is a sleek and swift vessel of exploration, both underwater and in space.

Its engine systems may look sub-par, but they only have to push so-much mass. Adding to its sleek and fast design, the Sentinel is equipped with capable ballistic systems and finds its hull covered in modern pressure plates. However, all this means that there is little space for a proper crew or subsystems.",,,
frigate_azores,SHIP,"The Azores served as prototype platform to the new ion-gas algae powered engines.

It performed rather well, though later designs refined on the original prototype. This leaves the Azores a relatively slow frigate. Relatively, for it is still able to reach impressive speeds. Its other systems perform quite well. All in all, the Azores is a cheap but reliable ship. It is able to wield a battery of five pressurized turrets.",,,
frigate_anchor,SHIP,"The Anchor was once used for extended research missions beneath the Celadon Sea of Atlantis.

It comes with an augmented fan-controlled and ion-gas propelled engine system and superior pressure plating. However, it does lack in the ballistics department, granting it little damage output in combat. Its mid-section can only hold a small battery of three turrets.",,,
frigate_forlorn,SHIP,"The Forlorn was designed to break up rock and crystalline formations below the Celadon Sea.

It has superior ballistic systems, yet lacks in the pressure-plate department. It cannot take much of a beating before its hull is breached and its internal systems are exposed. However, its reasonably capable engines allow it to perform well during hit-and-run tactics. Allowing it to strike swiftly and retreat out of weapons range just as quickly.",,,
frigate_cape,SHIP,"The Cape is a modern design. It is sleek, well-rounded and costly.

Plus it can accommodate more personnel than any other frigate-classed Antediluvian ship. It is often described as the researcher cruise-ship, offering relatively luxury accommodations to its crew. It is also used as launch for the commanding officers of larger ships.",,,
frigate_donovan,SHIP,"A tribute to an ancient artist from an ancient world.

The Donovan is a well-rounded and advanced submarinal- and space craft. It sports five ballistic mounts and is nearly fully covered in pressure plates. It is also internally reinforced by the latest in bulkhead technology, warding off both aquatic pressure and the punishments of outer space. It is the only frigate in the Antediluvian fleet able to field a sonic turret.",,,
reflectorbeam,WEAPON,"The ARB-10 'Cleito' Antediluvian Reflector Beam. A water based laser beam that can cover incredible distances.

The ARB-10 is the Antediluvian answer to phase technology. As a ship equipped with a Cleito can quickly hit targets over greater distances. These reflectors are now found on larger ships, previously unable to catch up with their phasing prey. The beam is conjured by sending light through a system of aqua-based reflecting pools, at nano levels.","Strike",
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 11, 2012, 06:23:00 AM
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?

Ah-ha yeah, that is definitely right. But it's TOO LATE! :P
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 11, 2012, 06:34:11 AM
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?

Ah-ha yeah, that is definitely right. But it's TOO LATE! :P

It is uhh... The new spelling in cycle 127. That's right.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 06:41:52 AM
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?

Ah-ha yeah, that is definitely right. But it's TOO LATE! :P

It is uhh... The new spelling in cycle 127. That's right.
Ah, yes, of course~!
My mistake. :P
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: arcibalde on August 11, 2012, 06:48:02 AM
LEGO YAY!!!!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 09:16:23 AM
You didn't really answer my question =( i am actually adding ships into the original core folder, so i am in the original descriptions.??? and i don't know where in the list i should write the text. or do i have to make a completely new descriptions folder?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 09:22:07 AM
If you use Open Office and set it up like this (http://puu.sh/QJft), it'll decipher itself into much easier to read portions that look like this (http://puu.sh/QJfP). Looking at the descriptions right now, I'm making the assumption that the first 'line' of description is a summary, for use in tooltips when you hover over it in-game. The second 'line' of text, can probably be as in-depth as you want, because you'll only see it if you read it up in the Codex. You should be able to add your extra descriptions to the bottom of the file.

Do note, these are all my assumptions, Alex, or a modder is probably a better person to ask. I just play the mods. (and break them occasionally)


EDIT:
*unrelated to above post*
Do IFed convoys ever deliver more Cains? I have one, and that's just the one that's found at the start of the game. Never seen a Nucleon Ram delivered to the IFed station either, however, the pirates appear to acquired quite a few (http://puu.sh/QJnn).
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 09:28:24 AM
I would much rather do it in word pad, because last time i opened any SF folder in open office, i couldn't start the game anymore and had to replace the whole damn folder. so il just copy an existing ship description and rewrite it, would that work? BTW, how the hell can you break the mod? :P oh well stupid question, i have done that by adding my own ships into game by changing the hull ID of a ship in a station
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 09:30:13 AM
It might. But I really don't know, dude.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 10:15:56 AM
OK i did it, i wrote it exactly like the other ships but it still isn't there, should it be at the bottom? because i wrote it underneath the onslaught desc.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: EnderNerdcore on August 11, 2012, 11:33:06 AM
Hey, I've been playing and loving this mod for the past few days, but mid-battle with a specific fleet I've been getting a crash.

It's a Junk Pirates Salvage Expedition, and I know it's not my fleet as I used the identical fleet (with no ship captures) to destroy another Junk Pirates fleet only moments before. I get the crash every time I try and fight this fleet, and it's always midway through the battle. I think it's happening when one of their ships attempts to retreat, or it might be happening when one blows up, but with a fleet battle this large I'm not sure.

Here's the end of starfarer.log where the crash happened:
Quote
172750 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Unfortunately it doesn't really tell us much.

Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 11, 2012, 11:53:39 AM
Someone already reported something similar, thank you! Can you list the ships in the fleet? Do any of the ships stands out? (i think this may be caused by an isolated buggy variant).
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: EnderNerdcore on August 11, 2012, 12:44:07 PM
Sure.

Dugong-class Standard Cruiser
2x Boxer-class Fighter Destroyers
Clam-class Standard Frigate
Sickle-class Standard Frigate
Hammer-class Strike Frigate
Spike Figher Wing


The only ship there that has any non-base weapons is the Sickle-class, using a Cutlass and two Scatter PD Lasers.

So based on that, it might be when it fires one of those weapons.

Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 12:47:23 PM
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Psiyon on August 11, 2012, 12:52:05 PM
Just wanted to say that I've been enjoying version 16 a lot. Everything feels so much cleaner and more organized. Nice work.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: EnderNerdcore on August 11, 2012, 01:08:05 PM
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.
Could it be some strange incompatibility with ship systems on one of the ships?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 11, 2012, 01:18:50 PM
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.
Could it be some strange incompatibility with ship systems on one of the ships?

That's what I'm thinking! I'll set up a test mission so i can narrow down the problem.

Just wanted to say that I've been enjoying version 16 a lot. Everything feels so much cleaner and more organized. Nice work.

Ty Psiyon, I felt the same when I first tried the change.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 01:20:56 PM
Do any of the ships mentioned have a custom ship system?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 11, 2012, 01:23:19 PM
Not really. Only the Turbot has, but it's not in the bugged fleet apparently.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 11, 2012, 01:27:21 PM
Hrm, well, for now, I'ma try and avoid scrapping with the Junk Pirates, though I do love fighting the Kraken. The way the ballistic and energy weapons are segregated to the red and blue sides respectively is awesome.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: EnderNerdcore on August 11, 2012, 02:12:34 PM
Do any ship systems such as burn drives depend on engine points being defined? I'm totally shooting in the dark here though, I haven't actually looked at the code in the mod.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 02:18:07 PM
burn drive isn't affected by engine points being defined, its just an animation, but it will look weird with a ship without any engines. you trying to make an UFO here? o.O
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Sunfire on August 11, 2012, 02:35:47 PM
Three posts in a row is a little ridiculous
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 02:37:23 PM
There was a post in between but i think he removed it. BTW is it possible to edit weapons in the Sf ship editor?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 11, 2012, 04:08:02 PM
There was a post in between but i think he removed it. BTW is it possible to edit weapons in the Sf ship editor?

No. You'll have to do it under: modname>data>weapons

And projectiles under data>weapons>proj

The weapons use .wpn files and the projectiles use .proj files.

finally, you put all your weapon data in the weapon_data.csv


Checking out the core starfarer folder will give you ample examples.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 11, 2012, 04:41:58 PM
ooookkk. but if i want to take a weapon from vanilla, copy it and make the same gun withmaybe longer barrels and different stats all in the vanilla folder, how do i do that? weapon editor????
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: robokill on August 11, 2012, 08:00:30 PM
where can i buy a dioamback from postal service mod theres only big fleets  roaming around and i cant find a good carrier
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: SteelRonin on August 12, 2012, 04:03:14 AM
May i suggest the wonderful Shadowyard Charbydis? tis a beauty to behold
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Darloth on August 12, 2012, 05:03:24 AM
I second the recommendation for the Charybdis, though if you don't like it and you're willing to look out-of-mod, the Gunrunners mod meshes quite nicely with this and they have a pretty nice combat carrier as well.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: robokill on August 12, 2012, 07:02:00 AM
i bot looking dor a combat carrier im looking for a fast ship that wont die. the diamonback is good for that with all that pd and some missles id use the mole from the indepadent miners but that mod not working for me
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 12, 2012, 08:13:31 AM
whoever made the neutrino corp, could you increase the shield arc on most of the ships? because its kind of pathetic that their arc is like 30 degrees, you can still hit them perfectly even if the shield is up just because its so tiny.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: robokill on August 12, 2012, 08:28:15 AM
thats the point awsome shields terrible arc
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 12, 2012, 08:57:53 AM
oh :I
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 12, 2012, 09:39:07 AM
Just had a crash against a pair of clams, a hammer, and a spike. Not sure of the variants, I'll check that in a bit. Got most of the way through a fight, the hammer and the fighters were already taken down, I'd gotten one of the clams to near overloading when the game crashed, could it be an issue with the fortress shield on them? I haven't seen the AI use it at all in previous fights and I'm not really sure what would trigger it, but that could've been the problem. What portions of starfarer.log could I post that would be useful in debugging?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: EnderNerdcore on August 12, 2012, 09:43:20 AM
Just had a crash against a pair of clams, a hammer, and a spike. Not sure of the variants, I'll check that in a bit. Got most of the way through a fight, the hammer and the fighters were already taken down, I'd gotten one of the clams to near overloading when the game crashed, could it be an issue with the fortress shield on them? I haven't seen the AI use it at all in previous fights and I'm not really sure what would trigger it, but that could've been the problem. What portions of starfarer.log could I post that would be useful in debugging?
The last chunk before you crashed.

Sounds like that might be the same crash I had!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 12, 2012, 09:53:58 AM
Scroll to the very bottom, then work your back up till you find the start of the error message. Then copy-paste all of that.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 12, 2012, 12:32:46 PM
2026328 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I am running several other mods, but I'd seen people having a similar issue so I thought it might be worth mentioning.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: mendonca on August 12, 2012, 12:54:01 PM
It looks like there is something going a little odd with my mod then ... sorry about that everyone.

Just been in and out of the simulation fighting clams and turbots. Seems to me the bug could be system related, but the problem being that the ships don't really like to use these systems all that often (maybe the AI doesn't appraise these things like you might expect in this situation)

I don't know whether the clam is ever using it's fortress shield - not sure if I know what the visual cue would be - I think it might have - and it certainly seems to me like it should be doing as I sit and pepper the little mite with all sorts of ordnance.

Also the Turbot doesn't seem that keen on using its drones when under AI command. It works for me when I am in control, but it doesn't seem to be an issue anyway?.

Gah, this is difficult to debug  >:(
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Darloth on August 12, 2012, 01:05:19 PM
Quote
not sure if I know what the visual cue would be
Fortress shields are bright pink when turned on, does that help at all?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 12, 2012, 01:13:42 PM
I don't know whether the clam is ever using it's fortress shield - not sure if I know what the visual cue would be - I think it might have - and it certainly seems to me like it should be doing as I sit and pepper the little mite with all sorts of ordnance.


Fortress Shields gain a purple tinge, restoring to the normal blue when the system is turned off again. It doesn't lower the shields though after turning off the system. Turning on the system does start up the shield with the purple tinge.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: K-64 on August 12, 2012, 01:15:34 PM
There's also quite a distinct buzzing sound that comes with the fortress shield. Might not be as noticeable with lots of fire being pumped out though
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: IIE16 Yoshi on August 12, 2012, 01:29:11 PM
Don't think I've heard the buzzing. Still don't recognize some of the SFX of the shipsystems yet. Hell, for the longest time, I thought that Alex had changed the power-up SFX for low-tech shields (the red ones) because Lashers would power up their shields at the same time that they started up their Ammo Feeders.....It only dawned on me that it was the Ammo Feeder when I started hearing the SFX on other ship types.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 12, 2012, 02:17:18 PM
make a ship. give it fortress shield and 360 deg arc, then you wont hear anything when the shield is fully closed.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 12, 2012, 02:25:21 PM
No problem Mendonca, it's not Corvus without Junk!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 13, 2012, 05:09:05 PM
CoreReactionSC2 made a few video reviews of UC 16

video 1 (http://www.youtube.com/watch?v=xRcCjl05FK8)
video 2 (http://www.youtube.com/watch?v=WzAJhhaj-2s)
video 3 (http://www.youtube.com/watch?v=jjtImpqpcHc)
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 13, 2012, 05:12:02 PM
Ahaha I love how every person on earth pronounces Uomoz differently xD.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Legacy on August 13, 2012, 05:24:11 PM
Then how is it supposed to be pronounced? i pronunce it yO-mOz
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 13, 2012, 05:36:30 PM
I'm so happy he didn't select the mission "Antediluvian Testgrounds". Uomoz, you took out the wrong one! Clicking this one crashes the game.  ;D
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 13, 2012, 05:50:18 PM
Yeah I know that already xD.

http://translate.google.com/?hl=en&safe=off&biw=1858&bih=995&q=uomoz&ion=1&bav=on.2,or.r_gc.r_pw.r_cp.r_qf.&um=1&ie=UTF-8&sa=N&tab=wT#it/it/uomoz

Click for how I pronounce it.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: robokill on August 13, 2012, 07:34:17 PM
i thaught it was you mozz
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: DNAz on August 13, 2012, 08:21:41 PM
Yeah I know that already xD.

http://translate.google.com/?hl=en&safe=off&biw=1858&bih=995&q=uomoz&ion=1&bav=on.2,or.r_gc.r_pw.r_cp.r_qf.&um=1&ie=UTF-8&sa=N&tab=wT#it/it/uomoz

Click for how I pronounce it.
I like the Romanian one better :D
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 13, 2012, 08:24:55 PM
Ahaha, what an ugly nickname xD. I can't believe I sticked with it all this years.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: keptin on August 13, 2012, 08:44:57 PM
I've been pronouncing it Portuguese style, but I dig the Greek way, it's like, "I give up, so I'll just spell it."
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: CrashToDesktop on August 13, 2012, 08:51:28 PM
Oh, will Verrius's Fleet Control mod be in the next release?  I've heard rumors, that's about it XD.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 13, 2012, 09:06:39 PM
Not really integrated, but perfectly compatible and linked in the OP! What I'd really like to do is a slightly different version of verrius', where you can only buy fleets from factions you're friendly with, coupled with the return of the diplomacy system! This would give the player an even more meaningful choice, derping around either Corvus 2, 3 4 or 5.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 14, 2012, 01:26:35 PM
Have any of the devs put their heads together as to why all these factions are warring over the Corvus sector? Or is that more the sort of thing that we just sweep under the rug and ignore due to game constraints.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 14, 2012, 01:37:50 PM
Every faction has it's own allies and enemies in my mind (and from there, power blocks). Pirates are on their own \\ TT, SHI and *ERROR INFORMATION NOT AVAILABLE YET* are the technology block \\ Heg and IF are the protectors of the old regime in the system \\ Noms (but this will change when they update), NC and Ante are either guests of the system or "rebels" (like NC for TT) \\ ASP and Independents are neutral to most of em and bring stuff to a few stations.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 14, 2012, 01:46:47 PM
But why specifically did everyone want to come out to Corvus? The alliances you have set up seem quite sensible. I'm guessing (/hoping) that third Tech faction is going to be either Silverlight or uhh... Hell other than that I haven't the slightest idea, excited regardless though.

EDIT: Would it be possible to put another sun/orbital system off the map and use that to simulate another system? Or does the ai get weird if it's working too far from the origin.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 14, 2012, 02:09:02 PM
You know, I think I'll start doing a tiny faction on the side. No idea if it is going to be UC material though.

A broadcasting faction. Ships that play music and broadcasts things when they fire their weapons and have flashy lights and billboards that change. (flashy lights and billboards are animated and take up weapon slots)

(http://i1022.photobucket.com/albums/af343/erick_doe/Space_Radio_04.png)
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 14, 2012, 02:12:21 PM
Always wondered if that round thing was a reactor or fuel storage, if the former then why does the destroyer sized tanker have three, and if the latter why does this ship have one?  (not to say the design isn't awesome) I guess an automated billboard ship would be pretty long range though so I suppose it'd make sense to have extended tanks.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 14, 2012, 02:13:38 PM
Always wondered if that round thing was a reactor or fuel storage, if the former then why does the destroyer sized tanker have three, and if the latter why does this ship have one?  (not to say the design isn't awesome) I guess an automated billboard ship would be pretty long range though so I suppose it'd make sense to have extended tanks.

That's exactly why. :)
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Wriath on August 14, 2012, 02:17:50 PM
Yeah, nothing like reasoning out your own question by the time you finish typing your post.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 14, 2012, 02:18:08 PM
Would it be possible to put another sun/orbital system off the map and use that to simulate another system? Or does the ai get weird if it's working too far from the origin.

It would be possible, it would be awkward, it wouldn't be Uomoz's Corvus!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 14, 2012, 04:16:21 PM
Will update U'sC with this cool stuff as soon as Ante gets updated with convoys. :D

EDIT:

Noticed a small thing some time ago that bugs me a little. There seems to be a slight offset between the weapons and the ship sprites (maybe due to the fact that they were made without ship editor?). I can fix it in half an hour time with Trylobot tool and send you the updated files if you wish!

(http://i.imgur.com/Q1OOV.png)
(like the gun on the right)

You can stop cracking your whip now  :D

It is done:
http://www.mediafire.com/file/kfykqkdjma7ke7z/AntediluvianDev13.1.zip

There's a few extra changes, like a custom sound for the beam weapons and I fixed a few small things in the .ship files. As for the missions, I suggest you delete those completely and then copy in the ones in this release.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Dragar on August 15, 2012, 09:22:44 AM
Just did a test and yep it looks like its something about the Clam that causes the Null error crash. It came out of the fog of war and everything was fine. Told all my ships to converge on it and as soon as they did, crash.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Uomoz on August 15, 2012, 09:32:40 AM
Fixed in upcoming version!
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: bluntfang on August 15, 2012, 01:15:45 PM
Captured a large Atlantis ghost ship.  Just notice they have no systems...I am assuming this is intentional?

Hmm... looking at the files none of the Atlantis ships have systems.
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: ValkyriaL on August 15, 2012, 02:19:29 PM
 org.json.JSONException: JSONArray[1] not found. <--- how exactly am i supposed to find the error in my mod with just this? im ripping my hair out over this. i swear my faction worked 5 minutes ago then i changed a few things in a file, and it didn't work any more, so i changed them back and they still didn't work, so im like wtf is going on?
Title: Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
Post by: Erick Doe on August 15, 2012, 06:03:50 PM
Captured a large Atlantis ghost ship.  Just notice they have no systems...I am assuming this is intentional?

Hmm... looking at the files none of the Atlantis ships have systems.

Systems for Antediluvian ships are on hold, till I am 100% sure on what systems to give them, if any. I have considered increasing their armour rating to compensate instead.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 15, 2012, 08:51:11 PM
Yo buddies I heard y'all like updates.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Wriath on August 15, 2012, 09:19:42 PM
Sweet, thanks dude!

Edit: There appears to be something wrong with the close support clam, or possibly the new grapeshot weapon, I noticed an enemy clam was occasionally taking an unexplicable 36,000 damage hit to shields and overloading hopelessly.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 15, 2012, 10:58:09 PM
That looks fine.

It's fiiiine.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Sledge Hammer on August 16, 2012, 02:58:57 PM
I am playing this mod for a couple of days now, and I love it!!!
Its so cool to have that much more variety of ships, factions and bases!!!

But my current favorite ship (Blowtorch) is just crazy OP:
(https://dl.dropbox.com/u/55698016/OP_Blowtorch.png)
It kills capital ships without any problems, since those 6 pulsed beams cut through everything like butter. Shields just overreact and disable the enemy, and the hulls dont take more than a handfull of shots either.

I think those 500 flux dissipation/sec is just too much.

Im running on 16.1 still, just to let you know.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Sunfire on August 16, 2012, 03:43:45 PM
I am playing this mod for a couple of days now, and I love it!!!
Its so cool to have that much more variety of ships, factions and bases!!!

But my current favorite ship (Blowtorch) is just crazy OP:
(https://dl.dropbox.com/u/55698016/OP_Blowtorch.png)
It kills capital ships without any problems, since those 6 pulsed beams cut through everything like butter. Shields just overreact and disable the enemy, and the hulls dont take more than a handfull of shots either.

I think those 500 flux dissipation/sec is just too much.

Im running on 16.1 still, just to let you know.

and there is only one of them in the whole system
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 16, 2012, 04:14:37 PM
Given the new 0.53.1 patch, I could lock the hull to only use the built in fusion lances, but the blowtorch was just meant to be a one off fun ship, a shiny yellow trophy so to speak.

But you won't see it anywhere else ;)
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Aleskander on August 16, 2012, 06:19:52 PM
I am playing this mod for a couple of days now, and I love it!!!
Its so cool to have that much more variety of ships, factions and bases!!!

But my current favorite ship (Blowtorch) is just crazy OP:
(https://dl.dropbox.com/u/55698016/OP_Blowtorch.png)
It kills capital ships without any problems, since those 6 pulsed beams cut through everything like butter. Shields just overreact and disable the enemy, and the hulls dont take more than a handfull of shots either.

I think those 500 flux dissipation/sec is just too much.

Im running on 16.1 still, just to let you know.

What, with only 500 dissipation and only 2000 capacity? How do you keep flux down running 6 large energies? How much flux to the pulsed beams use?
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 16, 2012, 06:55:29 PM
actually, with that configuration, he'll run out flux prematurely and lose out on damage if he fires them all at once, but since he decided on defensive hull mods it makes it slightly more durable :P

Each pulse beam takes up around 500-600 flux to fire if my math holds up.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: mendonca on August 17, 2012, 12:20:07 AM
Sweet, thanks dude!

Edit: There appears to be something wrong with the close support clam, or possibly the new grapeshot weapon, I noticed an enemy clam was occasionally taking an unexplicable 36,000 damage hit to shields and overloading hopelessly.

Hey guys, I saw this the other day and meant to reply -

Did I break things again or is this something else?
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Sledge Hammer on August 17, 2012, 12:40:37 AM
actually, with that configuration, he'll run out flux prematurely and lose out on damage if he fires them all at once, but since he decided on defensive hull mods it makes it slightly more durable :P

Each pulse beam takes up around 500-600 flux to fire if my math holds up.

I have them all linked together, and are firing them every 4 seconds roughly.
Sometimes the shield ceases working when firing, so I always have to check if its still on.

The shield was so small initially so I increased its arc to have some protection.

With the thrusters I make sure I can orient the ship fast enough towards the enemy.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Aleskander on August 17, 2012, 04:16:11 AM
actually, with that configuration, he'll run out flux prematurely and lose out on damage if he fires them all at once, but since he decided on defensive hull mods it makes it slightly more durable :P

Each pulse beam takes up around 500-600 flux to fire if my math holds up.

I have them all linked together, and are firing them every 4 seconds roughly.
Sometimes the shield ceases working when firing, so I always have to check if its still on.

The shield was so small initially so I increased its arc to have some protection.

With the thrusters I make sure I can orient the ship fast enough towards the enemy.


I guess everyone has different opinions as what is good. I personally couldn't stand a ship that ran out of flux when I shot
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 17, 2012, 07:14:13 AM
Quick question on the New ID.  I purchased one and it reset my relations with the Tri-Tachyon buy not with some other factions like the Anitdilluvians.  Is it supposed to reset for all of them, or do I just need to purchase more ID's?

The neutrino corp seem OP.  The ships are cool, especially the new weapon types, but they are way too powerful. Even the AI never seems to never lose with them against much larger fleets.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Wriath on August 17, 2012, 10:40:08 AM
Hey, as far as the junk pirates thing I figured it out, it seems the columns were changed in ship_data.csv and your stuff wasn't up to date... unless they're meant to have no shield arc and 360 flux per damage.
Edit Just redownloaded UC to make sure that I didn't have a wonky version, issue is still there. I can't believe nobody else has reported issues, guess they like giving the poor JP's a beating.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: mendonca on August 17, 2012, 11:16:53 AM
Ha ha! That's pretty funny ...

Just checked at my end and I reckon it is Uomoz's fault, my ship_data.csv seems to be all in line (at least the one on my computer is ... hang on I'll just check the download link)

e: Confirmed Uomoz fault! Ha ha not me for once  :D

I've attached the corrected sheet in a zip file

[attachment deleted by admin]
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Wriath on August 17, 2012, 12:08:07 PM
Yeah I hit a poor clam for about 30k and he stayed overloaded forever.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 17, 2012, 01:01:20 PM
I knew something funny was going on when I could route their battle ships with frigates.

Any idea on the new ID question?
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 17, 2012, 02:09:53 PM
Aw crap. Hotfixing.

edit: LOL they had phase cost value and no shield values.
Title: Re: [0.53.1a] Uomoz's Corvus 16.3a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 17, 2012, 02:47:27 PM
Hotfix'd.
Title: Re: [0.53.1a] Uomoz's Corvus 16.3a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 17, 2012, 02:55:12 PM
Not sure if me, or is the mod_info.json now sorta screwy xP

Code
12   [main] ERROR com.fs.starfarer.StarfarerLauncher  - java.lang.RuntimeException: Error loading mod descriptor [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16.3a - Power Blocs\mod_info.json]
java.lang.RuntimeException: Error loading mod descriptor [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16.3a - Power Blocs\mod_info.json]
at com.fs.starfarer.launcher.ModManager$1.accept(Unknown Source)
at java.io.File.listFiles(File.java:1134)
at com.fs.starfarer.launcher.ModManager.String(Unknown Source)
at com.fs.starfarer.launcher.ModManager.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.Ö00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Caused by: org.json.JSONException: Expected a ',' or '}' at 462 [character 463 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
... 7 more

It just crashes the launcher, not so much the game,

You probably just added these in since taking this out fixes it,

Code
	"m_isVanillaBalanced":"true"
"m_isCompilation":"true"
"m_compilationModList":"nomads, Antediluvians, The ASP Syndicate, junk_pirates, shadow_ships, Neutrino, Lotus, interstellarFederation"
"m_incompatibleWith":"Collection, minimash"

Also, not to be extra mean, there's an error that pops up when you go into the Junkpirates station and click the destroyers tab in the ship buy/sell that gives a nullpointer

Code
37858 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.title.ooOO.L.Ò00000(Unknown Source)
        ...

I'll try delving in some more to find any more little errors. xP


Oh, and Bluntfang, I will gladly like to hear feedback on how to improve and maintain balance with my mod and the other neighbours within Corvus. :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.3a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 17, 2012, 03:10:45 PM
Ty for the report! Donwload is down until I fix this mess.

I removed the launcher stuff but I don't quite get why the null error!

EDIT: It's teh Turbot. I'll dig into it.

EDIT2: The Turbot crash is indeed related to the vanilla JP mod!

EDIT3: Ok uploaded the mod again. I "removed" the Turbot from the campaign, but I recommend to not look it's voice on the codex.
Title: Re: [0.53.1a] Uomoz's Corvus 16.3a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 17, 2012, 03:53:30 PM
OM NOM NOM NOM NOM'D

Found the error,

we left out a column in the ship_data.csv

it's the column right after shield type,

so right now it's

SHIELD TYPE | SHIELD ARC 

when it should be

SHIELD TYPE | DEFENSE ID | SHIELD ARC 

PHASE            phasecloak

Edit: on the offchance I'm wrong, I'll eat my words :D
Title: Re: [0.53.1a] Uomoz's Corvus 16.3b: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 19, 2012, 04:06:36 AM
1000 posts about this mod! Deep thanks to the great modders, players, scripters, moderators, Alexes, Uomozes that makes this community awesum!

I <3 U!
Title: Re: [0.53.1a] Uomoz's Corvus 16.3b: POWER BLOCS (Factions Collection)
Post by: DNAz on August 19, 2012, 05:00:47 AM
1000 posts about this mod! Deep thanks to the great modders, players, scripters, moderators, Alexes, Uomozes that makes this community awesum!

I <3 U!

We <3 you too!
Title: Re: [0.53.1a] Uomoz's Corvus 16.3b: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on August 19, 2012, 12:29:37 PM
1000 posts about this mod! Deep thanks to the great modders, players, scripters, moderators, Alexes, Uomozes that makes this community awesum!

I <3 U!

Lemme just heap some <3 on this <3 pile.

<3

There you go.
Title: Re: [0.53.a] Uomoz's Corvus 16.3: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 19, 2012, 06:48:28 PM
Quick question on the New ID.  I purchased one and it reset my relations with the Tri-Tachyon buy not with some other factions like the Anitdilluvians.  Is it supposed to reset for all of them, or do I just need to purchase more ID's?

The neutrino corp seem OP.  The ships are cool, especially the new weapon types, but they are way too powerful. Even the AI never seems to never lose with them against much larger fleets.

Thank you for the report!

Fixed the NewID bug.

Neutrino are strong (maybe a little bit too much?) but they are indeed an elite faction (very low spawn rate).

EDIT: Updated U'sC with latest NC and JP!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: robokill on August 20, 2012, 12:55:12 PM
when can i expect to buy asp syndicate ships because there really hard to farm i got 3 hammerheads now trying to get a copperhead and diomback
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: mendonca on August 20, 2012, 02:13:13 PM
(http://www.zen102301.zen.co.uk/starfarer/portrait_male4.png)

For those of you enquiring about the availability of ASP Syndicated Blueprints and technology derived therefrom, please speak to your local representative on board the nearest participating orbital space station. For those systems where our technology can not be sourced directly, we would be happy to direct you to the nearest system where one of our quality assured manufactory outposts is resident and operational.

Unfortunately we have been hearing that people are having severe issues with inter-system travel, particularly around the region of the Corvus system.

We are working closely with our partners to deliver our technology to these reaches of the sector, however at present the margins are too slender for us to offer these for sale within this system directly. We appreciate your interest and look forward to your problems being resolved, and visiting one of our participating retailers on the resumption of normal inter-system services.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: robokill on August 20, 2012, 02:24:40 PM
corvus 17 then
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 20, 2012, 09:24:29 PM
When I say they neutrino are too strong, try watching them with just AI vs AI.  Most ships are simply unable to compete with the neutrino cruisers and battleships. I watched three Tachyon cruisers batter away at one neutrino cruiser for half an hour before eventually retreating in shambles. The shield is so strong most ships cannot do enough hard flux.  I watched one cruiser batter away hopelessly at the ships front shield while one of the other cruisers moved to the unshielded rear, where it was ravaged and destroyed by the neutrino cruiser (who maintained sufficient fire to destroy it while taking hits from the front on its shield, no problems in flux).  Two or three neutrino cruisers/battleships can wipe an entire hegomy defense fleet.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 20, 2012, 10:13:18 PM
Neutrino ships tend to favor 1 on 1 combat, swarming is a preferred tactic against them, not always feasible with a larger fleet,
Shields do not negate hard flux, but, it does reduce it, as per standard, most neutrino ships have a 0.2 efficiency ( before crew and hull mods) which translates to a x5 flux/dmg

so with 3000 flux, it can absorb 15k damage, but this allows for venting to wash away damage very quickly and make most beam weapons moot. But if you personally pilot a ship with a beam you can easily shoot up parts of the ship that aren't covered.

While high tech ships can generally tank neutrino beam weaponry, low end ships easily fall to them.

In my experience, they can beat things on the map fairly easily on autoresolve, but in real battle, the ability to easy flank and use high explosives on them make it difficult.

It'll take a bit more than 2/3 ships to beat the hegemony :P I tried, they'll swarm them even if the shield is very tough, flux will steadily rise and then they'll harpoon/annihilator you real good.

Not to mention in general neutrino make for very poor point capturers with no real anti-fighter fighters, you can win by sheer outnumbering.

Standard weaponry is less effective than strike since most openings are quick and not always easy to exploit.

If you want a fairly good hard counter, get a bunch of bolt fighters from the lotus to tear up the ships, they'll chew threw armor in 2 passes.
Mirvs are also very good against neutrino ships.

Edit: Or I could make fairly hefty rebalance, but I don't think the ai will play too nicely with it.


Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 20, 2012, 11:05:15 PM
I analyzed fleet compositions and spawnchances for all modded factions, here's my thoughts on the current U'sC integration.

NOTE TO MODDERS: Alex "secretely" modified fleet compositions for vanilla factions so they have [80,80] crew on all fleets. This was implemented to nerf the chance of captures. I manually changed this values on every update for all factions but if you want to put this modification in your own version, you wouldn't do any damage :D.

Ante
A lot of fleets diversification, that is awesome. 25% of 100+FP fleets it WAY too much for a faction "on the run". The top fleet is way too big, it outnumber Heg Def fleets, maybe a 140-150FP cap?
20% 25FP
35% 35FP
5% 35FP
5% 65FP
5% 55FP
5% 90FP
5% 120FP
5% 180FP
15% 225FP

IFed
Needs some more fleets diversification (maybe some low FP tier fleets and a big 80-120 FP patrol?)
40% 50FP
35% 50FP
15% 50FP
10% 200FP

ASP
A lot of fleets, all under 75FP. Very good feel overall.

JP
Needs more diversification. FP perfect for a Pirate faction made out of junk :D.
20% 11FP
35% 25FP
30% 50FP
15% 100FP

LP
This feels very good overall. The LP Flottila is a classic of SF.
20% 14FP
35% 28FP
30% 66FP
10% 66FP
5% 172FP

NC
Good diversification and FPs. Maybe it need a small nerf on the top tier fleet as it destroy any other fleet as it is right now. Maybe a smaller elite-ish 140-150FP?
50% 18FP
15% 45FP
10% 60FP
5% 60FP
10% 75FP
5% 100FP
5% 165FP

Noms
Needs more diversification but the FPs are good.
25% 0FP
25% 14FP
20% 30FP
17.5% 70FP
12.5% 115FP

SHI
Needs more diversification, plus the top-tier fleet have way too many FP for the role of the faction. Maybe a nerf to 130-140FP and a lower (10%) chance?
20% 25FP
35% 40FP
30% 50FP
15% 200FP

Let me know what players and modders think about this!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 20, 2012, 11:19:53 PM
I'm just going to go on a nerfing spree, xD

I'll see what I can do to round out neutrino to have slightly less top heavy fleets,
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: theSONY on August 21, 2012, 12:37:33 AM
FUUU

Spoiler
36172 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [INF_albatross] not found in ship_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\starfarer oryginalny\Starfarer\starfarer-core\..\mods\CAELUS]
36172 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [anzac_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [lynx_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [chimera_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [eagle_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [opressor_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [hound_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [hornet_wing] from wing_data.csv
36172 [Thread-6] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [buzzard_wing] from wing_data.csv
[close]
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 21, 2012, 01:00:26 AM
CAELUS?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: arcibalde on August 21, 2012, 01:09:11 AM
[INF_albatross] is Interstellar Federation ship.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: theSONY on August 21, 2012, 01:10:33 AM
CAELUS ?! its from you 16.4 just downloaded & thats what i got (check on your mod only so im 100% sure this is not cealus [this time ;p ])
[INF_albatross] is Interstellar Federation ship.
yes it is but there is an "Albatros" in CEALUS (that i have problem with that ship too,even that he isn't there yet ;p, maybe i got some "albattros curse or something?)
BUT i got 16.3 & everything was jus peachy so i dunno whats change. . .

Edited; i'm not so sure if i got 53.1 game ver. will try reinstal & chceck again

umm... ::) well... i.... OK OK MY BAD ;P
16.4 working now older game ver. was guilt
carry on  ::)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: MShadowy on August 21, 2012, 07:24:37 AM
I analyzed fleet compositions and spawnchances for all modded factions, here's my thoughts on the current U'sC integration.

NOTE TO MODDERS: Alex "secretely" modified fleet compositions for vanilla factions so they have [80,80] crew on all fleets. This was implemented to nerf the chance of captures. I manually changed this values on every update for all factions but if you want to put this modification in your own version, you wouldn't do any damage :D.

...

SHI
Needs more diversification, plus the top-tier fleet have way too many FP for the role of the faction. Maybe a nerf to 130-140FP and a lower (10%) chance?
20% 25FP
35% 40FP
30% 50FP
15% 200FP

Let me know what players and modders think about this!

Alrighty, I gotcha and I'll fix this for the next go around.  Actually I should probably consider how many FPs get assigned to fleets a bit more overall anyway, since I essentially just kept the values from the file I based this on (the Tri-Tach fleet I think).
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on August 21, 2012, 04:55:23 PM
I'll start nerfing the fleets.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Griffinhart on August 21, 2012, 07:09:02 PM
Neutrino ships tend to favor 1 on 1 combat

Yeah, no kidding. Back in Uomoz 15, I built a Lathe with no weapons at all that could still beat a sim Onslaught.

(It took two hours of chasing and ramming, but it's doable!)

-- Griffinhart
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 21, 2012, 07:16:06 PM
How could you endure such torture xD

I personally woulda just loaded all ion cannons and see how long until it died :D
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Griffinhart on August 22, 2012, 06:58:10 AM
When you're working with thirty-six hours of sleep deprivation, the manner of inanity that you find to be entertaining is amazing.

(And honestly, it was closer to an hour and a half... if you don't count the first half-hour of waiting for the sim Onslaught to waste all of its ammo on your shields.)

-- Griffinhart
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 22, 2012, 08:16:15 AM
Sorry for the bump, I never did get an answer as to how the "New ID" works and why it does not reset certain factions that began neutral.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 22, 2012, 08:18:29 AM
It was actually a bug and should be fixed! (it's in the changelog)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 22, 2012, 10:48:26 AM
Ah!  Sounds like I need to re-download :)

Hmm, when I try to use the new version it says:

Fatal: No enum const class
com.fs.starfarer.api.comba.WeaponAPI$AIHints.Show_In_Codex
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 22, 2012, 11:44:08 AM
Ah!  Sounds like I need to re-download :)

Hmm, when I try to use the new version it says:

Fatal: No enum const class
com.fs.starfarer.api.comba.WeaponAPI$AIHints.Show_In_Codex


At the beginning of the game? During campaign?

My version starts flawlessly. Did you updated starfarer to the very latest version?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: bluntfang on August 22, 2012, 06:26:20 PM
Right at the beginning of the game, on launch before it gets to the menu screen.

I will dink around with it.  Maybe it is conflicting (though I am only running starfarerplus and fleet mods right now.... the star wars mod is too outdated).

Thanks!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: theSONY on August 25, 2012, 03:21:04 AM
Right at the beginning of the game, on launch before it gets to the menu screen.
I had the same problem with the newest MOD ver. game crashes at the begining of the loading bar
you just must update your GAME VERSION (53.1)
& everything will be just peachy ^^
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Brainbread on August 26, 2012, 08:30:13 AM
By the way.

If anyone hasn't used the Sandstorm (Nomad Capital Ship) yet, try it out with 8xAuto Pulse, 6xBurst PD (back/front coverage), ITU, Expanded Magazines, RFU and the rest into Caps. It melts absolutely everything and redeems the Nomads faction.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 26, 2012, 08:33:06 AM
Yeah it's a bit overpowered, especially combined with current NC weaponry xD.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Brainbread on August 26, 2012, 08:44:48 AM
Yeah it's a bit overpowered, especially combined with current NC weaponry xD.

I think the use of Variants should be used a bit more in this case. 8 Large Energy mounts is insane, but if it were 2 Large, 6 Medium - the ship would be "more" balanced. You could still use Variants to load Large Energy Weapons into those mounts, but as a Player, we can't abuse the ship nearly as much.

For the most part, factions seem balanced around their loadouts, rather than their ships potential.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 26, 2012, 08:49:51 AM
Yeah, that's an issue I'm well aware of. In this case imho nomads should have reduced dissipation to compensate the insane amount of turrets xD.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Brainbread on August 26, 2012, 08:54:10 AM
Yeah, that's an issue I'm well aware of. In this case imho nomads should have reduced dissipation to compensate the insane amount of turrets xD.

Well, their normal weapons are super efficient (which means its not normally a problem, Flux) but they can't easily handle other weapons as their Cap/Diss is low for the number or Ordinance and Weapon Slots. That balances them for everything except the Sandstorm, which can just push out so much damage that it can easily kill its targets before it needs to vent (and it has good dissipation, and Capacity).

I fixed its slots on my end, moving the 6 Large outside turrets to Medium. It'll still be fantastic, but now I won't be able to burst down an Onslaught. I guess I could "Have some self control" as people would say, but its not fun not use your stuff to its full capacity. I'd rather fix it and max out than not use the tools available in game ^^
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on August 28, 2012, 01:40:17 PM
I just noticed a slight error while renaming my own fleets, but the lotus top fleet's name is not correct ;) its *Flotilla* not *Flottila* and i personally think the name itself doesn't fit the size of that fleet, a flotilla is just a handful of ships, id rather call it central armada or task force but that's just my opinion.

EDIT: intrepid battleship has a black dot flying on its own by the side of the rear missile launchers, maybe a miss when erasing background?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on August 28, 2012, 02:24:30 PM
So what exactly is the phased cannon array? You can mount it in the missions, it takes 0 OP points and is basically a doom laser. Massively overpowered.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on August 28, 2012, 02:28:45 PM
It's a mission weapon :D.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on August 28, 2012, 04:28:50 PM
Apparently it fits on a jackhammer battleship
So it's a neutrino industries weapon.

Neutrino ships fitted with this weapon make missions uninteresting.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on August 29, 2012, 11:00:18 PM
hey hey HEY. Look what I found at the pirate base  ::)
For the low low price of 60000 bucks. That's a steal.

[attachment deleted by admin]
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on August 29, 2012, 11:55:12 PM
Now how the heck do they have it. xD

Should I take it out? :P
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on August 30, 2012, 03:07:28 AM
i have started balancing my ships now and giving a detailed description to the faction, think it could have a home in the Uomoz family? ^.^
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on August 30, 2012, 07:45:58 AM
Now how the heck do they have it. xD

Should I take it out? :P

[attachment deleted by admin]
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Griffinhart on August 31, 2012, 04:10:32 PM
IIRC, the Phased Array Cannon used to cost 50-75 OP, right?

Filling a Sandstorm's large turrets with PACs is lulzy as hell, although its poor flux capacity doesn't actually let you wield an array of Phased Array Cannons particularly well.

-- Griffinhart
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on August 31, 2012, 05:44:00 PM
are you sure? I've killed off half the enemy fleet on the nomads redux mission with one of those. Since you get two of them, all you need is one destroyer to escort, and some fighters to capture, and you can beat that mission with like 5 ships.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: 736b on September 04, 2012, 01:23:51 AM
Uomoz, it'd be really nice if you could fix the images/configs in Antediluvians.
More or less all the sprites are non-existent because of wrong cases, causing Starfarer to fail during start and leaving me grep'ing the ship and weapon files to manually write the real sprite names.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on September 04, 2012, 06:47:05 AM
did you get those changes done? You should upload a package with the changes.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on September 04, 2012, 11:28:23 AM
did you get those changes done? You should upload a package with the changes.

Package with what changes?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Ghoti on September 04, 2012, 01:02:27 PM
null said he fixed the inconsistent capitalization. either he renamed files or changed files. Either way he should package what he's done and upload it here. No sense duplicating work.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: 736b on September 04, 2012, 01:17:31 PM
did you get those changes done? You should upload a package with the changes.

Yes, here is a zip with only the changed files.
http://null.jdqirc.net/stuff/uomoz-16.4a-fix.zip

Edit: I only changed the cases in the text files. It'd be cleaner to transform all the images to lower-case, but I just wanted to play the mod and that would've meant more work for me. ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on September 04, 2012, 02:01:12 PM
It seems that all the data in UC16.4a is already lower case. But the images haven't been replaced with the lower case ones. All you have to do is change the case on the ship sprites, weapon sprits and missile sprites.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: 736b on September 04, 2012, 02:19:37 PM
Not all of the data files. Some pointed to upper-case filenames, some to upper-case directories.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: 2_Wycked on September 08, 2012, 10:07:27 PM
So what are your plans for this? More factions, or waiting for multiple systems, or something else?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on September 09, 2012, 03:44:44 AM
Waiting for the next game patch pretty much :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: 2_Wycked on September 13, 2012, 09:31:13 PM
I'm sure you're tired of suggestion's, but I'd love to see Mr. Davidoff's ships get in here at some point.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 13, 2012, 10:16:56 PM
Any chance my  mod can be added in the far future?

Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on September 13, 2012, 11:32:14 PM
Any mod can be added as long as it fits the criteria, the ones im working with might just join soon.  ;D although Uomoz might have to create a second system to fit all the factions.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 14, 2012, 01:57:27 AM
Any mod can be added as long as it fits the criteria, the ones im working with might just join soon.  ;D although Uomoz might have to create a second system to fit all the factions.
what exactly are the requirements?
vanilla balanced probaply one of them but any others?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on September 14, 2012, 02:17:17 AM
They must have some kind of lore, be well detailed and constructed with good fleet variation, they must be weaker or on equal strength with the hegemony as they are the most powerful vanilla faction. i guess that would be it. Think Uomoz could answer that better.

Ooooh Uomoz i summon thy!  :D
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on September 14, 2012, 03:24:32 AM
I'm 2750m high on a mountain xD. We walked 700m upwards. I'll be back home in a few days and probably update U'sC! Fly safe!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 14, 2012, 03:31:36 AM
They must have some kind of lore, be well detailed and constructed with good fleet variation, they must be weaker or on equal strength with the hegemony as they are the most powerful vanilla faction. i guess that would be it. Think Uomoz could answer that better.

Ooooh Uomoz i summon thy!  :D
- lore done
- detailed? < do you mean the sprites, since those wont be a problem i guess  ;D
- variation.... working on that one. got 3 fleets allready and 6 ship classes ^ ^
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on September 14, 2012, 03:57:57 AM
Detailed and well constructed, by that i mean not convoys like mine that crashes the game for no apparent reason or attack assignments that attacks my own station. :P or ships like this one that wouldn't fit on the travel map (because its a "Star system sized entity" as the lore says about Abel's Ark :P)
(http://i.imgur.com/21pWY.jpg)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 14, 2012, 04:05:22 AM
Lol nice ship,
but dont worry my mod doesnt contain any fancy stuff.
I am not a coder so i try to keep it simple  ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: WKOB on September 14, 2012, 04:36:17 AM
There's also the fact that Uomoz isn't really adding more factions on account of a single system containing so many is kind of a crunch.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on September 14, 2012, 05:28:49 AM
Planning to update? I'd better tweak fleet compositions then.  ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 14, 2012, 05:37:12 AM
There's also the fact that Uomoz isn't really adding more factions on account of a single system containing so many is kind of a crunch.
:(
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: WKOB on September 14, 2012, 09:19:49 AM
Have you played 16.4? 16.2 was worse.

The mod is great, the implementation is great but unfortunately a single star system isn't big enough for a dozen factions.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on September 14, 2012, 09:37:21 AM
Have you played 16.4? 16.2 was worse.

The mod is great, the implementation is great but unfortunately a single star system isn't big enough for a dozen factions.
yea i know...
should have seen that coming.
any idea when alex finishes getting multiple systems in?

wanne test my mod please...? you seem like someone that can be a really good critic....  ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: WKOB on September 16, 2012, 02:22:34 AM
Yeah, sure, although I won't be able to until like next week. PM me.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: bluntfang on September 25, 2012, 03:40:39 PM
Any one else noticing the mercenary fleets still being aggressive even with a new ID?   ???
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on September 30, 2012, 05:17:43 PM
So...is this mod dead or do you plan to update it with the .54a patch, Uomoz?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on September 30, 2012, 08:16:25 PM
Waiting for the next game patch pretty much :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Spikey on October 31, 2012, 08:24:40 AM
Dont let the modding die.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on October 31, 2012, 08:27:29 AM
Dont let the modding die.

Of course not. Uomoz's Corvus is a great mod collection. It just won't get updated till the next version of Starfarer.  :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on October 31, 2012, 04:50:00 PM
Yo, I'm still here.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on October 31, 2012, 05:03:13 PM
We know Uomoz, you wouldn't leave your fellow starfarers behind would you?  ::)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 01, 2012, 11:33:36 PM
Absolutely not! I'm just waiting new modding capabilities for the game so I can crack em apart :D.

I feel like weird complex scripts are not worth the time they get developed, cuz they get overwritten by normal game mechanics in time. I feel like the current U'sC version is ok for the current SF version. I don't like adding stuff indefinitely (unless there's indefinite space!).
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 02, 2012, 05:59:23 AM
I still want dat scourge back.... ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 16, 2012, 12:36:11 PM
All the non up-to-date mods will be cut in the next version. As SF grows and get better, only the (personally) best and most updated mods get to keep on being in the compilation. Ship systems and a general balance check are the basic requirements to keep a mod in the compilation.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 16, 2012, 01:38:22 PM
All the non up-to-date mods will be cut in the next version. As SF grows and get better, only the (personally) best and most updated mods get to keep on being in the compilation. Ship systems and a general balance check are the basic requirements to keep a mod in the compilation.

Aww. Now you're just looking for an excuse to cut the Antediluvians, aren't you?  :D

Right then. Ship systems it is, I guess.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 16, 2012, 01:41:31 PM
No, more like the Lotus and SHI. They are not "polished" and weren't updated in a long time. Ante are pretty much balanced towards no shipsystems so I didn't actually thought about it.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 16, 2012, 01:46:16 PM
Well, regardless I'll do an update. Consisting of adding 1 more fighter type craft, re-balancing the fleet compositions (see below), and a few more tweaks.

I don't know what sort of ship systems I'd like for the Antediluvians yet. If they're going to get one at all.


List posted by Uomoz some time ago:
Quote
I analyzed fleet compositions and spawnchances for all modded factions, here's my thoughts on the current U'sC integration.

NOTE TO MODDERS: Alex "secretely" modified fleet compositions for vanilla factions so they have [80,80] crew on all fleets. This was implemented to nerf the chance of captures. I manually changed this values on every update for all factions but if you want to put this modification in your own version, you wouldn't do any damage Cheesy.

Ante
A lot of fleets diversification, that is awesome. 25% of 100+FP fleets it WAY too much for a faction "on the run". The top fleet is way too big, it outnumber Heg Def fleets, maybe a 140-150FP cap?
20% 25FP
35% 35FP
5% 35FP
5% 65FP
5% 55FP
5% 90FP
5% 120FP
5% 180FP
15% 225FP
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on November 17, 2012, 02:30:08 AM
now there is room in uomoz's corvus ;)
would you mind giving my mod a shot?
it is not yet finished up to the point i would call it version 1.0 ,
but i would like a general idea of my odds in this matter.
http://fractalsoftworks.com/forum/index.php?topic=4711.0
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 17, 2012, 05:15:00 AM
I consider every mod ever created for starfarer :D

Let's just say I'm very open to radical changes when it comes to this mod.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on November 17, 2012, 05:27:50 AM
i must say you make an art out of working around answers.
seems i just need wait, improve and see.    ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 18, 2012, 07:13:48 AM
A long stream posted on Youtube, featuring UC 16.4

http://www.youtube.com/watch?v=9VJUeBBXJ0w
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ThePinkPanzer on November 20, 2012, 04:38:07 PM
Can you post a small tutorial on how to add other mods ourselves?

Also thank god for lotus removal, they are OP as hell. So are junk pirates.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: sirboomalot on November 20, 2012, 09:15:11 PM
I kinda agree with the lotus being op, but the junk pirates? They seemed ok to me.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 20, 2012, 11:59:44 PM
Lotus are outdated more then strictly OP. Junk Pirates ships have very deep flaws (and some very good features) so I feel like there's no Corvus without them.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on November 21, 2012, 02:11:59 AM
Can you post a small tutorial on how to add other mods ourselves?

Also thank god for lotus removal, they are OP as hell. So are junk pirates.
voila
http://fractalsoftworks.com/forum/index.php?topic=3877.0
http://fractalsoftworks.com/forum/index.php?topic=1282.0

or weren't you pointing at this?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ThePinkPanzer on November 21, 2012, 04:18:03 AM
Can you post a small tutorial on how to add other mods ourselves?

Also thank god for lotus removal, they are OP as hell. So are junk pirates.
voila
http://fractalsoftworks.com/forum/index.php?topic=3877.0
http://fractalsoftworks.com/forum/index.php?topic=1282.0

or weren't you pointing at this?

I meant how to add them so they do not conflict with this mod.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 21, 2012, 04:21:33 AM
Standard faction mods should simply work with this mod: just activate them. If you have any specific issue, let me know. U'sC do not touch any vanilla-spawn parameters.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on November 21, 2012, 04:47:55 AM
It works fine, i can use my own factions together with UC, its so fun to see my second top fleet devour antediluvians one by one :P
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Vulcan on November 23, 2012, 09:28:59 PM
puts out an error with .54a, anyone else getting the same crash or is it just me?
looks like a spawning problem?

Quote
1990797 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
1990799 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
2003981 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozEvents.spawnFleet(UomozEvents.java:29)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on November 23, 2012, 09:44:01 PM
Yeh, UC is brokes with 0.54, but hopefully it'll be up soon :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Vulcan on November 23, 2012, 10:49:25 PM
I'm pretty much waiting for UC to be up to start a game :-\
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: sirboomalot on November 24, 2012, 12:49:59 AM
Vulcan, you could go try craftomega's mash (not the download on the front page)
Xenoargh made a 5.4 compatible version of it available on the last page of that thread and the only thing that doesn't work is the simulation.
You might also try Starfarer plus, which not only adds quite a few ships to the vanilla fleets in the game, but is also completely compatible with both uomoz's mash AND craft's mashup.
Give the other mods a try!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 24, 2012, 03:09:30 AM
I'll work on the .54a this afternoon (new version probably out in 6-7 hours)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on November 24, 2012, 04:16:49 AM
How come UC doesn't work? my Valkyrian's works perfectly fine and i haven't done anything to them from the last version =I
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 24, 2012, 05:35:57 AM
Coding for the indentity stuff, and things not relating to factions.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 24, 2012, 05:59:39 AM
I'll work on the .54a this afternoon (new version probably out in 6-7 hours)

Hopefully able to send you Antediluvians 13.2 before then.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 24, 2012, 06:48:13 AM
The crash bug is already fixed (I think). Now to update the STUFF.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Axiege on November 24, 2012, 08:46:03 AM
Wow that was quick o.o I thought it would at least be a week before UC was 0.54 ready, but instead of several days it's just gonna be several hours? Also, I don't think I've asked and I kind of just assumed it would be ok, but I would very much like to do a youtube series on this mod :D Definitely gonna include full credits to all the different faction makers and stuffs because this is awesome.

EDIT: I don't know how to spell week?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: xenoargh on November 24, 2012, 08:46:58 AM
Alex was pretty awesome; he didn't break backwards compatibility much this time :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 24, 2012, 09:01:34 AM
The update is done. I'm waiting a day or two if some modders decides to update, then I'll post it. This will be a 16.5 version, and includes, .54 compatibility, updated NC, updated JP, updated title screen ships (with most of the modded-in ships). I'll add more stuff in the next days.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 24, 2012, 09:31:55 AM
Modders be aware that the values of some hull modifications have also changed. Giving your ships one or two points over or below your ship's maximum OP.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 24, 2012, 11:10:45 AM
Will we be seeing a return of the Scourge?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on November 24, 2012, 12:10:59 PM
Might put up NC 1.4 later today or tomorrow if I can get this ai thing sorted but I'm having doubts about it xP
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Reshy on November 24, 2012, 12:25:35 PM
So this mod is out of commission for a bit?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Aklyon on November 24, 2012, 12:34:09 PM
No its more of a staggered thing, with Uomoz waiting a few days for people to catch up, then posting it and continuing adding things.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Reshy on November 24, 2012, 12:39:36 PM
No its more of a staggered thing, with Uomoz waiting a few days for people to catch up, then posting it and continuing adding things.


Why not make a hot fix, and then the full next version?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 24, 2012, 01:53:45 PM
It's kinda hard to hotfix all the different files and such. 
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on November 24, 2012, 02:06:34 PM
Oi! Soldier and everyone else, post your campaign progress in the topic i made in general disc  ;) id love to see how far you all have come.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 24, 2012, 02:36:27 PM
Will we be seeing a return of the Scourge?
I've been waiting a long time for them.  Me wants the Scourge back! :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 24, 2012, 07:40:13 PM
Untested, unfinished (but working) 16.5.

http://www.mediafire.com/?dcinu993xhmppu6

Contains updated NC, updated JP and title screen ships.

This will not be linked in the main page as it's clearly WIP.

As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.

Leave any feedback if you find bugs\inconsistencies!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 24, 2012, 08:17:46 PM
Thanks. :)

And I await the return of the Scourge...and their ship systems. o.0
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: arcibalde on November 25, 2012, 02:07:55 AM
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.
As i recall that can be fixed...
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 25, 2012, 03:35:55 AM
how?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on November 25, 2012, 03:55:18 AM
I would also like to know that, so i can do it to my own factions =o
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on November 25, 2012, 04:34:28 AM
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.
As i recall that can be fixed...
I think that was more of a joke.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: arcibalde on November 25, 2012, 09:12:22 AM
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.
As i recall that can be fixed...
I think that was more of a joke.
No, i think i mange to do that with Relics. Just need to specify what weapons to be delivered in station and not to give allrandom thing to delivering mechanism.
As i recall there are two way to make weapons delivered:
1. make list of weapons that can be delivered and then randomly choose from that list which ones will be delivered
2. randomly choose from all weapons which ones will be delivered
You do not want way number 2.

I think i did that on my Pur station. It ONLY delivers Purifiers weapons (they have stock of regular weapons so people can equip Elder ship with small ballistic). So Purifier convoy deliver ONLY Purifier weapons. I do not have time to see what did i do exactly but you can always check it out.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 25, 2012, 09:20:57 AM
Vanilla convoys still deliver random weapons though. One thing I can try doing is set all Scourge weapons as built in.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 25, 2012, 10:03:08 AM
Vanilla convoys still deliver random weapons though. One thing I can try doing is set all Scourge weapons as built in.

Yes this. That works.

Also, Antediluvians will be done today. We're the same timezone, Uomoz, so you know what that means.  ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 25, 2012, 10:09:05 AM
I'm waiting some more anyway, so take your time ;).
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on November 25, 2012, 10:47:33 AM
Umm how do i put a mod up so people can download it?  ??? decided to release one of my three factions.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 25, 2012, 11:02:16 AM
I use mediafire.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Omez on November 25, 2012, 07:59:46 PM
In the hotfix you posted, 16.5 or whatever all the Junk Pirate ships cost 120 credits and have almost no cargo space. I just checked and it's not an issue with the most recent Junk Pirates just UC.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on November 25, 2012, 08:04:04 PM
It's just a discrepancy in mendonca's .csv arrangement and with (in general) most other .csv

shield efficiency   phase cost   phase upkeep   min crew

is how it's setup in UC but in junk pirates they place phase cost and phase upkeep last, so it messes up if you just copy and paste them in

Was an issue before,
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Omez on November 25, 2012, 08:26:14 PM
Oh, I see what you're saying. Easy fix. As amusing as having a Kraken in the beginning of the game is, its 15 cargo kind of defeated the purpose.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 26, 2012, 12:40:41 AM
Ahaha forgot about that. Will be fixed in official version.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: samrrr on November 26, 2012, 12:44:52 AM
Uomoz
Public my version.
or say lags and errors at this.
new varsion ar your mail.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 26, 2012, 12:48:39 AM
Man, you need to try to explain to me what you did in that version. I won't publish something random.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: mendonca on November 26, 2012, 01:10:07 AM
It's just a discrepancy in mendonca's .csv arrangement and with (in general) most other .csv

Darn it, yeah totally forgot about that as well.

I'll see if I can't get that modified in line with Uomoz when I next get a chance to look at it.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 26, 2012, 09:44:57 AM
Quote
Dev version 13.2
Spoiler
Quote
Tested with 0.54a!

Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-31 custom ships (16 FF, 5 DD, 5 CL, 5 BB)
-3 factions (Antediluvians + two special sub-factions) + 1 planet and station, 9 different fleet types
-weapons now have visual recoil
-14 portraits (7 male, 7 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys

To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore
[close]
Download:
Download! (http://www.mediafire.com/?d68y12at3fy0661)

Changelog:
+Ghost ships made more powerful. Ghost ship prices decreased; as to avoid players making too much profit from "farming" ghost fleets.

+Slight armour increase, small cargo space increase, minor speed increase for all Antediluvian ships. Since the introduction of ship systems the Antediluvians have been sup-par and required several slight improvements.

+Added Persephone Ghosts, to make up for the Ghost fleet's lack of a fast attack ship.

+Fixed pressure turrets not being delivered by convoys.

+Balanced fleet sizes. Decreased the OP values overall.

+Added Wayfarers sub-faction to the mod.

+Redid Flux points and hullmods for Antediluvian ships.

+Improved descriptions here and there.

+Added additional "Reflector" variants to Antediluvian ships.

+Lots more.


Postponed:
-Custom Ship Systems.

-Bounds (they are too detailed as of now).

-Adding unarmed variants to be sold at stations.

Here she is. The update for the Antediluvians.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: mendonca on November 26, 2012, 10:56:09 PM
Hey Uomoz,

Saved you the bother of faffing about with the JP .csv - see attached.

I've also stopped doing it my way now, so hopefully we can finally put an end to all this terrible, terrible heartache  :D

[attachment deleted by admin]
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Isaew on November 27, 2012, 01:08:45 AM
Dear Uomoz!
Thank you for your efforts in creating such a cool mod.
I do enjoy it.

But lately I've installed ver. 054, and your precious mod is crashing each time i'm trying to fly the system, on the very beginning. Though shopping on the starting point goes normal.
I hppe this someow help you to update my precious - sorry, mode - to  the ver 054.

Another question - does nomads has any base? How to buy their ships? Or its only to  conquer them?

Thak you. Wish you best.
Isaew
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 27, 2012, 01:42:01 AM
@Isaew

Uomoz released a working version for 0.54a.

You can download it here:
http://www.mediafire.com/?dcinu993xhmppu6


Once all the mods are updated for Uomoz's Corvus a new version will be released.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 29, 2012, 06:41:25 AM
Ok, I gathered few ideas about the new version. A new faction with a very low spawn rate with named and famous admirals fleets with unique and not acquirable ships.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 29, 2012, 07:25:28 AM
Do the mod builders have to provide you with some unique ships?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Thule on November 29, 2012, 07:33:48 AM
Awesome Idea,

i had a similar idea with only pirate Captains, unique ships, partraits and uniqe hails.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on November 29, 2012, 07:57:04 AM
boss fleets... sounds pretty good  ;D
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 29, 2012, 08:47:04 AM
Do the mod builders have to provide you with some unique ships?

That's an interesting proposal.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Reshy on November 29, 2012, 09:46:00 AM
Ok, I gathered few ideas about the new version. A new faction with a very low spawn rate with named and famous admirals fleets with unique and not acquirable ships.


How do you manage that?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 29, 2012, 10:12:11 AM
I meant not purchasable ships.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: conorano on November 29, 2012, 10:55:51 AM
As long as you can board them  ;D
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on November 29, 2012, 10:59:09 AM
I meant not purchasable ships.

Admit it though. The Wayfarers gave you this idea, no?  :D

Or am I completely off?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: sirboomalot on November 29, 2012, 02:25:47 PM
If you need any ship to be recolored, I could probably manage it.
Here is what I did to the hound, for example:
Spoiler
(http://i.minus.com/iI6DA8TnwDm3V.png)
[close]
Also, I made a tiny fighter sprite that never got used for anything, so if you want it, you can use it as well.
Spoiler
(http://i.minus.com/ib0O71vV55SX95.png)
[close]
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on November 29, 2012, 04:00:53 PM
I meant not purchasable ships.

Admit it though. The Wayfarers gave you this idea, no?  :D

Or am I completely off?

It was Xenoargh ships in Spiral Arms Thread actually ;)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: conorano on November 30, 2012, 12:54:58 PM
will you wait for some of the modders to send in unique ships or will that be another update?

edit: and will you consider putting the omega ship of mr davidhoff as an unique ship in? (i know its really overpowered but it would be really fun to try and defeat a fleet with that ship as unique ship)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on November 30, 2012, 02:33:55 PM
Is the only requirements being overpowered? hehe.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: conorano on November 30, 2012, 02:37:28 PM
Overpowered is a big word, lets just say the unique ships should be, good  :P

Oh and if you will make the neutrino a unique ship... I think the omega could get some competition  ;D
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: sirboomalot on November 30, 2012, 03:23:37 PM
I'm thinking that the unique ships should be less overpowered and more used well. What I mean by this is that they should basically be the same ships (perhaps with slightly altered stats) but using better variants and using the best weapons of each faction, for example a Tri-T. ship using Antedeluvian weapons for point defense and a neutrino gun for it's main attack. They might have their stats slightly altered and have an awesome paint-job but would otherwise be the same ships just used better.

At least, that is my idea of what it should be. Ultimate choice and glory to Uomoz!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: hairrorist on December 02, 2012, 01:47:05 PM
Game crashes for me consistently after 30s or so after starting a new game.  Come to think of it, could this be caused by granting myself experience too quickly?  My last pilot savegame encountered a gamestopping bug (on the SF code side, not the mod's) and he was level ~45?  I don't want to start all over so I was giving myself XP.

258976 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozEvents.spawnFleet(UomozEvents.java:29)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: hairrorist on December 02, 2012, 01:57:29 PM
Confirmed that same thing happens if I don't grant XP, and also persists if I disable devmode.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on December 02, 2012, 02:02:12 PM
IS this with 16.4 ? or 16.5 
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 02, 2012, 02:24:50 PM
i'll post 16.5 in a few hours.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: hairrorist on December 02, 2012, 02:38:41 PM
Newest version of both Starfarer and Uomoz.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 02, 2012, 02:42:35 PM
i'll post 16.5 in a few hours.
Eagerly awaiting it. Haven't even fired up SF 0.54a yet. :v

-- Griffinhart
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 02, 2012, 02:47:30 PM
Newest version of both Starfarer and Uomoz.

The link in the OP is actually not .54a ready!
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Axiege on December 02, 2012, 04:28:44 PM
When are you expecting it to be 0.54 ready?
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 02, 2012, 04:45:26 PM
1 hour.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 02, 2012, 04:46:37 PM
If you need any last minute stuff from me, Uomoz. I'm right here.  :)
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 02, 2012, 04:52:19 PM
Its not 17, 16.5 ;).
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 02, 2012, 06:02:20 PM
I lied, I need to sleep first xD.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Isaew on December 02, 2012, 08:59:16 PM
dear Uomoz,
tell me, can u put back in the mod the Gatekeepers and Scourge?
The GateKeepers were the best part in your mix. I loved their cannons and Cruisers!

And it was the only meaning and proof that there are another worlds, systems, which makes even the alpha game seem Much more interesting!

Thanks.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 03, 2012, 02:08:34 AM
Hey again Uomoz.  I'm using the .54a ready version of 16.4.  Just so you know, most of the Junk Pirate ships are bugged and cost 120 or even 0 credits.  The fighters are normal, and the Stoat A seems fine.  Otherwise, everyone else is fine.

Oh, and I just crashed, something about "rive_hunter" variant not found, didn't quite catch all of it.  Might've been because of the Starfarer Variants mod I'm using, though, so don't look into that too much I don't think.

Glad to see you still working on this excellent mod.  I should go drop by Keptin's thread and poke him.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 03, 2012, 02:35:56 AM
WB NikolaiLev :D.

Official 16.5 is OUT!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 03, 2012, 06:35:03 AM
Just want to say, the "K" in Power Blocks in the mod title is missing. ^_^
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 03, 2012, 06:36:49 AM
It's actually accurate:

http://oxforddictionaries.com/definition/american_english/power+bloc?region=us
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 03, 2012, 07:59:25 AM
Both are correct.
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 03, 2012, 08:02:28 AM
dear Uomoz,
tell me, can u put back in the mod the Gatekeepers and Scourge?
The GateKeepers were the best part in your mix. I loved their cannons and Cruisers!

And it was the only meaning and proof that there are another worlds, systems, which makes even the alpha game seem Much more interesting!

Thanks.
Thanks for kind word. Uomoz sad that Purifiers (that is one that you refer as Gatekeepers) look to much as kitbashed so he will not put them in again (probably). BUT if you like them, Uomoz Corvus mod and Relics mod (Gatekeepers are in Relics mod) can work together. You just need to have them both and activate both in mod list thingy in launcher and that is it.  
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 03, 2012, 08:47:32 AM
Something is wrong with some of the ship prices. A Bulwark costing normally 3750 without weapons now costs 17500.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 03, 2012, 09:13:30 AM
A minor problem I probably ought to put in the JP thread: The Junk Pirate's Octopus freighter's maximum personnel is 400, while its skeleton crew is also 400, which seems far too high.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: mendonca on December 03, 2012, 09:58:41 AM
A minor problem I probably ought to put in the JP thread: The Junk Pirate's Octopus freighter's maximum personnel is 400, while its skeleton crew is also 400, which seems far too high.
That's the fuel capacity, oh cripes, I hope I didn't just go and mess up my ship_data.csv even more  :-[

I'll check and see when I get home later ...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 03, 2012, 10:04:22 AM
Mendonca! you troublemaker  ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: mendonca on December 03, 2012, 10:30:57 AM
Mendonca! you troublemaker  ;D
It wasn't me I promise I promise!  ::)

I've had a look through, NikolaiLev can you confirm you are playing the very recent 16.5 upload ... i.e the one put up today?

On my download (JP and Uomoz), all things seem to be as expected?  ???
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 03, 2012, 10:47:59 AM
I've finally cracked and decided to try out this compilation given the fact that i've been Vanillaing for quite awhile.. here are a few quips from what i played so far:

1) Lots of fights = a lot of broken fleets = a lot of tactical diversity. You won't be fighting the same Hound/Fighters from the start of the game.
2) A lot of colors = hard to remember who you're allied with and who wants your fleet down to 0 FP. Maybe stick to same-hue but slightly different saturation for the factions so it doesn't look so rainbowy.
3) ISF has beautiful ships but they seem very unbalanced in the bad way. They undermaneouver, have low shield efficiency barely decent outfit slots and just ok ordnance points. That faction's guns are quite decent though.
4) The Antedeluvian Reflector seems too good for the money. Very flux efficient, huge range, big shield damage and decent armor damage too. Put two on a Singularity and it's a damned efficient little ship.
5) Neutrino ships afaik, (the one the Singularity belongs to) are a tad too expensive.
6) No place to buy ASP ships?
7) I absolutely adore the Thundercheif both as an efficient weapon and as a great beautiful esthetic design. Really makes battle pop.

T's bout it so far, but i am quite enjoying it. Will report back after i've had more hours under my belt.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 03, 2012, 10:51:06 AM
Neutrino is the strongest faction in the mod, prizes will most likely not change, you want a good ship, you have to pay the money ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Reshy on December 03, 2012, 11:43:09 AM
I think the factions in the mod need more 'bait' fleets so that the player actually has a reason to fight neutral factions rather than just buy from them.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on December 03, 2012, 02:26:18 PM
I think i'm getting some errors with the Antediluvian's in 16.5 i'm getting errors about the persephone_wings variants not being found,
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Drevend on December 03, 2012, 03:11:22 PM
Might be a conflict with another mod. I had that error too with the Restock mod but that's because I modified it to include mod ships. Instead of persephone_wings, it's now persephone_wing_small and persephone_wing_large.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 03, 2012, 03:24:28 PM
Anyone know where i can purchase the Rive Destroyer? Can't seem to find them in any Station.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 03, 2012, 03:33:44 PM
Might be a conflict with another mod. I had that error too with the Restock mod but that's because I modified it to include mod ships. Instead of persephone_wings, it's now persephone_wing_small and persephone_wing_large.

Correct. It must be conflicting with another mod. I have experienced no issues running 16.5.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 03, 2012, 08:20:16 PM
Mendonca! you troublemaker  ;D
It wasn't me I promise I promise!  ::)

I've had a look through, NikolaiLev can you confirm you are playing the very recent 16.5 upload ... i.e the one put up today?

On my download (JP and Uomoz), all things seem to be as expected?  ???

Absolutely not.  Like I mentioned, I was playing on the .54a-ready beta someone else posted.  Fortunately for you, I've started a 16.5 game, and not only are the prices all normal, the Octopus has a seemingly proper 40 skeleton crew with 120 maximum personnel.

Sounds like someone messed up some numbers a little bit.  Maybe one of the people in charge of the mod...  ;)

All back to normal, now, though.

3) ISF has beautiful ships but they seem very unbalanced in the bad way. They undermaneouver, have low shield efficiency barely decent outfit slots and just ok ordnance points. That faction's guns are quite decent though.


This is partially true.  However, IFed ships are extremely capable given you know your way around modifications.  Almost all the default variants are very lacking in HE weaponry, and I believe keptin did this to make the faction a little more unique; by default, it relies in fire support like LRMs while main ships keep shields down forever with their kinetic weaponry.

When I played with IFed I basically outfitted everything with heavy maulers and hypervelocity drivers.  Because that combination is Way Too Good.  Needlers, too, largely light ones.

Also, it's worth pointing out that most IFed ships have good shield efficiency, unless you're comparing it to Neutrino (which you shouldn't) or Tri-tach (which is just the high-tech faction).

And the guns?  The guns are just plain op.  :p  Particularly the mass driver, but even the autoguns are too good.  I never did manage to convince keptin of that, though.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 03, 2012, 08:56:30 PM
A properly-fitted and player-controlled Auria is incredible.

A properly-fitted Titan, player-controlled or not, is just unfair.

Give me either an Auria or a Titan and my choice of fits and I can solo any fleet in the game. Having fighter wings for escorts is just icing on the delicious Cain cake.

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 04, 2012, 08:54:36 AM
Should the Antedeluvian Escort Turret have 0 OP?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 04, 2012, 09:05:36 AM
I think its supposed to be a fighter turret.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 04, 2012, 09:17:48 AM
I picked it up as loot and it is mountable on a small ballistic hardpoint.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 04, 2012, 09:24:24 AM
Fighters doesn't use Op, and it doesn't matter if their weapons have Op, because you cant refit fighters anyway. i remember that turret using 6 Op from prev versions.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 04, 2012, 12:10:12 PM
Will be fixed in the next version.

[edit]
Can someone confirm for me that the prices are normal? Please check the Column and the Bulwark. They should both cost 3750 credits.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 04, 2012, 01:47:38 PM
Will be fixed in the next version.

[edit]
Can someone confirm for me that the prices are normal? Please check the Column and the Bulwark. They should both cost 3750 credits.
Bulwark - 18500
Column - 17500
In Uomoz Corvus 16.5 (download form first page)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 04, 2012, 02:37:42 PM
Sorry that was a copy-paste error. Fixing right now and reposting link.

DOWNLOAD AGAIN FOR FIXED ANTEDILUVIANS.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 05, 2012, 12:30:44 AM
There is something wrong with large and small Persephone wings, I can't start the game.

I have the latest version and re downloaded since the comment above.

EDIT: and for some reason, the game works perfectly now, seems to be one of those occasional "makesnosense" errors. And no, im not using the restock mod, i use my own mods and UC to balance them.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 05, 2012, 07:04:40 AM
Works fine for me. I've checked the wing and hull data and everything seems to be in order. Are you using the restock mod?


I think i'm getting some errors with the Antediluvian's in 16.5 i'm getting errors about the persephone_wings variants not being found,

Might be a conflict with another mod. I had that error too with the Restock mod but that's because I modified it to include mod ships. Instead of persephone_wings, it's now persephone_wing_small and persephone_wing_large.

Correct. It must be conflicting with another mod. I have experienced no issues running 16.5.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on December 05, 2012, 11:00:08 AM
It only happened twice, once with the large and once with the small, first time was on game startup, second was when i tried save & exiting, hasn't happened after, was only running the newest 16.5 standalone, but it hasn't reoccurred yet....
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Isaew on December 05, 2012, 10:04:54 PM
The Elder fleets are your boss fleets! =)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 06, 2012, 03:32:32 AM
It only happened twice, once with the large and once with the small, first time was on game startup, second was when i tried save & exiting, hasn't happened after, was only running the newest 16.5 standalone, but it hasn't reoccurred yet....

Odd. I just received the same error when running 16.5.

Quote
Ship hull variant [persephone_wing_small] not found

It was trying to load it into the menu background.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 06, 2012, 03:43:34 AM
Yeah, i just figured that out, there is probably a typo in the Title_screen_variants.csv
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 06, 2012, 03:46:09 AM
I'll fix that as soon as I come back home (I think it's related to the title screen variants\wings list I made i a rush). It's not gamebreaking and the fix will be retro-compatible.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 06, 2012, 03:58:13 AM
I'll fix that as soon as I come back home (I think it's related to the title screen variants\wings list I made i a rush). It's not gamebreaking and the fix will be retro-compatible.

While you're at it, could you raise the OP for the Escort Turret from 0 to 6?  ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 06, 2012, 04:06:51 AM
Sure
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 06, 2012, 04:20:01 AM
I had it set to 0 because it was designed just for the Persephones. Didn't think it could be salvaged from a fighter. But apparently it can be obtained, so setting it to 6 would be fair. It is an improved version of the regular tripple turret. The Tripple Turret has an OP of 5. Fitting an Escort Turret on your ship would take some effort, hence the 6 OP.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kreyesh on December 06, 2012, 06:02:47 AM
Hey, awesome conglomeration of mods. I would like to make a request, would it be possible for you to add in the Restock mod with faction specific station stocking? The instructions for how to do so are in the thread for the mod and I was curious if you would be willing to add that to your collection. If not I might do it myself just for my own use because it seems I always have problems in any long games with using up the ships I like and then being left with, well, less desirable options. I would also like to recommend the fleet control mod as it adds a lot more of a goal to the game beyond simply building up a large fleet and stomping around. Adding both of these may take a good bit of work but i believe it would be worth it if the authors of those mods agree to be added.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 06, 2012, 06:41:13 AM
Thanks for the feedback! Restocking makes convoys completely useless so I'm not very keen in adding it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 06, 2012, 07:26:01 AM
We need an industry small fix. The problem is having the ships you want.. so you don't have to reload because you lost two squadrons of wasps. If we can make the ships ourselves, we're ok.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 06, 2012, 07:43:15 AM
Well, I like adapting to "difficult" situations during my gameplay. I usually take what the market offer. I think Perma-stocking is way too much "casual" for my vision of this mod.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 06, 2012, 07:45:29 AM
Well, I like adapting to "difficult" situations during my gameplay. I usually take what the market offer. I think Perma-stocking is way too much "casual" for my vision of this mod.

I have to agree.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 06, 2012, 01:36:32 PM
Perma stocking would take indeed a chunk the fun out of the game, but having a system with blueprints/ship scrapping for materials, even as a placeholder, would help with the current 'endgame' where if you wanted, you could totally afford a fleet of Battleships but you can't, even with millions of credits, since there is no supply.

I wouldn't mind even downpaying an overpriced sum to be delivered after a few weeks ingame time.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on December 06, 2012, 01:48:15 PM
Perma stocking would take indeed a chunk the fun out of the game, but having a system with blueprints/ship scrapping for materials, even as a placeholder, would help with the current 'endgame' where if you wanted, you could totally afford a fleet of Battleships but you can't, even with millions of credits, since there is no supply.

I wouldn't mind even downpaying an overpriced sum to be delivered after a few weeks ingame time.
I completely agree with this post.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 06, 2012, 01:53:09 PM
I don't write mods though, as I pretty much suck with java. If a mod like that is created I'll make so it is integrated. Or find me someone willing to cooperate with me building the mod :D.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 07, 2012, 08:41:34 AM
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Axiege on December 07, 2012, 09:13:35 AM
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on December 07, 2012, 01:00:16 PM
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

I know that starfarer plus works with uomoz, not sure about the others.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 07, 2012, 01:56:02 PM
I know my two work: Relics, Vanilla addon  ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cycerin on December 07, 2012, 09:19:15 PM
Blackrock Driveyards works just fine with U'sC right now, but the Blackrock faction ignores all non-vanilla factions.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Flunky on December 08, 2012, 01:37:56 PM
Not sure which forum to put it in, but the Shogun (IFed) has a humorous and minor bug. Deploying sensor drones deploys both the drone and another sensor array-- that is, a copy of the fancy pointy things at the front of the ship flies into place on top of the existing sprite.

On a side note, .54a, with its better sensor drone AI and character skills, made the Shogun a much better ship. It's still poor on OP, but a pair of turreted A75s (or other medium ballistics) with extra long range for 8 FP is pretty great. In general, being able to squeeze some more OP out of the IFed ships lets you make much better use of their (usually) great hardpoints.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: erynr73 on December 08, 2012, 02:57:30 PM
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?

I would like that very much as well :D

Gun Runners is a nice little mod, has a couple new ships (one of my favorite carriers) and a shop that will sell almost every weapon and faction rep reset for every mod installed.  You just have to make a simple fix to get it to work with .54a:

Just replace

SectorEntityToken playerfleet = system.getEntityByName("Fleet");

with

CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();

in Starfarer\mods\Gun Runners\data\scripts\world\GRDefenseSpawnPoint.java. (Thx LazyWizard)

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: starfigter on December 09, 2012, 05:58:04 AM
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
I did a test run wiht Uomoz's corvus and alot of mods (non-balanced and balanced) some time ago, this is the list of things I got working whit it whitout problems:
http://fractalsoftworks.com/forum/index.php?topic=643.0
http://fractalsoftworks.com/forum/index.php?topic=1558.0
http://fractalsoftworks.com/forum/index.php?topic=3556.0
http://fractalsoftworks.com/forum/index.php?topic=1344.0
http://fractalsoftworks.com/forum/index.php?topic=2673.0
http://fractalsoftworks.com/forum/index.php?topic=1558.0
http://fractalsoftworks.com/forum/index.php?topic=2711.0
http://fractalsoftworks.com/forum/index.php?topic=4018.0
http://fractalsoftworks.com/forum/index.php?topic=977.0
http://fractalsoftworks.com/forum/index.php?topic=4320.0
http://fractalsoftworks.com/forum/index.php?topic=2450.0

mods it worked sort of whit:
http://fractalsoftworks.com/forum/index.php?topic=224.0
http://fractalsoftworks.com/forum/index.php?topic=2067.0
http://fractalsoftworks.com/forum/index.php?topic=4605.0
http://fractalsoftworks.com/forum/index.php?topic=3865.0

note:this was during the 0.53.1a release
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Starlight on December 09, 2012, 06:16:54 AM
Since it's come up, I feel compelled to point out that I've been maintaining compatibility with Uomoz's Corvus for some time in my own mod and just yesterday updated all of the faction standings so that they'll interact properly. z: )
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: Alex on December 09, 2012, 07:10:47 PM
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.

Saw this a long time ago, but forgot to mention something:

If you add the "SYSTEM" flag under "hints" in weapon_data.csv, the weapon won't show up in random convoys.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 10, 2012, 02:01:42 AM
Thanks Alex, I found that out some time ago and resumed working on Scourge. :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 10, 2012, 09:59:51 AM
Ahahahaha oh wow IFed ships are hilarious with the new character skills.

Spoiler
(http://i.imgur.com/8OqGi.jpg)
[close]

A Hadron Accelerator with +50% ROF and projectile speed? Yes please.

(Although I still maintain a Titan with a triple-Cain setup outdoes an HA in every way.)

-- Griffinhart
Title: Re: [0.53.1a] Uomoz's Corvus 16.4a: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on December 10, 2012, 10:58:07 AM
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.

Saw this a long time ago, but forgot to mention something:

If you add the "SYSTEM" flag under "hints" in weapon_data.csv, the weapon won't show up in random convoys.
maybe in documentation  ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on December 10, 2012, 11:51:04 AM
...and resumed working on Scourge. :)

Is it true?  Are they coming back in the near future? :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 11, 2012, 11:56:11 AM
...and resumed working on Scourge. :)

Is it true?  Are they coming back in the near future? :D

As I recall, this was the sole thing holding Uomoz back, aside from the system feeling too crammed.  It may take until star systems are introduced, but it'll happen.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on December 11, 2012, 11:58:15 AM
Why not just make all the planets about a quarter of the original size and add more systems?

Or you can keep everything normal and just make the planets go off the map.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 11, 2012, 12:12:35 PM
It will happen but Corvus planets won't be touched any longer.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: skillionaire on December 11, 2012, 12:29:57 PM
sorry if this q has been asked before, i've just recently discovered the fact we can play mods. (im so slow lol) anyway i noticed you don't have the Ironclads mod added...any reason why?

ty
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on December 11, 2012, 12:32:50 PM
Ironclads is a Total Conversion with an entirely new system.  Can't be integrated.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 11, 2012, 03:35:38 PM
If you put "system" in the weapon hints, the weapon will not appear in list of weapons when you fit your ships, thus you cannot use it in campaign at all unless a stock variant has the weapon in its fitting.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on December 11, 2012, 04:33:07 PM
Why not just make all the planets about a quarter of the original size and add more systems?

Or you can keep everything normal and just make the planets go off the map.

The second part of that post touches on the idea I once had for a mod, that I would have made into a mod if I had actually known how to mod. My idea was for there to be a central sun or planet located far from the main campaign map area, with several different systems and planets located in a huge orbit around it that would each pass through the player's campaign area. Set up a different faction in each of the many systems that would pass through the player's area, and you have yourself a mod where the player gets to explore through space.

It would make for an epic way to create a mega-mash mod, and if any1 likes this idea, PLEASE USE IT. I don't have the means to mod this myself, and if it is possible I think it would make for an epic mod.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 12, 2012, 04:47:09 PM
So.

I wanna ask new stuff to include:

- Blackrock Drive Yards

- Thule's Elite Sub-Factions

- The Gedune

Thoughts?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on December 12, 2012, 04:48:22 PM
I personally believe that the more you add the merrier this mod will be, but I don't know what the other folks think.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 12, 2012, 04:54:36 PM
Sounds legit, could probably throw in the valkyrians as well if there is space for them and if you want them in there.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Verrius on December 12, 2012, 05:03:50 PM
So.

I wanna ask new stuff to include:

- Blackrock Drive Yards

- Thule's Elite Sub-Factions

- The Gedune

Thoughts?

Do it.

Do it.

Do it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 12, 2012, 05:14:52 PM
Sounds legit, could probably throw in the valkyrians as well if there is space for them and if you want them in there.

If they had a thread xD.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 12, 2012, 10:58:51 PM
So.

I wanna ask new stuff to include:

- Blackrock Drive Yards

- Thule's Elite Sub-Factions

- The Gedune

Thoughts?

Wha- th- to- uh... Wow? :D I hadn't realised anybody other than Robokil and reshy even took notice of my mod... I guess this means I may have to work very hard to push out V1!

>slightly very amazed modder<

:O Ghoti will be pleased.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 13, 2012, 12:38:56 AM
More fodder for my fleet of one Auria and five wings of Persephones?

Sure, whatever. More things for me to roflstomp huehuehue!

Sidenote: the Phased Array Cannon still costs 0OP, and I can still buy it. The Paragon I recovered currently mounts three... I just need a fourth.

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 13, 2012, 07:25:25 AM
Oh yeah, Il make a thread for them once i figure out how to make people able to download it, not familiar with media fire or anything like that.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 13, 2012, 07:27:27 AM
Oh yeah, Il make a thread for them once i figure out how to make people able to download it, not familiar with media fire or anything like that.

I would recommend DropBox!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: silentstormpt on December 13, 2012, 07:40:26 AM
More fodder for my fleet of one Auria and five wings of Persephones?

Sure, whatever. More things for me to roflstomp huehuehue!

Sidenote: the Phased Array Cannon still costs 0OP, and I can still buy it. The Paragon I recovered currently mounts three... I just need a fourth.

-- Griffinhart

Let me guess, its a build_in weapon of a ship and yet it shows up on a station
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 07:45:21 AM
No it's just that I messed up doing last update. It's fixed in DEV.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 13, 2012, 12:12:52 PM
I've got the Valk's up now Uomoz, if you want to test it out for a possible candidate.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 12:15:53 PM
I like *most* of the ships. But I also think that a few looks redundant and easily mirrored.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 13, 2012, 12:22:35 PM
I like *most* of the ships. But I also think that a few looks redundant and easily mirrored.
To heavily armed?  :) an easy fix, i do feel that they are quiet balanced right now tho, I feel that i cant do anything in those ships that i cant do in any other, If that makes sense. and yes.. i do like symmetrical things. ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 12:28:11 PM
I'ts not about being symmetrical, more like a few of em looks like another ship with the mirror line shifted a bit (like the Vaticans or the cruisers or the corvettes).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 01:22:32 PM
What about this Blocs:

Pirates + Lotus Pirates + Junk Pirates + Gedune \\  Corvus 3

Hegemony + Hegemony Elite + Interstellar Federation \\ Corvus 2

Tritachyon + Tritachyon Elites + Shadowyards Industries \\ Corvus 5

Nomads + Antediluvians \\ Off-Planet Station

Neutrino Corp + Blackrock DriveYards \\ Corvus 4

Independent + ASP Syndicate \\ No Bases
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 13, 2012, 01:24:27 PM
Hmm, for the sake of the lore, can the Gedune stay in the same sort of area as they are by default?

Or... are you just stating the groups?  ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 01:41:46 PM
I did move all the factions stuff to place em around vanilla planets (because every faction had its planet and it was MESSY). Gedune, being a Pirate faction would stay around Corvus 3. Is that ok?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 13, 2012, 01:56:23 PM
Hnnngh... *debates with himself*

Can the gedune planet be placed inside the pirate system? their planet is a key part of their lore (or rather, it will be when I have missions).

Edit: Upon reading I realised that they would have their planet, Durp.

In that case, would they be allowed to be within the asteroid belt? (in the pirate planet system that is)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 13, 2012, 02:00:29 PM
Yeah sure, I can put the starbase inside Corvus 3 asteroid belt.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 13, 2012, 02:01:37 PM
Sweet :)

That'll do nicely.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cosmitz on December 13, 2012, 05:11:19 PM
Gods, SO MUCH want for the update.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on December 13, 2012, 10:19:19 PM
got... to... make...  mod... and stick to it.
otherwise i'll never get anything into uomoz corvus. ) :
I hate having a mind that changes so damn quick!

well hyph seems you reached your goal. ;D
I remembered when you just joined  :'( . they grow up so fast.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 14, 2012, 02:07:33 AM
got... to... make...  mod... and stick to it.
otherwise i'll never get anything into uomoz corvus. ) :
I hate having a mind that changes so damn quick!

well hyph seems you reached your goal. ;D
I remembered when you just joined  :'( . they grow up so fast.

Gnaaawh! I need words to say, but they escape me :)

I'm almost temped to say that you play a big enough role in the modding forum as is! If you want to make a mod, I might suggest getting in touch with Reshy, they have some pretty good ideas, very definite too. I would help them out, but I dont really think I have sufficient spriting skills, being a 'basher.

http://fractalsoftworks.com/forum/index.php?topic=2411.0

Early days :)

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: DaBa on December 14, 2012, 03:01:35 AM
Is this pack now incompatible with Omega's Minimash? I can't get both mods to work at the same time. I had no problems in the past, but since the new patch, the game keeps crashing when I am trying to do that. Can I fix this somehow?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 14, 2012, 03:17:09 AM
It probably isn't a good idea to mix two big compilations like UC and OM. There are probably tonnes of conflicts. >.<

That, and I dont really think you'd enjoy it very much, Corvus would just be too crowded.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 14, 2012, 03:38:35 AM
Not sure if bug: I just looted an Orbital Fusion Cannon off of a Tri-Tach Supply convoy.

Sure as hell glad they didn't have it mounted...

Not that I can, either.

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 14, 2012, 03:41:19 AM
I don't think that's a bug :P

The tri-tachs just seem to pick up everything in their convoys.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 14, 2012, 04:38:37 AM
A rough ETA for release of the next Uz's C? A week? Months? Want to know how long I have to update Antediluvians to DEV 14.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: TheHappyFace on December 14, 2012, 04:58:48 AM
@hyph_k31
its not that i havent got enough ideas or that i havent got enough time and its not even that i dont have enough experience and knowledge....
its just that..... I cant work on something long enough to finish it... just have too many idea's...  :'(
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 14, 2012, 05:02:14 AM
A rough ETA for release of the next Uz's C? A week? Months? Want to know how long I have to update Antediluvians to DEV 14.

It mostly depends on the new BR update. I'd say a week or so (after an exam I got on the 21st).

Not sure if bug: I just looted an Orbital Fusion Cannon off of a Tri-Tach Supply convoy.

Sure as hell glad they didn't have it mounted...

Not that I can, either.

-- Griffinhart

I'll fix that setting it to SYSTEM. TT Heg and Pirates all get random weapons in convoys (so they can as well get modded weapons).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Upgradecap on December 14, 2012, 05:02:56 AM
You got exams on the 21st? D:


When are you finishing this term then?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on December 14, 2012, 05:51:39 AM
@hyph_k31
its not that i havent got enough ideas or that i havent got enough time and its not even that i dont have enough experience and knowledge....
its just that..... I cant work on something long enough to finish it... just have too many idea's...  :'(

Ahh, I know how that feels... If you could see the Gedune graveyard...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Aleskander on December 14, 2012, 06:07:43 AM
It probably isn't a good idea to mix two big compilations like UC and OM. There are probably tonnes of conflicts. >.<

That, and I dont really think you'd enjoy it very much, Corvus would just be too crowded.

Corvus needs to be crowded when you can wipe out any fleet you want easily
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 16, 2012, 09:25:56 AM
Corvus needs to be crowded when you can wipe out any fleet you want easily

I feel this is more a problem with difficulty levels than the system not having enough ships in it.

It really was crowded, you know.  Uomoz didn't instate power blocs on a whim.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: MCWarhammer on December 18, 2012, 11:24:18 PM
I just wanted to pass on that the restock mod works with U'sC now! Might be nice to have a link of some sort. :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 19, 2012, 03:05:50 AM
I'm not really in favor of Restock as I feel is a little bit too much casual (having everything you want whenever you want), and it makes convoys pretty useless.. So I won't link it in the front page ;). Feel free to sponsor it in other threads though!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Dr. Death[Lexx] on December 19, 2012, 06:29:05 AM
Time that I drop by as well and say how I really enjoy this mod compilation. Great work Uomoz and everyone else who helped out to make this mod compilation possible.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 19, 2012, 07:01:24 AM
Welcome, and thanks.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 19, 2012, 07:10:31 AM
Thank you, Dr. Death!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Jeff on December 19, 2012, 08:47:08 AM
Hey, this works fine on my windows machine, but when I activate the mod on my linux laptop (both run SF .54a) I have this issue:
Code
10837 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error loading [data/world/factions/wayfarer.faction] resource, not found in [/home/jeff/starfarer/./mods/Uomozs_Corvus_16_5_-_Power_Blocs,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/world/factions/wayfarer.faction] resource, not found in [/home/jeff/starfarer/./mods/Uomozs_Corvus_16_5_-_Power_Blocs,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.null.o00000(Unknown Source)
at com.fs.A.super.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:722)

This occurs with no other mods enabled.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 19, 2012, 08:55:34 AM
You seen the latest ship I've added Uomoz? its amazing, and believe me or not, I got it balanced.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Jeff on December 19, 2012, 09:35:43 AM
I figured it out: a number of the filenames are mixed case, but references to them are not all the same case. I tried a blanket recursive renaming of all files to lowercase, but some are referenced as mixed case.  :-[
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on December 19, 2012, 10:16:29 AM
I figured it out: a number of the filenames are mixed case, but references to them are not all the same case. I tried a blanket recursive renaming of all files to lowercase, but some are referenced as mixed case.  :-[
As it turns out, case matters in most Linux filesystems! How wonderful and correct.

Friggin' Windows...

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Jeff on December 19, 2012, 10:48:05 AM
Yeah I'm not a modder, so I'm fixing it one file at a time, but to any modders reading this, on linux: /graphics/Antediluvians/ships and /graphics/antediluvians/ships are 2 different directories, and my_ship.png and my_Ship.png are 2 different files.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NikolaiLev on December 19, 2012, 11:12:35 AM
As it turns out, case matters in most Linux filesystems! How wonderful and correct.

Friggin' Windows...

-- Griffinhart

 :D

*amused*
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 19, 2012, 02:25:33 PM
Yeah I'm not a modder, so I'm fixing it one file at a time, but to any modders reading this, on linux: /graphics/Antediluvians/ships and /graphics/antediluvians/ships are 2 different directories, and my_ship.png and my_Ship.png are 2 different files.

Uomoz has to fix that. Everything in the Antediluvian mod has been consistantly all lower case for a long time.

Uomoz, I recommend you pull out all Antediluvian references in the next version, and just put everything back in from the latest version of the Antedulivians mod, if that isn't too much work.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on December 20, 2012, 06:34:00 AM
something is messed up with the title screen, a little something something but still a bug ;p
(16.5 - Power Blocs) my ver of the mod

[attachment deleted by admin]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 20, 2012, 07:01:47 AM
Yeah, everyone has had that, your going to get another error with Persephone_wing_large then these errors wont show up again.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 20, 2012, 07:33:59 AM
Yeah I'm not a modder, so I'm fixing it one file at a time, but to any modders reading this, on linux: /graphics/Antediluvians/ships and /graphics/antediluvians/ships are 2 different directories, and my_ship.png and my_Ship.png are 2 different files.

Uomoz has to fix that. Everything in the Antediluvian mod has been consistantly all lower case for a long time.

Uomoz, I recommend you pull out all Antediluvian references in the next version, and just put everything back in from the latest version of the Antedulivians mod, if that isn't too much work.

Will do: exam tomorrow, wish me luck.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 20, 2012, 07:36:12 AM
Good luck!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Dr. Death[Lexx] on December 20, 2012, 07:36:58 AM
Yeah, good luck, Uomoz.

Had the same error today...and it sadly crashed again, twice. Same log, persephone_wing_small missing. No word about any large one though, Val. And the weirdest part was, it happened on the main menu screen, must've been the background spawn or such.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 20, 2012, 07:43:12 AM
It is. It's fixed in DEV: persephone wings have "weird" naming and it interferes with the way the title screen file works. Every other fighter wings are named xx_wing while they are like xxx_wing_small.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 20, 2012, 07:50:21 AM
How is the naming weird? Is it conflicting with the core game when placed as a title screen spawn?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on December 20, 2012, 07:51:33 AM
The game probably searches for _wing when it searches fighters and Persephones ids end with _large or _small.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on December 20, 2012, 07:52:48 AM
The game probably searches for _wing when it searches fighters and Persephones ids end with _large or _small.

So it will probably help if I rename the wings to:

persephone_small_wing
persephone_large_wing
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 20, 2012, 08:08:32 AM
Break a pen. ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: MCWarhammer on December 27, 2012, 09:11:46 PM
So do Lotus Conglomerate ships not have systems because the project was abandoned, or did something else happen?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lopunny Zen on December 28, 2012, 12:00:30 AM
aww...no more purifiers :(
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on December 28, 2012, 12:43:33 AM
It was abandoned. and its really old and outdated by now.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Dr. Death[Lexx] on December 28, 2012, 05:49:41 AM
The game probably searches for _wing when it searches fighters and Persephones ids end with _large or _small.

So it will probably help if I rename the wings to:

persephone_small_wing
persephone_large_wing

Please do so Erick since the game randomly crashes with the error mentioned.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: arcibalde on December 28, 2012, 12:07:49 PM
Go to:
Uomoz Corvus\data\config\title_screen_variants.csv

In that csv find
persephone_small_wing
persephone_large_wing
and delete it. That is it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Dr. Death[Lexx] on December 30, 2012, 03:47:38 AM
Personal fix applied, thanks arci.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: mkire on January 07, 2013, 08:43:12 PM
is 16.5 compatible with the bugfix update?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Jeff on January 08, 2013, 10:38:07 AM
is 16.5 compatible with the bugfix update?

I think so. At least, everything loads okay. Haven't really tested it much yet.

Edit: Played out some battles against various factions, bought/sold stuff, seems okay so far.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: mkire on January 08, 2013, 05:13:52 PM
is 16.5 compatible with the bugfix update?

I think so. At least, everything loads okay. Haven't really tested it much yet.

Edit: Played out some battles against various factions, bought/sold stuff, seems okay so far.

yeah, its all working for me, besides what's apparently a one-time bug with the persephone wings
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on January 08, 2013, 05:17:51 PM
The Scourge are hiding in a dark place right now, plotting thier comeback.

In other news, still one of my favorite mods. :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 10, 2013, 09:55:37 AM
I have a terrible time deciding the BLOCS configuration.

The current pool is:

Yellow \ System Owners: Hegemony + (IFED)?

Blue \ TT and pals: TriTachyon + (everyone hates em, so i guess SHI is the only viable option)?

Red \ Various pirates: Pirates + (Gedune) + (JP)

Grey \ Generically neutral Bloc: Independent + (ASP) + (Ante, i have no place for antediluvians D:)?

Green \ Tech Corporations: (Neut) + (Blackrock)


Issues: Ante have no place, I have no idea where should I put em. Maybe as a lonely bloc and put all the independent factions out of the bloc system (independent and ASP).


Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 10, 2013, 10:47:45 AM
Make the bloc ring bigger? more work, but ensures space.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 10, 2013, 10:49:27 AM
What you mean bigger?

EDIT WIP:

Spoiler
(http://i.imgur.com/o6Suv.jpg)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 10, 2013, 11:06:58 AM
Oh..I though you meant how you would fit the ships in the OP ring.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 11, 2013, 01:29:59 AM
The Nomads won't make it in? BTW, Ante's 14 is almost done. I just had to fix the weapon barrels.

[edit]

The Ante's could fit in with the Grey or Blue bloc.

[another edit]

Dev 14 is out: download here! (http://www.mediafire.com/?fhs68bqie85028n)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 11, 2013, 04:20:42 AM
You know, Uomoz, you could always add the mysterious Antediluvians in the outskirts of the sector map. Maybe create a binary starsystem with a second star far removed from Corvus. Planet Atlantis could rotate around Corvus, off map.

That is up to you, of course.  :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 11, 2013, 02:17:02 PM
The Gedune are ready now! That sneaky little error got well and truly stomped on. ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on January 11, 2013, 05:10:49 PM
The Nomads won't make it in? BTW, Ante's 14 is almost done. I just had to fix the weapon barrels.

[edit]

The Ante's could fit in with the Grey or Blue bloc.

[another edit]

Dev 14 is out: download here! (http://www.mediafire.com/?fhs68bqie85028n)
Oh noes! Did the nomads finally become too outdated?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Isaew on January 12, 2013, 05:46:05 AM
Quote
Uomoz, you could always add the mysterious Antediluvians in the outskirts of the sector map. Maybe create a binary starsystem with a second star far removed from Corvus. Planet Atlantis could rotate around Corvus, off map.
Put the Nomads instead of the Andeluvians. Nomads are nomads, and have no home or it is really far away.
Also try to consider the idea of a giant hive ship, home for the nomads. They tend to that size of a ship, considering their in-game capitals.
It would be cool if that monstrocity might even appear in the game, for some missions ordered by the nomads. =))

Antediluvians are also knowledge hungry travelers that came from far reaches of the galaxy, some lost human colony. - So they don't need any base, and the only way to grt their superior technology - turrets - is to fight their fleets. Their guns will become artifacts =))
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Spardok on January 12, 2013, 06:47:51 AM
Honestly Ante ships aren't exactly overpowered to make their ships/weapons only accessible by capture. Especially with the other ships/weapons going into this mod in the upcoming patch, assuming he doesn't severely nerf everything by himself.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 12, 2013, 07:37:04 PM
Updated ante and injected gedune in DEV. Ante may find an uncanny new ally for its bloc (unannounced yet).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 12, 2013, 08:17:15 PM
... Valkyrians? ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 13, 2013, 05:32:43 AM
... Valkyrians? ::)

Don't you dare!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 06:47:49 AM
Aww..  :'(
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 06:52:10 AM
A lot of valkyrians ships aren't even remotely vanilla balanced.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 07:17:53 AM
Which ones? i could do something about that. Could you list them up in PM?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 07:26:34 AM
capital ships.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 07:28:53 AM
Hmm ok, what is wrong with them?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 07:36:37 AM
Everything that's better then every vanilla ship is not vanilla balanced.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 07:48:57 AM
That doesn't say much, how are they better?

EDIT: or well, it does say something, but in what aspect are they better?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 08:01:41 AM
I don't have to explain why. Man you built those sprites you know better.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: hadesian on January 13, 2013, 08:12:55 AM
I don't have to explain why. Man you built those sprites you know better.
Now now, let's not get ahead of ourselves here. If you had bothered to stay in the skype chat, you'd know that we've been discussing the Valkyrian's for a while. Saying 'I don't have to explain why' solves nothing. It doesn't even explain what part of the ships are OP. It's pretty much just not having a reason and pushing them away for pure contempt.

So please, before you say that Valk built these sprites and knows better, and that you don't have to explain why in your eyes they are not vanilla balanced, just spend some time helping someone with a great burning desire to mod achieve progress in their modding and balancing skills.

Can you do that one thing? Please?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 08:20:06 AM
But of course:

The sheer number of weapons slots for once. I will never accept a faction that has a ship that clearly overwhelms a Pagaron.

The compatibility problem between U'sC and Valkyrians is the scope. I only get factions that do not aim to disrupt the balance (and supremacy) of the main vanilla factions (with the only exception of Ifed, but those are incredibly well made and non-vanilla-bashed ships), and Valks have numbers and dimensions to be fighting on par with the Hegemony.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 13, 2013, 08:20:11 AM
capital ships.
not only capitals, don't remember wich one of the cruisers was it  Nirvana Mk.III or II but there was aybe to take over onslaught in AI vs AI battle in simulation mode
but its not that your mod Val' is bad or anything it's just like 2 different worlds & thats it

but most mods is fit almost any "faction collection" so if it is or isn't part of Uomoz's is no big deal, ain't it ?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: hadesian on January 13, 2013, 08:21:27 AM
The sheer number of weapons slots for once. I will never accept a faction that has a ship that clearly overwhelms a Paragon.
But of course. Complete, logical sense. (http://i.imgur.com/ChRxJ.jpg)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 08:29:01 AM
I't doesn't have to be in U'C, but id like them to be balanced anyway.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 08:29:22 AM
Well, you can play MY mod with any other mod. You can also modify the scripts and integrate them!

If I don't like parts of the mod nobody is forcing me to ask the permission to integrate it.

(plus there's the aesthetics the kitbashes are way too much recognizable, shapes and parts are very similar to eagle and falcon)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 13, 2013, 09:43:58 AM
Well, you can play MY mod with any other mod. You can also modify the scripts and integrate them!

If I don't like parts of the mod nobody is forcing me to ask the permission to integrate it.
I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers) and usually with at least one other (the other had been Blackrock Drive Yards but luckily that one has been added. :)

Using multiple mostly-balanced mods at once is hilariously fun.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 13, 2013, 10:13:11 AM
I am playing U'C together with my own, i use them as as a balance check, right now they are about as strong as Ifed if i can say so myself :) and i do agree that the ships look very similar to each other, and i am changing them little by little, I guess I could decrease fleet sizes as well.

Capital ships are just about non existent in the fleets anyway (go figure due to their size and presumed cost to build), there is 1 each in the 2 biggest fleets and 3 in the endgame fleet which you never encounter anyway unless you hit level 30 or attack it first.

Thank's for the feedback! ;D

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 13, 2013, 12:23:58 PM
If your faction was composed by: Yuusha Mk1, Herald, Elysium, Almire, Nirvana Mk3 and the Vatican Mk3, it would be in. These have very interesting shapes and don't resemble vanilla ships too much. They also field a balanced amount of slots.

NEW BLOCS:

Sovereign Bloc: Hegemony and Interstellar Federation

Technology Bloc: Tritachyon and Shadowyards Industries

Pirate Bloc: Pirates and Junk Pirates and Gedunes

Corporate Bloc: Neutrino and BlackRock

Invaders Bloc: Thule Legacy and Antediluvians

NO BLOC: Independent and ASP and Antediluvians Ghost

NOTE: You CAN join the block at the beginning of the game or play standard Starsector. You then receive periodic rewards but can't switch to other Blocs. You also can't shop in enemy bases when in a Bloc.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lopunny Zen on January 14, 2013, 10:49:46 AM
will the alliance system ever come back?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 14, 2013, 12:32:09 PM
Working on a faction spawnrate balance spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0AofJdPw8jIWGdEZPNFZ2MHhTang3RnUzYUIyMzI1cEE#gid=0

EDIT: completed for vanilla factions.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 14, 2013, 12:36:05 PM
I'm watching you >:3
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Isimiel on January 14, 2013, 05:17:58 PM
very creepy
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sc90 on January 15, 2013, 06:14:13 AM
How do you join Bloc  ???
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 15, 2013, 06:28:45 AM
You have a mod that interests Uomoz and he asks if he can implement it, and then he assigns it to a fitting bloc for your mod.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sc90 on January 15, 2013, 06:38:07 AM
You have a mod that interests Uomoz and he asks if he can implement it, and then he assigns it to a fitting bloc for your mod.
Ah sorry i misunderstood :P i thought you can join actual alliances ingame  :-X
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 15, 2013, 09:11:46 AM
You have a mod that interests Uomoz and he asks if he can implement it, and then he assigns it to a fitting bloc for your mod.
Ah sorry i misunderstood :P i thought you can join actual alliances ingame  :-X

You can. Next release.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Plasmatic on January 15, 2013, 09:35:23 AM
Unsure if it's due to Your mod or not, but I get this whenever I try to play together with: http://fractalsoftworks.com/forum/index.php?topic=977.0

Spoiler
defensematrix_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id v_synapseempbeam_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id v_engineoverdrive_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadrontransporter_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
33027 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shockprobes_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id minelayer_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrongun_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id v_phasedrive_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id v_capphaseteleporter_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id meddrone_pd_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_tnt_drone_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id torpedolauncher_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found
33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id xflarelauncher_SHIP_SYSTEM not found
33038 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
33040 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 166,87 MB of texture data so far
33131 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
35209 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.for.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.null$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.null.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.private.Object(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

works fine without Avans mod, and works fine with the other mods I have, just that one.

I have no idea what is conflicting as I cannot read the log to make any sense.. far as I know your mod does not contain the same factions as Avans..

Might be Avans mod that is simply not updated for .54.1 as the DL has not been updated since August 2012..

Feel free to ignore, just wanted to let you know.

P.S. Seems Junk pirates needs some more descriptions..
"33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found"
"33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found"
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: mendonca on January 15, 2013, 11:37:22 AM
P.S. Seems Junk pirates needs some more descriptions..
"33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found"
"33028 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found"

Awesome, thanks! Will check it out ...  :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 16, 2013, 07:45:03 AM
Ha, my job is DONE. The end-game faction balancing tool! (not counting general ship OPness, but fleet compositions and spawnrates) https://docs.google.com/spreadsheet/ccc?key=0AofJdPw8jIWGdEZPNFZ2MHhTang3RnUzYUIyMzI1cEE#gid=0
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 16, 2013, 09:24:44 AM
Believe it or not, those Ante fleets are balanced toward vanilla!

The huge one is defensive, and will get relieved by a lesser fleet anyway.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lopunny Zen on January 16, 2013, 10:07:31 AM
aww dont let the gedune mod in here they are so busted v.v..
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 16, 2013, 10:10:11 AM
 :(
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on January 16, 2013, 10:16:06 AM
aww dont let the gedune mod in here they are so busted v.v..

While they are kinda imba at moment, this is actually a very mean thing to say...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 16, 2013, 10:24:17 AM
Hyph I got Gedune in because they have a lot of potential but reading through ships stats i found one that have all the correct stats for shields and "NONE" at the type -.-

I can still pull them out, so please polish it a bit more.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lopunny Zen on January 16, 2013, 10:44:41 AM
im not being mean..im being generous...and the truth hurts a bit but my god they destroy much bigger fleets then them and they get infinite teleport....so busted yes..especially when you cant hit them and there swarming you with teleporting ships with op weapons...there as back as the shadow order mod...they are both the same amount of busted they could be rivals..
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 16, 2013, 10:47:05 AM
Hyph I got Gedune in because they have a lot of potential but reading through ships stats i found one that have all the correct stats for shields and "NONE" at the type -.-

I can still pull them out, so please polish it a bit more.

"NONE" is actually a valid shield type :P just look in the vanilla file.

Edit: @ lopunny; you'll be happy to hear that've I've doubled both the charge down time and regen time on the Gedune teleporter :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 16, 2013, 10:58:22 AM
Hyph I got Gedune in because they have a lot of potential but reading through ships stats i found one that have all the correct stats for shields and "NONE" at the type -.-

I can still pull them out, so please polish it a bit more.

"NONE" is actually a valid shield type :P just look in the vanilla file.
Right, but what he's saying is that you've given shield stats to something without a shield.

While it doesn't hurt anything, it's a bit sloppy, and raises the question as to whether you meant it to have a shield and made a mistake, or decided it shouldn't have a shield and didn't bother removing the shield stats.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 16, 2013, 11:02:23 AM
That's not my reasoning. The point of giving it the shield stats, is so that in game you can give it a shield with hull mods...

Or do the hullmods add shield stats? In which case, whoops! I'll fix that immediately.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 16, 2013, 11:07:16 AM
That's not my reasoning. The point of giving it the shield stats, is so that in game you can give it a shield with hull mods...

Or do the hullmods add shield stats? In which case, whoops! I'll fix that immediately.
That's a really good question, but I *think* the hullmods have some sort of default stats. I don't know if they override the stats in the ships.csv, though.

You might want to test it out.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 16, 2013, 11:08:30 AM
I am currently testing :)

Edit: You where right! that's that fixed :)

I am polishing as we speak...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on January 16, 2013, 11:24:10 PM
Will thules elite ships also be in?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 16, 2013, 11:38:10 PM
Probably, Uomoz did ask Thule and he said yes.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on January 17, 2013, 11:58:06 AM
Hopefully that will include the weapons I'm making? :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Plasmatic on January 19, 2013, 12:58:30 AM
Was just sitting at the main menu when this popped up..

Spoiler
870272 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [persephone_wing_large] not found!
java.lang.RuntimeException: Ship hull variant [persephone_wing_large] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I see 3 variants for the Persephone fighters, Antediluvian, Ghost, and Wayfarer. but the Error just says large, which none of them are.. perhaps its something that has been mislabeled?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 19, 2013, 04:42:10 AM
Already fixed in DEV.

EDIT: Next version might have the omnifactory (http://fractalsoftworks.com/forum/index.php?topic=5199.0) orbiting the sun. ASP would be responsible of transporting random goods from any station in the systems to the omnifactory so it should have good quantities of random weapons (and ASP will have a different role then independents).

Good\Bad idea?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on January 21, 2013, 01:52:08 AM
Soooo... when can we expect the new version? I'm really itching to play the mod with all the new factions and stuff. :3

As for the omnifactory- I think its a great idea!


Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on January 21, 2013, 02:10:18 AM
I think that the omnifactory is a great idea as well.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on January 21, 2013, 02:52:37 AM
Omnifactory is an amazing idea.

Now I can actually outfit my fleet.

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 21, 2013, 03:46:00 AM
As soon as someone teach me how to script a change in the orbit focus for a station xD.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 21, 2013, 07:18:39 AM
As soon as someone teach me how to script a change in the orbit focus for a station xD.
If someone else doesn't beat me to it, I'll take a look this evening when I get home from work (~10 hours from this posting) and see if it's even possible.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 21, 2013, 07:25:04 AM
Thank you man. I want to move the Abandoned storage near the zone of the Bloc of choice. I could use Corvus.java and "interfere" with vanilla files modifying directly the spawn code but I never touched them (and I'm "proud" of that xD).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Plasmatic on January 21, 2013, 08:23:23 AM
Already fixed in DEV.

EDIT: Next version might have the omnifactory (http://fractalsoftworks.com/forum/index.php?topic=5199.0) orbiting the sun. ASP would be responsible of transporting random goods from any station in the systems to the omnifactory so it should have good quantities of random weapons (and ASP will have a different role then independents).

Good\Bad idea?

What do you mean?

Would ASP deliver different modules and ships to the Omnifactory without your input? in that case I'm not sure I like it..
But if I'm just being hardheaded and you mean have Omnifactory in and the player has control of what is produced then great!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 21, 2013, 09:03:43 AM
Thank you man. I want to move the Abandoned storage near the zone of the Bloc of choice. I could use Corvus.java and "interfere" with vanilla files modifying directly the spawn code but I never touched them (and I'm "proud" of that xD).
That makes more sense and sounds a lot more possible than having it move during gameplay like I thought you were asking.  :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 21, 2013, 02:44:05 PM
Thank you man. I want to move the Abandoned storage near the zone of the Bloc of choice. I could use Corvus.java and "interfere" with vanilla files modifying directly the spawn code but I never touched them (and I'm "proud" of that xD).
Have you looked at how LazyWizard does it in his Manufactory mod? It intelligently chooses where it should orbit based on what exists or doesn't exist.

I guess it just depends on when that logic happens (which I haven't looked at yet; I'm still at work for another ~2 hours) and if it happens before the player makes the choice of which faction to join (and if we're able to set orbit positions after the system has been set up).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Plasmatic on January 22, 2013, 05:49:56 AM
Not sure if I should post this here or in the original mods thread, but let me know if its ok.

So I've been playing around with your collection of mods and I ran across the "cain" a large ballistic Railgun according to description..

But when it hits things it looks like this:

Spoiler
(http://i.imgur.com/eZ0xCCG.jpg)
[close]

And I looked in the projectile file for the cain, but I don't know the code.. what do I need to change for it to not look like a 10000000 megaton nuke?
is it even in the projectile file?
Spoiler
{
   "id":"cain_shot",
   "specClass":"projectile",
   "spawnType":"BALLISTIC",
   "collisionClass":"PROJECTILE_FF",
   "collisionClassByFighter":"PROJECTILE_FIGHTER",
   "length":1000.0,
   "width":8.0,
   "fadeTime":0.8,
   #"fringeColor":[140,140,140,255],
   #"coreColor":[100,200,240,150],
   "fringeColor":[90,180,220,235],
   "coreColor":[113,217,255,130],   
   "textureScrollSpeed":64.0,
   "pixelsPerTexel":5.0,
   "bulletSprite":"graphics/missiles/shell_gauss_cannon.png"
}
[close]
I assume its the 'fringecolor' I need to mess with, but as I have no clue what I'm doing.. yeah, I'm just as likely to make it worse as I am better .P

from what I know of railguns it just fires a hunk of metal accelerated to extreme velocities, not a massive nuke..
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on January 22, 2013, 10:55:15 AM
it's a byproduct of the projectile being
Code
   "length":1000.0,

the size of the explosion was scaled to the length and hence the tsar bomb going off every few seconds.

To override that, add this line somewhere in that .proj file

Code
  	"hitGlowRadius":120,
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Plasmatic on January 22, 2013, 11:06:59 AM
it's a byproduct of the projectile being
Code
   "length":1000.0,

the size of the explosion was scaled to the length and hence the tsar bomb going off every few seconds.

To override that, add this line somewhere in that .proj file

Code
  	"hitGlowRadius":120,

thanks!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Baleur on January 22, 2013, 08:59:07 PM
I've been waiting for this mod to get updated for what feels like ages.
Pretty please :')
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 23, 2013, 02:14:29 AM
I'm waiting a couple of mod releases.

It's Coming.

Soon.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 23, 2013, 03:36:38 AM
Ooh Uomoz.. you forgot the ™ at Soon™  tsk tsk tsk... ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 23, 2013, 03:42:51 AM
That's restricted to developers.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Baleur on January 23, 2013, 07:36:49 AM
I'm waiting a couple of mod releases.

It's Coming.

Soon.

Winter's coming...
..and so am i (when this mod is updated).  ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 24, 2013, 08:18:14 PM
Not sure if this is new or not, I didn't take the time to read through all 92 pages on this thread. I've received this message twice in the last couple days while using this mod exclusively:

Window title: Starfarer
Fatal: Ship hull variant [persephone_wing_small] not found!
Check starfarer.log for more info

Btw, I love the mod and hope to contribute to the community soon. Just feel like I need to play catch-up and try all these amazing mods before I do.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 24, 2013, 10:24:40 PM
Its an error in the Title_screen_variants, its fixed in the new version, simply go into that .csv and remove them.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 24, 2013, 10:56:13 PM
Its an error in the Title_screen_variants, its fixed in the new version, simply go into that .csv and remove them.

thx
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 26, 2013, 08:42:23 PM
I got a working alpha for 17.0, i like much more then 16 already
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 26, 2013, 10:58:16 PM
what kind of changes?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 27, 2013, 04:06:36 AM
Starting faction choice mainly.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Gabriel_Braun on January 27, 2013, 04:33:44 AM

I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers)

When are you going to finish up those capitals???   I too play UC with FS2 stike fighters but have got my own coding that changes the ISA into a carrier-based US-style doctrine.  Would love to see the rest of the FS2 strike craft in there though :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Dratai on January 27, 2013, 04:49:40 AM
Sweet baby mango juice.
I love it.

But I feel a lot of those green-brown 'fairy' ships, if I'm allowed to call them that, are a bit too brittle.
Face them up against single fighter wings. Die without doing much damage.
At least if you outfit them with the equipment that the same faction uses.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 27, 2013, 08:56:18 AM

I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers)

When are you going to finish up those capitals???   I too play UC with FS2 stike fighters but have got my own coding that changes the ISA into a carrier-based US-style doctrine.  Would love to see the rest of the FS2 strike craft in there though :D
Working on it slowly. I've been helping Cycerin with Java coding for Blackrock yards. I'm not really satisfied with the sizing and look of some of the smaller non-fighter craft that I've done so far, but I have a lot of the weapons done so the ships aren't too hard to make.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 27, 2013, 10:01:26 AM
I need a few testers for v17. Apply only if able to send back some form of feedback.

Cheers!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 27, 2013, 11:01:30 AM
I need a few testers for v17. Apply only if able to send back some form of feedback.

Cheers!

got some free time this week so count me in
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 27, 2013, 11:49:32 AM
i'll do some testing for you.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Ronald Klein on January 27, 2013, 12:15:37 PM

 I can always play the game at work and I'd be more than willing to provide feedback.Sign me up!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on January 27, 2013, 12:16:10 PM
I guess I'm game =)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RAVVSlathotep on January 27, 2013, 12:17:25 PM
I have until the 4th of February so if you want another extra hand, tell me.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on January 27, 2013, 12:30:34 PM
I'm definitely up for testing the new version.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 27, 2013, 12:35:13 PM
I need a few testers for v17. Apply only if able to send back some form of feedback.

Cheers!
You know I'm in.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Psiyon on January 27, 2013, 01:44:01 PM
I'm probably the best qualified to stress-test your diplomacy system, so feel free to send version 17 my way if you want.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: zakastra on January 27, 2013, 02:25:45 PM
I'd be quite interested in testing this one for balance and quirks
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 27, 2013, 02:59:04 PM
I'm probably the best qualified to stress-test your diplomacy system, so feel free to send version 17 my way if you want.

I'm still implementing the teamkilling*****ard system, so it's not COMPLETELY OPERATIONAL.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 27, 2013, 04:19:49 PM
Thanks for the quick feedback, fixing everything.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 27, 2013, 06:15:28 PM
DEV2: http://www.mediafire.com/download.php?n9e3z2m6qf1w2a4

Updated Neut and BRDY(to a yet unreleased version)

Keep the feedback going (use the thread please) :)

EDIT: reuploading, new link SOON
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 27, 2013, 08:09:19 PM
Do I still have time to send in an update with the fixed bounds and the ship systems for the Ante's?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Falcon51 on January 27, 2013, 08:30:47 PM
Bugs!

When trying to access the destroyer tab in the neutrino station I crash out of the game with an exception.

From the logs:
Spoiler
2020313 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
java.lang.RuntimeException: Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
   at com.fs.starfarer.loading.specs.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.title.C.L.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.L.ÒÔÕ000(Unknown Source)
   at com.fs.starfarer.coreui.L.for(Unknown Source)
   at com.fs.starfarer.coreui.L.<init>(Unknown Source)
   at com.fs.starfarer.ui.N.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.String.Óo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.String.Òo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.õ00000(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.String(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.c$Oo.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.c.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.new.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.String.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.F.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.coreui.I.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.D.I.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.class.ÖØ0000(Unknown Source)
   at com.fs.starfarer.coreui.null.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.for.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.ui.q.ÖØ0000(Unknown Source)
   at com.fs.starfarer.ui.O00O.ÖÖ0000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

EDIT: If you alter the variant file so that it reads WS000* instead of WS *, it no longer crashes.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Griffinhart on January 27, 2013, 10:33:19 PM
I'm probably the best qualified to stress-test your diplomacy system, so feel free to send version 17 my way if you want.

I'm still implementing the teamkilling*****ard system, so it's not COMPLETELY OPERATIONAL.
Malal's in the game? Goddamnit.

-- Griffinhart
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Ronald Klein on January 27, 2013, 11:24:39 PM
   

   Found a bug which I think is similar to the persephone_wing bug from the earlier version.Happens in main menu.
Spoiler
132571 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [thule_tungsten_experimental] not found!
java.lang.RuntimeException: Ship hull variant [thule_tungsten_experimental] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Ronald Klein on January 28, 2013, 12:18:04 AM

  Apparently Blackrock needs some work too.
 

 
Spoiler
3039803 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.BRConvoySpawnPoint.spawnFleet(BRConvoySpawnPoint.java:45)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: zakastra on January 28, 2013, 02:57:39 AM
Not sure if this is something that can be implemented in starfarers current developmental state, but I noticed that after losing a fleet you respawn by the hegemony oribital station, depending on your faction this can be very fatal (especially if you spawn in that ultra slow cargo tug) Having faction specific respawn locations would be a good idea
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: zakastra on January 28, 2013, 08:15:17 AM

  Apparently Blackrock needs some work too.
 

 
Spoiler
3039803 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.BRConvoySpawnPoint.spawnFleet(BRConvoySpawnPoint.java:45)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Yep hit this too
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cycerin on January 28, 2013, 09:13:17 AM
Ah - it's because of last-minute changes to fleet spawning and fleet names. Going to look at it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 28, 2013, 02:30:55 PM
DEV 3: Fixed Neutrino and BRDY bugs. (i hope)

http://www.mediafire.com/download.php?o5roxa2wp5rtaoo

PS: This mod is no longer compatible with mods that modify Corvus.java like "Vanilla addon - variants mod V2.1" unless integrated.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 28, 2013, 02:49:18 PM
Bizarre. None of the DEV versions will show up under mods, for me.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 28, 2013, 02:51:02 PM
Bizarre. None of the DEV versions will show up under mods, for me.
You need to remove all except the one you want to test from your mod directory.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 28, 2013, 02:52:59 PM
I tried that. Then I noticed 16.5 was still in the folder.  ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 28, 2013, 02:55:11 PM
I tried that. Then I noticed 16.5 was still in the folder.  ::)
Yep, that'll keep it from working.  :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 28, 2013, 03:15:27 PM
Here's a few of my findings:

-The Ante missions need to be overwritten with the new ones, since these old missions still refer to the 'persephone_wing_large'

-I've seen no Ghost fleets show up on the map, after playing for quite some time.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on January 28, 2013, 03:17:00 PM
They do spawn occasionally..like 1 fleet per cycle...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 28, 2013, 03:19:00 PM
They do spawn occasionally..like 1 fleet per cycle...

Ah ok. They're just rarer now.


P.S.
Working hard on getting those new bounds done, and ship systems implemented!

Done!

DEV15 is done!

-Fixed the path bug for Linux users

-All bounds have been redone

-Added ship systems

Download here! (http://www.mediafire.com/?f1tbkos568abvcb)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on January 28, 2013, 07:43:27 PM
Alright, I found another bug. Its either something wrong with a menu variant or something wrong with a codex entry, I think...

Spoiler
9233603 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I had basically been going through the codex from the main menu. Went through all the hulls and it was fine, went through all the ship systesm and it was fine, but when I went into the codex for fighters it crashed on me just a few seconds later.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RAVVSlathotep on January 28, 2013, 10:33:45 PM
Alright, I found another bug. Its either something wrong with a menu variant or something wrong with a codex entry, I think...

I had basically been going through the codex from the main menu. Went through all the hulls and it was fine, went through all the ship systesm and it was fine, but when I went into the codex for fighters it crashed on me just a few seconds later.
Pretty much, that variant doesn't exist and the menu is trying to showcase it.

I've been unlucky when it comes to the crashes: most of these bugs seem to avoid me so I'm just gonna check the files one by one.



EDIT: The variant [junk_pirates_goat_Support] can't be found either. The variant ID for the file [junk_pirates_goat_Support.variant] is [junk_pirates_goat_CS] instead of [junk_pirates_goat_Support], I assume.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on January 29, 2013, 05:26:23 AM
@Uomoz

I notice you're using slightly out of date version of the Gedune - You'll want to get the newer version ^^

you might also want to look at the new drone subfaction that comes with this version, so you can decide if you want them in UsC or not.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 29, 2013, 06:36:13 AM
DEV4: Updated Ante, Updated BRDY, Updated Gedune, fixed some variants bugs.

http://www.mediafire.com/?cii92zx91l1tir9
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 29, 2013, 12:52:17 PM
DEV4: things thats buggs me with "Hidden Pirate Station"
Allegiance: independent
-wolf-class frigare avaible (from begining of the game)
-Barbarossa Cannon (thule legacy weapon)
-heavy pulsar beam (Neutrino Corp)

just began but im think that Thules still didn't receive any goods (no transport fleet)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on January 29, 2013, 12:53:37 PM
The Wolf-Class has been there since the Pirate station came out in vanilla.

And the pirates have their ways of getting things. ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 29, 2013, 01:40:38 PM
The Wolf-Class has been there since the Pirate station came out in vanilla.
really ?!  i somehow missed that :D
And the pirates have their ways of getting things. ;)
im fully aware of that, but still kind off strange for me that they have such a things from very beginning of the game
but it's not a BIG deal

PS:is the "new ID" still available because i'm somehow missed that ?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 29, 2013, 02:00:01 PM
Loving the new changes so far. haven't run into anything unusual yet.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 29, 2013, 02:55:47 PM
Ship hull variant [junk_pirates_goat_Support] not found!

Title screen bug.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 29, 2013, 02:59:20 PM
Wow this is the first time I've seen the Blackrock ships. Decided to engage them and nearly crapped my pants. The mobility is amazing and the sounds of the weapons are crazy. Love the sprites too, good decision on adding them into this version.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 29, 2013, 03:19:03 PM
While checking the missions, one of them crashed my game.

Alpha and Omega


1178686 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [scarab_PD] not found!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 29, 2013, 04:16:37 PM
While checking the missions, one of them crashed my game.

Alpha and Omega


1178686 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [scarab_PD] not found!
Ship hull variant [junk_pirates_goat_Support] not found!

Title screen bug.

Fixed and fixed for DEV5.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 29, 2013, 05:09:40 PM
Adding general suggestions for mod integration in U'sC @ OP.

- Use this folder structure: [graphics\modname\ships... & sounds\modname\fx...] instead of [graphics\ships... & sounds\fx...]
- Use this simple format for sounds inside config\sounds.json:
     "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
     "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
     "railgun_burst":[{"file":"sounds/interstellerFederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
- Be sure your hulls\ship_data.csv contains ALL this fields and in this order: name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,hangar,base,value,hints,number
- Name your hulls\".ship" files like: "modname_shipname.ship", "not shipname.ship"
- Name your missions\"mission" folders like: "modname_mission", not "mission"
- Remember to add this line to your FactionSpawn.java file to make your fleet resupply at station: fleet.setPreferredResupplyLocation(getAnchor());
- Name each variants\".variant" file exactly like the corresponding variant id: name: gugugu_CS.variant, id: gugugu_CS
- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},
- Set all fleets to have "extraCrewPercent":[80, 80] in the world\factions\".faction" file, as for all vanilla factions.      
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on January 29, 2013, 05:16:34 PM
Quote
- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},

Yeah, stop flying around with Antediluvian shipnames!  ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 29, 2013, 05:23:28 PM
Haven't found any bugs yet; however, here's a list of things I noticed. Not Uomoz's Corvus related directly.

The following Ship Systems added by various mods have no explanations in the Codex:

-Kyra Drone (Gedune), Defense Matrix (Ballista), Aegis Drones (Banshee), R.U.N.E. (Berserker), Gedune Phase Teleporter (Gedune), Neutron Gun (Helios), Derp Charge CIWS (Hildofr),
 Nuclear Burn (Kyirus), (not sure if this is a typo or a new Ship System) --> eEMP Emitter (Oberon), TNT Drones (The Reaper), Hadron Transporter (Titan), Wraithii Drone (Tychrea),
 Cruise Drive (Unsung), Lightning Gun (Yukon), For the Swarm (Neutrino)

Black Rock Drive Yards:
-Arc Jet Burner, Arc Jet Thruster, Sentinel Drone, Interdiction Array, Burst Manuevering Jets.

Still haven't run into any bugs.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 29, 2013, 05:29:31 PM
Quote
- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},

Yeah, stop flying around with Antediluvian shipnames!  ;)

In dev all factions without shipnames are set to ROMAN.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on January 30, 2013, 02:16:30 AM
Fatal: Ship hull variant [scarab_PD] not found!

Title screen bug.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 30, 2013, 10:38:57 AM
Fatal: Ship hull variant [scarab_PD] not found!

Title screen bug.

fixed.

Good amount of Downloads, not many bug reports. Ladies and Gentlemen we are almost fully stable.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on January 30, 2013, 11:23:30 AM
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 30, 2013, 11:57:35 AM
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet

if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel

PS: i hope you playing only Uomoz's Corvus mod

PS2:   Uomoz's, there is strange bug with your collection & "fleet control " mod
thule station is civilian station but thules ships are respawn from there & its purrple
i know that is not part of the mod but since fleet ctrl mod is pretty popular check things out

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on January 30, 2013, 12:05:55 PM
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet

if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel

I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on January 30, 2013, 12:22:53 PM
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet

if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel

I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.

It's on purpose.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on January 30, 2013, 12:29:16 PM
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.

Noooo !! it look's like i wasn't aware of that , CURSES !!! ... -_-'

i'm fully aware that if you choose any side only friendlies will have full sale for the player

PS: That's a cool idea BTW, Uomoz's
Problem with Omnifactory & antediluvian confirmed
EDITED: Problem with Omnifactory & antediluvian confirmed
(http://i.imgur.com/Wxwf2MM.png)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RawCode on February 02, 2013, 09:10:54 AM
this version of mod is epic

rc4 spawn hull varian ships without any weapons, this is bug or feature?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on February 02, 2013, 09:41:48 AM
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.

Noooo !! it look's like i wasn't aware of that , CURSES !!! ... -_-'

i'm fully aware that if you choose any side only friendlies will have full sale for the player

PS: That's a cool idea BTW, Uomoz's
Problem with Omnifactory & antediluvian confirmed
EDITED: Problem with Omnifactory & antediluvian confirmed
(http://i.imgur.com/Wxwf2MM.png)

What seems to be the problem? It also seems to be churning out the "Persephone ghost wing" fine.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: LazyWizard on February 02, 2013, 10:15:42 AM
The Omnifactory/Antediluvians incompatibility is fixed in the latest Omnifactory release (http://fractalsoftworks.com/forum/index.php?topic=5199.msg86832#msg86832).

Spoiler
(http://i.imgur.com/ZtlpS8K.jpg)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 03, 2013, 03:38:38 AM
sometimes i got random crash After the battle
error msg
Spoiler
156610 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [flarelauncher3]
156610 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [tpc]
156610 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [sensordish]
156610 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gedune_aec] not found in weapon_data.csv
156610 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  -
[close]
last fev lines of the log
Spoiler
1164563 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 228,98 MB of texture data so far
1320032 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 240,98 MB of texture data so far
1320813 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id draken_SHIP not found
1348828 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 252,98 MB of texture data so far
1493719 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 264,98 MB of texture data so far
[close]


it crashed again when fighting Antediluvians (but once it crashes with hegemony patrol fleet or something)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on February 03, 2013, 05:59:02 AM
@theSony

Quote
flarelauncher3
tpc
sensordish
gedune_aec
draken_SHIP

Was any of the above present in your fleet?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 03, 2013, 08:38:55 AM
@theSony

Quote
flarelauncher3
tpc
sensordish
gedune_aec
draken_SHIP

Was any of the above present in your fleet?
can't say for sure, but there was some time that i have draken wing,  if i had another crash sililar to that one i will look closley at any ship
But there is one strange thing, at first i fought that Antediluvians fleet it crashed i reloaded the game (lucklu i have save game just before the attack, even 1 day didn't pass from my save game & attack)
then i'll attacked Antediluvians again with the same forces/weapons/systems everything was the same & at the battle ends there was everything fine with the game

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 03, 2013, 06:58:14 PM
Added Dropbox Dev Download in OP. Usually UNSTABLE.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 04, 2013, 05:15:49 AM
yeah... well it's me again :]
& again my game crashed straight after battle
any error logs is still about "Weapon spec [gedune_aec] not found in weapon_data.csv"


flarelauncher3 <-- not sure if thats a ship system or a weapon
tpc <--  ??? dunno whats that
sensordish <-- no onslought present
gedune_aec <-- dunno know whats that
draken_SHIP <--dont have

to be more precise , game crashed  just before battle results 
my fleet (but atlas wasn't present at the battlefield)
Spoiler
(http://i.imgur.com/peWW8Wp.png?1)
[close]
& their equipment
Spoiler
(http://i.imgur.com/VTTQk5m.png?1)
[close]

PS: i alredy add few other mod
-fleet control mod 1.15
-the scrappers faction 1.75
-Uomoz's Corvus 17 (duuh d_b)
-valkyrians 0.97

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 04, 2013, 07:14:03 AM
Dev version?

It might be incompatibility with fleet control mod (as we bot use corvus.java, I think).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 04, 2013, 09:16:11 AM
Dev version?

It might be incompatibility with fleet control mod (as we bot use corvus.java, I think).

i was playing on DEV4
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 04, 2013, 04:38:18 PM
It's a Gedune problem, that aec weapon is not present in their weapon_data.csv.

"fixed" that and updated omnifactory in DEV (online via dropbox).

I'm implementing random events using all this factions. Any ideas? (like an abandoned but "alive" antediluvian ghost ship, or a high tech brdy trader, or a small mercenary force that wants to join you if you kill a pirate leader etc). Any nice idea will be integrated.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 04, 2013, 05:18:50 PM
I'm implementing random events using all this factions. Any ideas?
maybe something with the pirate factions (and any similars) since everyone is hunting poor pirates then maybe an poweryfull pirate armada apears in the system (1 main super BIG fleet with many smaller fleets) raided the system, just for fun since later in the game hegemony or Tri-Tachyon just camping in their station
i mean they are PIRETS, & hy are pirates called pirates ?
because they AAAAARRRRRRRRrrrrrrrrrrrRRRRRRRR

or if possible do some errands for one of the factions (get some ammount of weapons or ships maybe)
OR...  enterfere (or not) in some conflict , like pirates want attack some civilian transport or anything
if player interfere some reward (or respect) if leting pirates do their job, some $$$
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 04, 2013, 05:45:07 PM
Perhaps, very rarely, a fleet from one of the Chinese mods could come flying in? The ship names and descriptions even show up as question marks when you use them with the English version of starfarer.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Shield on February 04, 2013, 07:27:42 PM
Perhaps, very rarely, a fleet from one of the Chinese mods could come flying in? The ship names and descriptions even show up as question marks when you use them with the English version of starfarer.

Which mods do you have of the chinese ones, and would you be willing to share them, I want the modular fleet...lol
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 05, 2013, 03:35:09 PM
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Romeo_One on February 06, 2013, 05:04:52 AM
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.

Wait, the modpack contains a copy of Starsector???
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 06, 2013, 05:15:15 AM
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.

Wait, the modpack contains a copy of Starsector???

it looks like it  :'(
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on February 06, 2013, 08:50:02 AM
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.
Wait, they liked my FS2 mod enough to stick it in the pack with a pirated version of Starsector?

That's flattering in a strange way.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 06, 2013, 09:44:10 AM
Don't talk about real life pirating in my thread please :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: assemblerhead on February 06, 2013, 11:52:35 AM
Sir,

While using this mod with 0.54.1a I noticed that the "Blackcap" type missiles have malformed text displays in the stations equipment "offered" screen.
Both the standard and backup items had the same problem.

It did this with only one mod installed. (This one. )

Otherwise,
Thanks for the mod, really enjoy it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Typo91 on February 06, 2013, 12:55:17 PM
i got that big ass neutrino ship with 24 small energy slots, cruise mode.  I can't find any good fleets to fight anymore, everything is too easy.  The way its configured i have 3000 armor nothing can take its shields down, and it slaughters everything.

i want huge fleets of capital ships to attack me,  come at me bro!

its too easy now, early on that was fun, but I love the way DEV4 makes you hostile with everyone else! 

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 07, 2013, 04:45:26 AM
that happen on DEV 3
Alright, I found another bug. Its either something wrong with a menu variant or something wrong with a codex entry, I think...

Spoiler
9233603 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I had basically been going through the codex from the main menu. Went through all the hulls and it was fine, went through all the ship systesm and it was fine, but when I went into the codex for fighters it crashed on me just a few seconds later.
still present
Spoiler
301265 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
303750 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
i'm on latest DEV ver
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Brainbread on February 07, 2013, 06:09:10 AM
Are the Lotus Conglomerate Ships going to have all of their ships systems in this version? As much as I love their ships, they feel a bit boring with no active abilities.

Also, do not give their Conquest-reskin Maneuvering Jets. Its way, way, way too fast with them. Maneuvering + Augmented Engines + Elite Crew + Combat speed skill makes it faster and more maneuverable than most frigates. Which is hilarious and broken.

Though, in reality, the Conquest has the same "problem".
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 07, 2013, 06:18:17 AM
Lotus are no more in U'sC ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 07, 2013, 07:15:28 AM
Weren't they abandoned? they haven't been updated for months if not even a year.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Orthomar on February 07, 2013, 10:43:22 AM
I think I may be encountering a weird bug, running the current DEV build as well as the most recent Shadow Order and Valkyrians. None of the faction's supply bases seem to be getting restocked with goods/ships. The supply fleets still come, but they only ever seem to drop off fuel and supplies, no ships/guns/etc. Valks still seem to get stuff, but they are the only ones ive noticed actually getting new ships in. Playing on classic mode btw.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 07, 2013, 10:55:01 AM
I think I may be encountering a weird bug, running the current DEV build as well as the most recent Shadow Order and Valkyrians. None of the faction's supply bases seem to be getting restocked with goods/ships. The supply fleets still come, but they only ever seem to drop off fuel and supplies, no ships/guns/etc. Valks still seem to get stuff, but they are the only ones ive noticed actually getting new ships in. Playing on classic mode btw.
since Shadow Orded & Valkyrians are not part of of this Mod collection i don't see a way that uomoz can help with that, unless you talking about all stations in the game don't recive any transport goods

Hi & welcome to the horums forums BTW
                                                                                                    ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 07, 2013, 11:00:46 AM
The horums? :P

Welcome to the Forums!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 07, 2013, 11:11:41 AM
The horums? :P

Welcome to the Forums!
Thx mate, i appreciate that . . .

 
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Orthomar on February 07, 2013, 11:15:14 AM
Correct, it seems none of the stations in the game other than the valks station are receiving goods other than fuel/supplies. Most of the bases have tens of thousands of fuel/supplies but only the weapons and ships that they started with. No new neutrino, blackrock, hedgemony, tritach, pirate, junk pirate, gedune, NONE of them are getting new ships or guns. The 3 valk stations are the only ones receiving new ships and guns. Granted, I should probably post this in the valk thread as well but since he reads this thread (and responded already, heh) there's little point atm.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 07, 2013, 11:29:16 AM
but the transports fleets do spawn in the system ? it can be little hard to see later in the game if you have anything in omnifactory (omni raport spams ;p)
but lets face it, if you have every latest mod ver in your game & still have problems with "now goods" then i dunno
i got latest Uomos dev 17 & valkyrians (& 2 other mods) but i don't have any problems with goods
& how far in the game a are you ? becouse if you can buy EVERYTHING from one of the  stations (try buy something & sell it in the nearest station) then just wait & see
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 07, 2013, 11:42:34 AM
I think I may be encountering a weird bug, running the current DEV build as well as the most recent Shadow Order and Valkyrians. None of the faction's supply bases seem to be getting restocked with goods/ships. The supply fleets still come, but they only ever seem to drop off fuel and supplies, no ships/guns/etc. Valks still seem to get stuff, but they are the only ones ive noticed actually getting new ships in. Playing on classic mode btw.

That's actually a BUG. Thanks.

All convoys only transport new stuff to the stations if you are allied with them (so if you are Hegemony&IFed, all other stations don't get starting loot and don't get resupplied). While writing the code for that I forgot to think about the NO BLOC option. Fixing it now.

EDIT: fixed in dropbox DEV
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Orthomar on February 07, 2013, 11:52:40 AM
Huzzah :D Uomoz is the king!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 07, 2013, 12:20:59 PM
Welcome to the forums ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: zakastra on February 07, 2013, 02:00:11 PM
Latest Dev Crashes almost immediately after a new game

"Fatal: Fleet id [armada1] not found for faction [pirates]"

Log to follow

Spoiler
20343 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20430 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20531 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20634 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20733 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20832 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
21059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id arcjetburner_SHIP_SYSTEM not found
21059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id desdinovajets_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id defensematrix_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_phasetele_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadrontransporter_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gravityfield_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id kometdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_kyra_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shockprobes_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id luciferdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id minelayer_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrongun_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id meddrone_pd_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id runeshield_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rune_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brdy_sentineldrone_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id siegemode_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_tnt_drone_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id torpedolauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_wraithii_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id xflarelauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_emp_SHIP_SYSTEM not found
21084 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
21090 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 169.63 MB of texture data so far
21232 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
22846 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Zakastra_3415012872765085600...
24861 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
24862 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
33022 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptAdvance.BOSS$(UomozScriptAdvance.java:82)
   at data.scripts.world.UomozScriptAdvance.Events$(UomozScriptAdvance.java:70)
   at data.scripts.world.UomozScriptAdvance.spawnFleet(UomozScriptAdvance.java:43)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Hyph_K31 on February 07, 2013, 02:06:08 PM
The Gedune do not make use of convoys, instead they have a recycling system...

But it would seem that once again, it has stopped working.

In order for the Gedune to produce new stuff, you must supply them with both supplies and things to recycle. If you don't do that, they'll gradually build up their own resources.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Orthomar on February 07, 2013, 03:06:52 PM
The Gedune do not make use of convoys, instead they have a recycling system...

But it would seem that once again, it has stopped working.

In order for the Gedune to produce new stuff, you must supply them with both supplies and things to recycle. If you don't do that, they'll gradually build up their own resources.

Thats a neat way to do things :) Maybe they were exempt from the problem, i only glanced at their ships and saw the same ones their station starts with. To those who were asking i was level 27 when i stopped playing due to not being able to get the ships i wanted. The problem i was having has been fixed however, i'm now having the same problem zakastra is having.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 07, 2013, 03:19:49 PM
Is my mod causing any trouble? i would be happy to look it up.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 07, 2013, 05:14:57 PM
Latest Dev Crashes almost immediately after a new game

"Fatal: Fleet id [armada1] not found for faction [pirates]"

Log to follow

Spoiler
20343 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20430 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20531 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.OrdnanceExpertPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20634 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20733 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20832 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.characters.skills.scripts.TargetAnalysisPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
21059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id arcjetburner_SHIP_SYSTEM not found
21059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id desdinovajets_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_SHIP_SYSTEM not found
21060 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id defensematrix_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
21061 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_phasetele_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadrontransporter_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
21062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gravityfield_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id kometdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_kyra_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shockprobes_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id luciferdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id minelayer_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrongun_SHIP_SYSTEM not found
21063 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id meddrone_pd_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id runeshield_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rune_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brdy_sentineldrone_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id siegemode_SHIP_SYSTEM not found
21064 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_tnt_drone_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id torpedolauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_wraithii_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id xflarelauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_emp_SHIP_SYSTEM not found
21084 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
21090 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 169.63 MB of texture data so far
21232 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
22846 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Zakastra_3415012872765085600...
24861 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
24862 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
33022 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptAdvance.BOSS$(UomozScriptAdvance.java:82)
   at data.scripts.world.UomozScriptAdvance.Events$(UomozScriptAdvance.java:70)
   at data.scripts.world.UomozScriptAdvance.spawnFleet(UomozScriptAdvance.java:43)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Yeah, intentional, I left some work half finished last time I worked on dev.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lopunny Zen on February 07, 2013, 07:06:48 PM
see...hes self-destructing...quick...give him hands on therapy D:
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 06:42:27 AM
Event in current DEV: http://imgur.com/a/h6lj5
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 08:36:47 AM
Any UsC user interested in giving the name (only accepting forum nicknames) and the fleet composition of a boss fleet?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 08, 2013, 08:42:57 AM
Event in current DEV: http://imgur.com/a/h6lj5

horey sheet 3 unsungs ?  Lord Uomoz gonna murder us all  ;D

PS: i wanna be in it too

PS2: is it possible that solid "reward" like supplies/weapons or ships can be delivered to abandoned station ? because i think it's a good drop off point
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on February 08, 2013, 08:50:54 AM
What mod is that fleet from?  :o
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 08:59:23 AM
Event in current DEV: http://imgur.com/a/h6lj5

horey sheet 3 unsungs ?  Lord Uomoz gonna murder us all  ;D

PS: i wanna be in it too

PS2: is it possible that solid "reward" like supplies/weapons or ships can be delivered to abandoned station ? because i think it's a good drop off point

1) Cycerin managed to kill them all with a BRDY super fleet.

2) Sure!

3) Yes it's planned (especially related to events).

What mod is that fleet from?  :o

Many ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on February 08, 2013, 09:07:31 AM
No, I mean. Does this fleet get generated in Uomoz Corvus?   :P
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on February 08, 2013, 09:18:06 AM
You want a real boss fleet, I should get working on implementing the Shivans into my FS2 mod. A few SJ Sathanas with a large fleet of support ships would be pretty damn scary.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 09:19:28 AM
No, I mean. Does this fleet get generated in Uomoz Corvus?   :P

Well yes, is part of the new random events generator. (look at the admiral name xD).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Cycerin on February 08, 2013, 09:26:30 AM
1) Cycerin managed to kill them all with a BRDY super fleet.

I really regret not recording that. At least you were a witness.

Note that in said fleet, I was using a level 54 character and that I had to resort to RAMMING with out-of-ammo ships to finish the job. ;D

Vouch for my insanely sick piloting skills, too.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on February 08, 2013, 10:03:42 AM
maybe my name but then shorter like conor?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 08, 2013, 10:13:14 AM
you want a boss fleet, DL valkyrians and level up to 30. :P
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on February 08, 2013, 10:22:06 AM
1) Cycerin managed to kill them all with a BRDY super fleet.

I really regret not recording that. At least you were a witness.

Note that in said fleet, I was using a level 54 character and that I had to resort to RAMMING with out-of-ammo ships to finish the job. ;D

Vouch for my insanely sick piloting skills, too.
To be fair, I use the Nevermore's burst jets + shields for ramming all the time. It's surprisingly effective, even sometimes against larger ships.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: zakastra on February 08, 2013, 10:27:29 AM
I'll be happy to whip up a boss fleet, just give me an Admiral level to shoot for and I'll design an appropriate fleet and set of variants (Can the fleets employ player skills, or is it just down to composition and variant shenanigans?)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Kurzak on February 08, 2013, 10:40:43 AM
I have a simple idea that you could use to kick-start several quests. Plant a Bounty Office on one of the planets. The player can go there and receive possible encounters that get more difficult as you progress. You can tie a lot of different encounters into one starting point that way. I don't mind throwing together some story-line and names for you if you like the idea. There's no reason you can't use regular variants either. Just put some ships together, add a little story explanation and away you go. Doesn't have to be complicated since this is the first time we've seen this implementation.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: BrickedKeyboard on February 08, 2013, 12:18:39 PM
I suppose this might be too much to ask, but wouldn't it be interesting if attacking a faction repeatedly within a relatively short time-frame would cause various effects?

That is, every faction would have a certain amount of wealth.  Attack them enough to be worried about you, and if the faction has enough wealth, they would start spawning in much larger fleets (the small fleets for that faction would disappear, just like how in WW2 the Allied navies stopped sending ships out alone in the Atlantic) and would hire mercenary boss fleets that would come from outside of the system and target the player's fleet and hunt them down. 

If you kill enough ships for a particular faction, you would actually drain them of resources, and they would no longer be able to afford mercenaries, and their fleets would get smaller, and eventually they'd leave the system.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: BrickedKeyboard on February 08, 2013, 12:21:34 PM
Another issue...do the transports actually transport anything?  I intercept the transport fleets sometimes, and win the battle, but I don't get a huge amount of loot like one would expect if you had actually intercepted a fleet carrying the goods to restock a station.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 08, 2013, 01:15:10 PM
I definitely wouldn't mind my name showing up as the head of a boss fleet, perhaps leading a rather large swarm of frigates and destroyers.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 08, 2013, 01:36:52 PM
Awww, I would love to have my own fleet in this event thingie- 300 pts of Hounds armed with Heavy Maulers and light needlers. :P
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 08, 2013, 02:42:06 PM
^ Now THAT would be an awesome fleet to fight  :P


Anyways, one thing I've noticed in the latest dev is that no matter how much the boss fleet declares that it is tired of pillaging, it will continue to chase around any and all other fleets, causing it to never actually stop its pillage.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: CrashToDesktop on February 08, 2013, 03:00:23 PM
Happy 100 pages of awesomeness. :)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 03:26:19 PM
Happy 100 pages of awesomeness. :)

Thanks!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 08, 2013, 06:11:23 PM
I'll be happy to whip up a boss fleet, just give me an Admiral level to shoot for and I'll design an appropriate fleet and set of variants (Can the fleets employ player skills, or is it just down to composition and variant shenanigans?)


Have a blast at it! you can go from a 25 point fleet to a 300 point. It's just about composition, variant, and relationship stuff (like: " he's the boss of xxx mercenary fleet so he's allied with x y z and hates Admiral Uomoz cuz hes a pirate). PM me the stuff.

I have a simple idea that you could use to kick-start several quests. Plant a Bounty Office on one of the planets. The player can go there and receive possible encounters that get more difficult as you progress. You can tie a lot of different encounters into one starting point that way. I don't mind throwing together some story-line and names for you if you like the idea. There's no reason you can't use regular variants either. Just put some ships together, add a little story explanation and away you go. Doesn't have to be complicated since this is the first time we've seen this implementation.

That's interesting and I can simply use the abandoned storage instead of adding new stations.

I suppose this might be too much to ask, but wouldn't it be interesting if attacking a faction repeatedly within a relatively short time-frame would cause various effects?

That is, every faction would have a certain amount of wealth.  Attack them enough to be worried about you, and if the faction has enough wealth, they would start spawning in much larger fleets (the small fleets for that faction would disappear, just like how in WW2 the Allied navies stopped sending ships out alone in the Atlantic) and would hire mercenary boss fleets that would come from outside of the system and target the player's fleet and hunt them down. 

If you kill enough ships for a particular faction, you would actually drain them of resources, and they would no longer be able to afford mercenaries, and their fleets would get smaller, and eventually they'd leave the system.

That's actually a little bit off the scope of this compilation. All this stuff could be related to vanilla gameplay pretty soon, so I won't touch that for now.

Another issue...do the transports actually transport anything?  I intercept the transport fleets sometimes, and win the battle, but I don't get a huge amount of loot like one would expect if you had actually intercepted a fleet carrying the goods to restock a station.

They don't transport for enemy factions (so you can't buy anything from the stations they go for) but I see your point. I'll modify that.

I definitely wouldn't mind my name showing up as the head of a boss fleet, perhaps leading a rather large swarm of frigates and destroyers.

Like in the first response, PM me.

Awww, I would love to have my own fleet in this event thingie- 300 pts of Hounds armed with Heavy Maulers and light needlers. :P

Like above. PM me the details. ;)

^ Now THAT would be an awesome fleet to fight  :P


Anyways, one thing I've noticed in the latest dev is that no matter how much the boss fleet declares that it is tired of pillaging, it will continue to chase around any and all other fleets, causing it to never actually stop its pillage.

Trying to solve that right now! There's no easy way to make a fleet forcefully despawn though.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on February 08, 2013, 07:07:17 PM
Can't you just use:

fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1);
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: BrickedKeyboard on February 10, 2013, 04:02:11 PM
Can anyone check the code and find out what the ship system "rune" does?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on February 10, 2013, 04:15:56 PM
At a glance, it basically makes for near instant weapon/engine repairs after they get disabled,
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 11, 2013, 05:40:29 AM
Can't you just use:

fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1);

This do not force it to despawn after 1 day :(. It just make it fly around like Raiding (it couldn't complete the trip to the despawn location so it won't do it and will keep roaming around).
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 11, 2013, 01:15:03 PM
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.

Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)

Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: EnderNerdcore on February 11, 2013, 02:12:00 PM
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.

Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)

Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
How did you get the despawning to work?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 11, 2013, 02:42:34 PM
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.

Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)

Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
How did you get the despawning to work?

Manipulating the "event" faction's relationship. When they have to get back i set them neutral to all and they just go smoothly back to base.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 12, 2013, 07:21:35 AM
For all New Enemy Admirals, if you want specific (non-stock) variants for your BOSS fleet, please provide them to me via PM or skype ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 12, 2013, 07:51:19 AM
choked on results screen after battle with some lord dude
Spoiler
1911828 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_einherjer_SHIP not found
1912844 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_einherjer_SHIP not found
2477672 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 289,52 MB of texture data so far
2483141 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at java.util.Arrays.mergeSort(Arrays.java:1270)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.sort(Arrays.java:1210)
   at java.util.Collections.sort(Collections.java:159)
   at com.fs.starfarer.campaign.fleet.FleetData.Ö??000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)
[close]

if you want specific (non-stock) variants for your BOSS fleet, please provide them to me via PM or skype ;)

any tip how to find player variant ship info in the game ? or just via screen or anything 
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 12, 2013, 08:41:45 AM
choked on results screen after battle with some lord dude
Spoiler
1911828 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_einherjer_SHIP not found
1912844 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_einherjer_SHIP not found
2477672 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 289,52 MB of texture data so far
2483141 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at java.util.Arrays.mergeSort(Arrays.java:1270)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.sort(Arrays.java:1210)
   at java.util.Collections.sort(Collections.java:159)
   at com.fs.starfarer.campaign.fleet.FleetData.Ö??000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)
[close]

if you want specific (non-stock) variants for your BOSS fleet, please provide them to me via PM or skype ;)

any tip how to find player variant ship info in the game ? or just via screen or anything 

1) That's an old DEV version where I used complex untested methods, try the newest!
2) There should be a way using the save slots, but you need to ask someone more competent with it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Brainbread on February 12, 2013, 08:53:04 AM
The boss fight was probably one of the most stressful fights I've done so far. Though, the three Hegemony Cap's with Solenoid Quench Cannons felt more dangerous than the two Unsung, just because they were using Mjolnir. I'd recommend swapping those out for something that isn't so much a support weapon.

They don't have any synergy with flux (which the Unsung don't build up), and they are kinda broken by Resistant Flux Conduits.

My suggestion would be putting in a new weapon specifically for them; the Mjolnir look appropriate, but cutting back on the EMP, cutting the range a bit, and upping the damage.

But seriously. I am loving this mod so much. Keep up the great work! <3
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 12, 2013, 02:37:18 PM
I got a bug with the stable dev 5 you put a link to, similar to SONY's

Spoiler
1230311 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at java.util.HashMap.put(HashMap.java:372)
   at com.fs.starfarer.api.combat.MutableStat.modifyFlat(MutableStat.java:96)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setCrewXPLevel(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.recrewFleetMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ôøÕ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ôøÕ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ôøÕ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.ôøÕ000(Unknown Source)
[close]

I had just lost a fight with a rather large Antediluvian fleet, and got this error instead of the screen that shows what is and isn't captured/disabled.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 12, 2013, 04:06:53 PM
Weird bugs. I have no idea where the recursive flow might be in my code.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 12, 2013, 04:09:50 PM
Give lazy 5 minutes and he will find it for you :P
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ianianian on February 13, 2013, 09:33:59 AM
Are you going to update the change log at all with everything thats new?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 13, 2013, 10:35:12 AM
Are you going to update the change log at all with everything thats new?

As soon as I release V17.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 15, 2013, 10:03:21 PM
DEV 6: redone a lot of code, added 3 new bosses, new logo. It should be compatible with previous dev versions.

http://www.mediafire.com/?55cshd235jjmhwu

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 15, 2013, 10:24:16 PM
Got a glitch that shows up when it is at the loading bar.

Spoiler
12531 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ò00000(Unknown Source)
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Arkin on February 16, 2013, 07:33:22 AM
Got a glitch that shows up when it is at the loading bar.

Spoiler
12531 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ò00000(Unknown Source)
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

About this glitch just create a fx directory under sounds/Uomoz/ and copy warning.ogg in it to fix it.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 16, 2013, 08:12:43 AM
Reuploading the DEV (fixed a couple of bug while at it).

reuploaded!
http://www.mediafire.com/?fw8sxs14f46gxr3
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on February 16, 2013, 09:24:40 AM
error on startup when almost done loading. no other mods active

uhhh where can i find starfarer.log?  ;D

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 16, 2013, 09:29:09 AM
My loaded fine. BTW- the new logo and loading bar are awesome. :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 16, 2013, 02:45:46 PM
error on startup when almost done loading. no other mods active

uhhh where can i find starfarer.log?  ;D



starfarer.log can be found under starsector-core
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on February 17, 2013, 03:43:57 AM
soo... i have to give you this

Spoiler
12402 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.philanthropy]
java.lang.RuntimeException: Error compiling [data.scripts.world.philanthropy]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1b8119a"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/philanthropy.java, Line 17, Column 7: Imported class "data.asc.ascData" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]

this happened when launching uomoz corvus with no other mods active
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: ValkyriaL on February 17, 2013, 04:17:46 AM
Apparently something with the Imports in that file, or a typo somewhere.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: conorano on February 17, 2013, 07:17:50 AM
hmmm redownloaded and it works fine now somehow :/ maybe i didnt have the latest version
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 17, 2013, 07:33:59 AM
Donwloading from the dropbox version is quite risky: 90% of the time i'm working on the code there.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 17, 2013, 08:23:50 AM
BUG: event :sir BOOMALOT forgot to equip his ships with weapons  ::)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 17, 2013, 08:29:00 AM
Because he's Sirboomalot the MAD.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 17, 2013, 11:40:31 AM
Oops  :P
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on February 17, 2013, 03:28:02 PM
Not sure if bug, but the time interval between events was a bit too short, so the first event fleet didn't despawn before the next one spawned and so I had two event fleets floating around with the original turned from neutral back to hostile but it did despawn a bit after. Just throwing it out there :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 17, 2013, 04:59:08 PM
Not sure if bug, but the time interval between events was a bit too short, so the first event fleet didn't despawn before the next one spawned and so I had two event fleets floating around with the original turned from neutral back to hostile but it did despawn a bit after. Just throwing it out there :D

it shouldn't be happening! dev version?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: FlashFrozen on February 17, 2013, 05:53:58 PM
Reuploading the DEV (fixed a couple of bug while at it).

reuploaded!
http://www.mediafire.com/?fw8sxs14f46gxr3

should be this one,
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 18, 2013, 01:33:00 AM
BUG: event :sir BOOMALOT forgot to equip his ships with weapons  ::)

Wait a minute, this wasn't anything with my variants was it...
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 18, 2013, 01:36:40 AM
that's what you sent me
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 18, 2013, 01:52:54 AM
Not sure if bug, but the time interval between events was a bit too short, so the first event fleet didn't despawn before the next one spawned and so I had two event fleets floating around with the original turned from neutral back to hostile but it did despawn a bit after. Just throwing it out there :D
yeah, about that ... is every events are hostile to the player ? because at 1st ver there was 2 version of JP & Lord something, one are hostile 2'nd are neutral + there was 2 Lords at the same time :D
i even got screen of that ;P but that was in previous version ain't sure about current

[attachment deleted by admin]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Vilu on February 18, 2013, 06:20:46 AM
edit: False feedback/ bug report. As it turns out, the faction is not in the collection.

I'll leave the original post below as i don't feel like resurrecting the right topic from second page; Maybe i'm lucky and the author spots it in here, or not. :)

Spoiler
Just some balance feedback:

Homeworld (scrappers faction) is just  :o Managed to capture one yesterday and damn, it's maybe the most overpowered thing i've seen in any game. Maybe not by itself and vanilla weapons, but with Intestellar Federation weapons this just rapes stuff (if you want to say it the nice way)

5x Mass Drivers that face front (could add 2 more as there is 2 more med ballistic slots that face front, but got dual flaks in those instead).
3x Hadron Accelerator. These 3 alone "1 shot" about any capital if i'm slightly sideways to my target so they don't hit the target at same time.

It felt so overpowered that i downgraded the Hadron's to Cain's and even though those do only about 1/10 of the alpha damage that Hadron's do, it's still damn powerful with those. Powerful enough that i solo'ed Hegemony Defender fleet just 5mins a go in that thing. At one point i was facing 3 Onslaughts at the same time. Paragon (or anything with fortress shields) is about the only thing that takes some time to kill, but that's about it, they just take little longer to kill.

Mind you, i'm 44lvl so i got about every damage and fitting releated skill at 10 (little over 1000 OP to work with = about every useful hull modification along with 100 vents and stuff...). At that level every ship feels little overpowered, i guess.

imgur link:
Spoiler
http://i.imgur.com/3AhG9XQ.jpg
[close]

Bug report:
Every time i try to edit the hull mods for Homeworld in Strike Now! mission i get a crash (don't know if this is all that is needed, or even the right stuff :P):
Spoiler
41552 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags =  
java.util.FormatFlagsConversionMismatchException: Conversion = h, Flags =  
   at java.util.Formatter$FormatSpecifier.failMismatch(Formatter.java:3995)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Formatter.java:2905)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Formatter.java:2863)
   at java.util.Formatter$FormatSpecifier.<init>(Formatter.java:2639)
   at java.util.Formatter.parse(Formatter.java:2480)
   at java.util.Formatter.format(Formatter.java:2414)
   at java.util.Formatter.format(Formatter.java:2367)
   at java.lang.String.format(String.java:2769)
   at com.fs.starfarer.loading.specs.returnsuper.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ooOO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Wanted to see if that thing is as overpowered without character skills, but it looks like i'm not going to try :)

edit: I do have Fleet Control and Valkyrian mods installed as well, don't know if those got anything to do with that error.
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 18, 2013, 06:39:50 AM
Ummmmm.... If I recall correctly scrappers are not in this pack....
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Vilu on February 18, 2013, 06:45:26 AM
Ah you're right indeed, my bad.
Looks like my brains are not functioning correctly after 2 hours of biking  :-\
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 18, 2013, 10:25:54 AM
that's what you sent me

*facepalm*

So somewhere between creating the variants and sending them to you they lost all of their weapons? I had thought it was just a joke at first because when I went into missions and tried loading one of my loadouts it worked fine, but now I realize that it only worked because I still have the variants in my mission saves for the mission that I altered to have all the ships in my fleet. I'm slightly confused as to the disappearance of weaponry... All I did to the variant files was change the ID and the filename using trylobot's editor.

Uomoz, should I try to re-fix the ship's IDs and upload them again or send you the variants straight to eliminate the risk of me somehow getting all the weapons nommed off my ships?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 18, 2013, 04:14:02 PM
It's the same. Examine the content of the .variant file to be sure they contains weapons though! ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 21, 2013, 09:59:40 PM
DEV 7!

Added quite a lot of stuff: Updated BRDY to latest DEV, added faction of choice at character creation, added free personal convoys if you choose a faction (with custom random loot from your faction items\ships), added a new invasion (someone is back and wants to ruin your days!) and modified initial messages.

http://www.mediafire.com/?p1p97mg954h4ako

Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: LazyWizard on February 21, 2013, 10:06:55 PM
Would it be possible to add a start where you're hostile to all factions? I've been enjoying playing as an omnicidal pirate using the Omnifactory as a central base (excellent idea to stock it with supplies, btw :)), and I think it could work as an official option. You'd need a safe place to buy crew, though.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 21, 2013, 11:29:42 PM
I get something like this:

Spoiler
457235 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.util.container.repo.FastIterationClassifier.super(Unknown Source)
   at com.fs.util.container.repo.ObjectRepository.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.super.new(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addObject(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.spawnFleet(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:36)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

DEV 7 ofc.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RawCode on February 22, 2013, 06:58:38 AM
Spoiler
Code
2621782 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
2731313 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 188,15 MB of texture data so far
2936438 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 200,15 MB of texture data so far
2967047 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 212,15 MB of texture data so far
3002719 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 224,15 MB of texture data so far
3508360 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 236,15 MB of texture data so far
3627844 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 248,15 MB of texture data so far
3851391 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 260,15 MB of texture data so far
4075969 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 272,15 MB of texture data so far
4195922 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 284,15 MB of texture data so far
4273985 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 296,15 MB of texture data so far
4412594 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 308,15 MB of texture data so far
4455672 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 320,15 MB of texture data so far
5063000 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 332,15 MB of texture data so far
5164922 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 344,15 MB of texture data so far
5243953 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_komet_SHIP not found
5246922 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 356,15 MB of texture data so far
5295266 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 368,15 MB of texture data so far
5416610 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 380,15 MB of texture data so far
5457485 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 392,15 MB of texture data so far
5583578 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [] not found for faction [events]
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:249)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:85)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 22, 2013, 08:37:23 AM
I get something like this:

Spoiler
457235 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.util.container.repo.FastIterationClassifier.super(Unknown Source)
   at com.fs.util.container.repo.ObjectRepository.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.super.new(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addObject(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.spawnFleet(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:36)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

DEV 7 ofc.

can you specify faction and bloc choice? Thanks for the reports!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: doodlydee on February 22, 2013, 01:56:22 PM
I have the same error as Lorrdzias started as pirate faction
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 22, 2013, 03:49:51 PM
when does the error occurs?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: doodlydee on February 22, 2013, 04:36:42 PM
It happens at random now, it was fine for about 15 min, it mostly happens when I try to go to the right side of the map
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 22, 2013, 04:55:55 PM
i need the specific faction choice because it's an error related to the personal convoys and they spawn only when you have a specific faction.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: doodlydee on February 22, 2013, 05:52:05 PM
I am using the pirate block and the it wasnt a specific faction choice.  I made sure your mod was only running and I got a message that junk pirates were invading or somthing like that then it crashed
here is my log sorry dont know how to do spoilers

770213 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [] not found for faction [events]
java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:249)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:85)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 22, 2013, 06:06:12 PM
That should've been fixed in DEV 7!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: doodlydee on February 22, 2013, 06:10:17 PM
Thats what i am using that you posted a few posts up
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RawCode on February 22, 2013, 06:10:53 PM
Quote
can you specify faction and bloc choice? Thanks for the reports!

supremacy+tritachion
this happened on 3rd 20 days cycle.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 22, 2013, 07:09:09 PM
Quote
can you specify faction and bloc choice? Thanks for the reports!

supremacy+tritachion
this happened on 3rd 20 days cycle.

I accelerated the spawn time with the same conditions (received around 30 convoys) and 0 errors. I'll post my current build soon.

U'sC17: RC1!!!

http://www.mediafire.com/?2264my65h5m4pae
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: djtman003 on February 22, 2013, 09:06:04 PM
i get this on startup and loading screen

java.lang.RuntimeException: Ship hull variant [persephone_wing_large] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Erick Doe on February 22, 2013, 09:15:03 PM
 :(

That's an old bug. Are you using the latest version?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 22, 2013, 10:18:35 PM
I get something like this:

Spoiler
457235 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.util.container.repo.FastIterationClassifier.super(Unknown Source)
   at com.fs.util.container.repo.ObjectRepository.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.super.new(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addObject(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.spawnFleet(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:36)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

DEV 7 ofc.

can you specify faction and bloc choice? Thanks for the reports!

I got that with the supremacy bloc (or whatever the Hegemony one is called :P)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: djtman003 on February 22, 2013, 11:24:30 PM
i updated to 17 now i am getting this

java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RawCode on February 23, 2013, 04:00:43 AM
Well, everything fine, but neutrino ships with 0.2 shields and extreme durability outclass every other faction without any problems.
This faction shoud not be player playable or rebalanced or handicapped or marked as easy mode.

Basically all neutrino ships are 1 level higher, neutrino frigate as powerfull as destroyer of other factions.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: NITROtbomb on February 23, 2013, 04:24:05 AM
Raw if you can get a surround on the Neutrino ships they are easy pickings, and their range is not that great. if you find them hard to deal with user missile boats or ships that have burst weapons that just bypass the shields buy going around them and hitting the hull directly  ;D hope that helped.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 23, 2013, 04:56:36 AM
Well, everything fine, but neutrino ships with 0.2 shields and extreme durability outclass every other faction without any problems.
This faction shoud not be player playable or rebalanced or handicapped or marked as easy mode.

Basically all neutrino ships are 1 level higher, neutrino frigate as powerfull as destroyer of other factions.
well they are bit hard to take them out at the begining & even later on thay are a bigger chalange then Pirate (;D) but as NITRO wrote, you must get them surrounded
+ if enemy harder to defeat then more you want them for your own ;D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: RawCode on February 23, 2013, 05:04:34 AM
I find every other ship easy to deal with neutrino ship, especially with proper hull mods and elite crew, it completely unstopable.
Quote
This faction shoud not be player playable
I can deal with them, but nobody can deal with me.

this error still occur, it does not bound to player supply convoy, it will occur on junkyard or nomad event if boss variable set true for any reason, you shoud doublecheck this with
Code
            if (BOSS)  || (!(Invasion))  {
or wrap createfleet

Spoiler
Code
1431968 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [] not found for faction [events]
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

I can help you with scripting, working with bukkit, but does not see eny difference with SS, it still java.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 23, 2013, 06:30:37 AM
The BOSS variable should disable itself everytime a boss goes away. During an invasion it should be 100% off, I don't see why this is happening :O.


EDIT: FIXED IT in dev. Download the Dropbox version for it ;)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Lordzias on February 23, 2013, 07:50:25 AM
Spoiler
java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It appears when Lord Uomoz is about to spawn.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: djtman003 on February 23, 2013, 08:55:50 AM
well can i stop him from spawing so i can play my game :D
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 23, 2013, 10:08:13 AM
It's not related specifically to Uomoz. The Nomad event wasn't properly managed (closed) in the RC version so it would bug any other successive event spawn.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: theSONY on February 23, 2013, 12:34:38 PM
well im on l8test umz's dev ver (drop box) & so far game didn't crash when umz's fleat spawned but im at the verry begining  so ....
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 23, 2013, 12:38:43 PM
One thing I noticed is that on hard mode the omni-factory had lots of crew, but no marines. This on purpose?
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 23, 2013, 01:00:32 PM
One thing I noticed is that on hard mode the omni-factory had lots of crew, but no marines. This on purpose?

Fixed in dropbox version!
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: djtman003 on February 23, 2013, 05:26:59 PM
Well how to i fix it so i can play
i updated to 17 now i am getting this

java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: sirboomalot on February 23, 2013, 05:49:17 PM
Another of what I assume is a bug, My very own boss fleet will show up, and just 5 seconds later decide to leave again with the whole "is gone but might come back" message, but not actually leave. It will then continue to go around the system for the normal amount of time while neutral to all factions, and only decide to leave once another boss fleet or invasion comes around, at which point it goes hostile to all factions yet again as it makes its way back to the sun.
Title: Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
Post by: Uomoz on February 23, 2013, 05:58:08 PM
Fixed them all (I think).

RELEASE TIME: http://fractalsoftworks.com/forum/index.php?topic=1799.0

U'sC 17 is OUT.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: djtman003 on February 23, 2013, 06:09:26 PM
well my game keeps crashing same error
Well how to i fix it so i can play
i updated to 17 now i am getting this

java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 23, 2013, 06:12:17 PM
djt, did you download the latest version since you got that bug? every time uomoz says that something is fixed, he updates the download. I suspect you need to re-download this mod so that you have the newest version, because nobody else is getting that error. Repeating what you said before does not really help anything.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 23, 2013, 06:16:05 PM
Yeah sorry, games with DEV version have high risk of being broken. Not sure I can do anything to fix that other then download the new official v17 and start a new game.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: djtman003 on February 23, 2013, 06:16:32 PM
yes i have downloaded the new version for the main page. srry for reposting i dont use forums much so i dont know the etiquette
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 23, 2013, 07:32:15 PM
   
Code
public void WrapFleet(StarSystemAPI system, SectorEntityToken sol,
String base_name, String faction, String boss_id,
String fleettype1, String fleettype2, String fleettype3,
String name, String hello, String bye) {
SectorEntityToken base = system.getEntityByName(base_name);
if (boss_id.equals("")) {
Logger.getLogger("").finer("invalid createfleet call, resetting");
BOSS = false;
Invasion = false;
thedoctor = false;
zakastra = false;
sirboomalot = false;
uomoz = false;
JP = false;
EventsTimerReset = (int) (5 + (Math.random() * 10));
Event_Faction_Change("RESET");
return;
}
CampaignFleetAPI fleet = getSector().createFleet("events", boss_id);
system.spawnFleet(base, 0, 0, fleet);
Fleet_Assignments(system, fleet, base);
Treasure(fleet);
}

this code injected into proper locations will allow to fix "old" games, they wont crash anymore, it expected to replace normal createFleet calls inside Event_Progress and other possible locations.

And what about http://fractalsoftworks.com/forum/index.php?topic=1283.0 Shipbuilders Guild ships, missed them much in current build?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 23, 2013, 08:26:32 PM
Alright... could somebody tell me how I would go about getting starsector more memory?

Spoiler
5472019 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 23, 2013, 08:40:54 PM
   
Code
public void WrapFleet(StarSystemAPI system, SectorEntityToken sol,
String base_name, String faction, String boss_id,
String fleettype1, String fleettype2, String fleettype3,
String name, String hello, String bye) {
SectorEntityToken base = system.getEntityByName(base_name);
if (boss_id.equals("")) {
Logger.getLogger("").finer("invalid createfleet call, resetting");
BOSS = false;
Invasion = false;
thedoctor = false;
zakastra = false;
sirboomalot = false;
uomoz = false;
JP = false;
EventsTimerReset = (int) (5 + (Math.random() * 10));
Event_Faction_Change("RESET");
return;
}
CampaignFleetAPI fleet = getSector().createFleet("events", boss_id);
system.spawnFleet(base, 0, 0, fleet);
Fleet_Assignments(system, fleet, base);
Treasure(fleet);
}

this code injected into proper locations will allow to fix "old" games, they wont crash anymore, it expected to replace normal createFleet calls inside Event_Progress and other possible locations.

And what about http://fractalsoftworks.com/forum/index.php?topic=1283.0 Shipbuilders Guild ships, missed them much in current build?

Thanks for the code lines ;). About the Shipbuilders Guild mod, it doesn't really fit my tastes (too much vanilla kitbash), so I guess it won't get in.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 23, 2013, 10:49:21 PM
1 hour testrun on dev build 3tach focused.

1) No bosses, only invasions nomads and junks.
2) No new ships added to 3tach, weapons added.
3) Tons of stuff added to abandoned facility for free.

conclusion:
there is nowhere to spent money, ships delivered for free, all possible locations to get ships does not restock or restock extremely slow.
only option to get some capitals is sell only odisey in world to omnifactory and wait.

other option to attack your friends just to get ships (5% rate)...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 24, 2013, 12:43:02 AM
V17 (Even if it's unstable!) Is finally here! Downloading and testing it now. @u@

Somehow.... the neutrino corp capital ship colossus or w/e seems to remind me of a certain ship in a game called Nexus The Jupiter Incident....

Edit: Atleast it's working partially.... i think. Is "The Doctor" one of the "bosses" that's supposed to appear? Atleast i got a message where a vortex appeared in corvus and one called "The Doctor" appeared from it. Then he sent me a message "I'll spare you and your friends"... wth o_O

PS. I'm playing with the Neutrino Corp for now

Anyway cheers for the mod!

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on February 24, 2013, 05:34:32 AM
Quote
Edit: Atleast it's working partially.... i think. Is "The Doctor" one of the "bosses" that's supposed to appear? Atleast i got a message where a vortex appeared in corvus and one called "The Doctor" appeared from it. Then he sent me a message "I'll spare you and your friends"... wth o_O

Kinda.  He is set to be hostile to everyone, but the player and the bloc the player chose.  It is also not a good idea to mess with him... I lost 2 Odysseys, a revenant, a vice, and 6 serket wings to his unstoppable swarm...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 24, 2013, 08:31:08 AM
Meh! Wish i'd have been awake way back then.. would have been interesting to get my name on the mod. XD Anyway the fleet looked scary... LOTS of ships not that big but still lots of them. xD
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 24, 2013, 10:50:56 AM
Meh! Wish i'd have been awake way back then.. would have been interesting to get my name on the mod. XD Anyway the fleet looked scary... LOTS of ships not that big but still lots of them. xD

I'm still very open to new bosses and events, pm me any ideas!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: hairrorist on February 24, 2013, 11:43:26 AM
What an epic mod.  Thanks for putting all of the work of our very talented mod community into one compatible package.

Just started playing with this and it works great so far.  Starting as Thule with a Viking is seriously OP, though, and even if you don't like that awesome ship, its worth 23k, so you can buy almost any frigate off the bat, like a Hyperion after one or two battles.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 24, 2013, 12:07:28 PM
Meh! Wish i'd have been awake way back then.. would have been interesting to get my name on the mod. XD Anyway the fleet looked scary... LOTS of ships not that big but still lots of them. xD

I'm still very open to new bosses and events, pm me any ideas!

Trader events? Currently in the end there arent that many diffirent ships but eventually if you get way more diffirent ships, create an event which is a massive trade convoy selling "rare" goods? Might be a bit too simple. XD But there's only so much you can do with 1 system. Weapons of mass destruction blow up the corvus star creating a massive super nova and annihilating everything in the system? Obiviously everybody would retreat to diffirent system but that's not possible with this current build. :P Rebellions? Treason? Diplomatic events which could break a block and lead to civil war for X amount of time? A massive asteroid flies through the corvus system and according to long range scans it's filled with ultra rare minerals that everybody wants?

I could come up with an endless number of ideas but... how easy is it to actually create thease events?

-Sandremo

PS. I would forward myself as a "boss fleet" but the only ships i would use are in the freespace 2 universe. :P

Edit: Okay maybe not an endless number of ideas but still imagination can be quite a weapon. XD
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: hairrorist on February 24, 2013, 01:13:53 PM
One more note--the number of messages that the mod generates can be a bit overwhelming.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 24, 2013, 01:26:28 PM
You did send me a PM about a Valkyrian event, What kind did you have in mind? a boss? because i have a boss fleet in Valkyrians already, all you need to do is make that one an event should you wish to do so. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 24, 2013, 01:55:43 PM
You did send me a PM about a Valkyrian event, What kind did you have in mind? a boss? because i have a boss fleet in Valkyrians already, all you need to do is make that one an event should you wish to do so. :)

I was thinking about a specific fleet composition for a valk boss fleet with your nickname. For that I'd need a "welcome" message from the boss, a "bye" message, the loot and the relationships with the other factions. We can trigger events and stuff related to him so we can have even more valk presence in U'sC ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MindsEye on February 24, 2013, 02:13:16 PM
Just wanted to say that all these mods are awesome.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 24, 2013, 05:36:15 PM
Does the non dropbox version not have the character creation stuff? I just started a new game and it was quite normal..

I also have davidoffs ship add-on, could this be why?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 24, 2013, 05:48:51 PM
Autoresolved Lord Uomoz.. :(

Spoiler
Quote
13220880 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Charles_6621058040044388968...
13221823 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
14080504 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Charles_6621058040044388968...
14081416 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
14093263 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_herzog_SHIP not found
14095679 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id thule_herzog_SHIP not found
14875971 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.you.cannot.autoresolve.this.fleet.you.moron
java.lang.null
   at java.util.Arrays.mergeSort(Arrays.java:1270)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.mergeSort(Arrays.java:1281)
   at java.util.Arrays.sort(Arrays.java:1210)
   at java.util.Collections.sort(Collections.java:159)
[close]

 :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 24, 2013, 07:01:26 PM
Bahahaha! Is that a serious error-log? That is hilarious!  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 24, 2013, 10:50:17 PM
epic java joke.

for bosses - currently hurge fleets are everywhere, my suggestion for bosses - SINGLE capital or cruser with special case battle - 1vs1 only, no matter how many ships you have, you must duel him.

this will be chalenging and fun, especially if boss will be on neutrino ship.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 25, 2013, 01:16:38 AM
Bahahaha! Is that a serious error-log? That is hilarious!  :P

Noobie question. How is that hilarious? I dont understand java. ._.

lol nevermind. Helps if id read the whole error first. :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on February 25, 2013, 08:38:26 AM
Quote
Posted by: ValkyriaL
14875971 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.you.cannot.autoresolve.this.fleet.you.moron
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on February 25, 2013, 09:55:52 AM
epic java joke.

for bosses - currently hurge fleets are everywhere, my suggestion for bosses - SINGLE capital or cruser with special case battle - 1vs1 only, no matter how many ships you have, you must duel him.

this will be chalenging and fun, especially if boss will be on neutrino ship.

A fine idea, if we can alter the amount of fleet points available at the start of battle.

I feel that boss fleets do not have to be huge. A good selection of powerful ships should be enough. Perhaps with a special version of a cruiser or capital ship.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 25, 2013, 11:11:20 AM
epic java joke.

for bosses - currently hurge fleets are everywhere, my suggestion for bosses - SINGLE capital or cruser with special case battle - 1vs1 only, no matter how many ships you have, you must duel him.

this will be chalenging and fun, especially if boss will be on neutrino ship.

A fine idea, if we can alter the amount of fleet points available at the start of battle.

I feel that boss fleets do not have to be huge. A good selection of powerful ships should be enough. Perhaps with a special version of a cruiser or capital ship.

It's not A boss fleet. It's UOMOZ'S fleet.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 25, 2013, 12:33:57 PM
Just a quick question..

What was the reasoning behind removing the Lotus pirates? I really liked them :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 25, 2013, 12:42:36 PM
They were extremely outdated and abandoned, and slightly overpowered in their fleet compositions.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 25, 2013, 03:56:54 PM
Just out of curiosity, is the player expected to have a battlefleet within the first 15 minutes of life playing as the Sovereignty factions?

Because Neither Feddie nor Hegemony can resupply due to Gedune warfleets intercepting their resupply fleets.

This isn't something the player can resolve so early in the game.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 25, 2013, 04:08:57 PM
That's what they call war.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on February 25, 2013, 05:01:16 PM
If that is a huge issue, bait the enemy fleets away from the supply fleets. You don't have to fight them. I tried to play hardcore hostile to all, and you sometimes need to bait enemy fleets away from the ASP fleets that give supplies to the Omnifactory.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 25, 2013, 11:47:30 PM
its ok to reject some mods, but what about tips how to integrate other modes painlessly, i really want to see shipbuilers due they only available ships with lots of energy turets.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 26, 2013, 12:37:13 AM
I like the allegiance thing, but I do have some criticism..

I just tried to play allied to Blackrock Driveyards and the very first thing that happened was I got buttraped by the Shadowyards Defense fleet (spawned on top of their biggest defense fleet)

Perhaps move the BR spawn point farther away from Shadowyards, or even make them neutral?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Hyph_K31 on February 26, 2013, 12:59:26 AM

Because Neither Feddie nor Hegemony can resupply due to Gedune warfleets intercepting their resupply fleets.


My babies make me so proud. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 26, 2013, 02:50:09 AM
I'm going to make attack assignments to Gedune to avenge those convoys Hyph! they better be prepared...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 26, 2013, 05:48:11 AM
Getting the right weapons in this one is super annoying..

I have captured 7 different cruisers. Yet I only have 1 harpoon MRM :'(
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on February 26, 2013, 06:37:14 AM
Omni-factory bro.  It solves all your problems...  I have three fully loaded odysseys thanks to it...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 26, 2013, 07:12:52 AM
Another quick question :P

Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..

Or is that a clash with another mod that I have?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EnderNerdcore on February 26, 2013, 07:36:55 AM
Another quick question :P

Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..

Or is that a clash with another mod that I have?
Yes, they are supposed to be empty.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 26, 2013, 07:47:32 AM
Another quick question :P

Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..

Or is that a clash with another mod that I have?
Yes, they are supposed to be empty.

Ok, so much more reliant on the supply fleets actually being able to make it to the station, awesome :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Temrung on February 26, 2013, 08:10:52 AM
Fatal: Key [type] has invalid value [DECORATIVE] in
[{"coreColor":[255?255?255?0],"specClass":"projectile","hardpointSprite":"graphics/
BR/weapons/deco/blinker/blinker00/png","animationType":"GLOW","testureTypr
":"ROUGH","hardpointAngleOffsets":[0],"textureScrollSpeed":1,"turretOffsets":[0,0
],"hradpointOffsets":[0,0],"glowColor":[255,255,255,0},"fringeColor":[255,255,255,0
],"projectileSpecId":"brvulcan_shot","type":"DECORATIVE","numFrames":22,"alwa
ysAnimate":"true","turretSprite":"graphics/BR/weapons/deco/blinker/blinker00/p
ng","barrelMode":"ALTERNATING","size":"SMALL","id":"blinker","frameRate":16,"t
urretAngleOffsets":[0],"pixelsPerTexel":1}]
Check starfarer.log for more info.



It appears when I start the game. Tell me what to do...
And please give link to Uomoz's Corvus 16.5 with last update
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 26, 2013, 08:30:48 AM
Spoiler
Fatal: Key [type] has invalid value [DECORATIVE] in
[{"coreColor":[255?255?255?0],"specClass":"projectile","hardpointSprite":"graphics/
BR/weapons/deco/blinker/blinker00/png","animationType":"GLOW","testureTypr
":"ROUGH","hardpointAngleOffsets":[0],"textureScrollSpeed":1,"turretOffsets":[0,0
],"hradpointOffsets":[0,0],"glowColor":[255,255,255,0},"fringeColor":[255,255,255,0
],"projectileSpecId":"brvulcan_shot","type":"DECORATIVE","numFrames":22,"alwa
ysAnimate":"true","turretSprite":"graphics/BR/weapons/deco/blinker/blinker00/p
ng","barrelMode":"ALTERNATING","size":"SMALL","id":"blinker","frameRate":16,"t
urretAngleOffsets":[0],"pixelsPerTexel":1}]
Check starfarer.log for more info.



It appears when I start the game. Tell me what to do...
And please give link to Uomoz's Corvus 16.5 with last update
[close]

Get latest Starsector version here http://fractalsoftworks.com/preorder/ ;). I won't be uploading older U'sC versions. The world move on, Corvus move on!

Spoiler
I like the allegiance thing, but I do have some criticism..

I just tried to play allied to Blackrock Driveyards and the very first thing that happened was I got buttraped by the Shadowyards Defense fleet (spawned on top of their biggest defense fleet)

Perhaps move the BR spawn point farther away from Shadowyards, or even make them neutral?
[close]

That's not a big issue really, most factions are in all out war and if you adhere to one of them you must be really careful, especially at the beginning!

Spoiler
Just a quick question..

What was the reasoning behind removing the Lotus pirates? I really liked them :)
[close]

They'll be coming back in a different form ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 26, 2013, 09:22:30 AM


Spoiler
I like the allegiance thing, but I do have some criticism..

I just tried to play allied to Blackrock Driveyards and the very first thing that happened was I got buttraped by the Shadowyards Defense fleet (spawned on top of their biggest defense fleet)

Perhaps move the BR spawn point farther away from Shadowyards, or even make them neutral?
[close]

That's not a big issue really, most factions are in all out war and if you adhere to one of them you must be really careful, especially at the beginning!

Later on I noticed the BR have their own station, so why not spawn the player at that station instead of sandwiched between 2 hostile factions? (Shadowyards and Tritach)

The only thing I saw was the universe flash up, then I was engaged by the defense fleet, so the game started with the crappy ass shuttle, no money, no supplies, no crew..

Spoiler
Just a quick question..

What was the reasoning behind removing the Lotus pirates? I really liked them :)
[close]

They'll be coming back in a different form ;).

Cool, Looking forward to it!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 26, 2013, 09:28:21 AM
Well in Us'C 17 official when you choose BRDY you spawn at BRDY station.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 26, 2013, 09:46:11 AM
Well in Us'C 17 official when you choose BRDY you spawn at BRDY station.

Oh? I didn't, but I do have a couple other mods installed as well so thats probably why :)

On a related note, I assume that your not actually meant to be able to resupply at a hostile factions station, as they are staying empty even when I sell things to them :)

EDIT: Speaking of Slightly Overpowered... the Andiluvians need some tweaking me thinks.. those superfast firing turrets have some rediculous DPS potential..

My conquest got annihilated by a couple frigates because they just completely overwhelmed the shield, overloaded the ship and I was dead before I could do anything :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 26, 2013, 12:03:16 PM
Uomoz, what happened to that "PM you later" Pm? ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 26, 2013, 02:15:46 PM
Well in Us'C 17 official when you choose BRDY you spawn at BRDY station.

Oh? I didn't, but I do have a couple other mods installed as well so thats probably why :)

On a related note, I assume that your not actually meant to be able to resupply at a hostile factions station, as they are staying empty even when I sell things to them :)

EDIT: Speaking of Slightly Overpowered... the Andiluvians need some tweaking me thinks.. those superfast firing turrets have some rediculous DPS potential..

My conquest got annihilated by a couple frigates because they just completely overwhelmed the shield, overloaded the ship and I was dead before I could do anything :P

The Antediluvian OP? I've always kinda felt that they were UP due to the combination of no shields and short range, but that is mostly because I like to only use the faster more survivable ships in my fleet. Are the Antediluvian weapons that powerful to slower ships?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 26, 2013, 02:22:36 PM
Ante weapons are not that strong by themselves, but when ships have around 20 of those turrets firing at the same time, they are VERY powerful, but they have to be, since Ante ships are very fragile and has absolutely no way to defend themselves from enemy fire.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 26, 2013, 02:39:30 PM
Ante weapons are not that strong by themselves, but when ships have around 20 of those turrets firing at the same time, they are VERY powerful, but they have to be, since Ante ships are very fragile and has absolutely no way to defend themselves from enemy fire.
True, but as a player, if you want a really powerful ship, add omni or frontal to them.  It makes them so powerful.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on February 26, 2013, 03:32:15 PM
Currently playing hostile to all using only the omnifactory for equipment, capturing some antediluvian guns early on has been a godsend. You can make insane melee setups with them on lashers. I also have tons of echo-class scouts and hounds with frontal shield generators. :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 26, 2013, 04:07:45 PM
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks,  I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow.  its funny XD my paragon has 2 herps on it XD.


Edit: it looks REALLY weird.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Pelly on February 26, 2013, 05:20:15 PM
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks,  I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow.  its funny XD my paragon has 2 herps on it XD.


Edit: it looks REALLY weird.
i wish there was a like button :( (thats my eternal favourite ship setup)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 26, 2013, 05:26:33 PM
Uomoz, what happened to that "PM you later" Pm? ::)

RL got me. On it now ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 26, 2013, 05:44:38 PM
I feel like all factions should have a Flagship class.... like the unsung-class for the nets
or the omega class in omega's minimash
eh, but thats just me so yea :/
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: robokill on February 26, 2013, 05:45:45 PM
is lotus still in if so its not mentioned
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on February 26, 2013, 06:16:40 PM
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks,  I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow.  its funny XD my paragon has 2 herps on it XD.


Edit: it looks REALLY weird.

Not sure how it's possible to acquire them, they were built in and set as systems in the .csv x.x
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 26, 2013, 06:20:24 PM
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks,  I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow.  its funny XD my paragon has 2 herps on it XD.


Edit: it looks REALLY weird.

Not sure how it's possible to acquire them, they were built in and set as systems in the .csv x.x
so.... I broke another java game. :/ joy.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: 2_Wycked on February 26, 2013, 09:29:10 PM
So I have to be at least neutral with factions to purchase things from their stations? I'm allied with the Hegemony/Federation and I can't by stuff anywhere else.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 26, 2013, 09:38:41 PM
You're not just allied, you're working for them thus enemy to all the other factions (or atleast most of them). If you select Vanilla Starsector you'll be allied with everyone like in the old version.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on February 26, 2013, 10:59:29 PM
is there a guide to the bosses or anything? I can't kill boomalot the mad or the doctor because they have teleporting ships that instantly retreat before I can do damage....also what loot am I supposed to be receiving from the bosses? Is it just weapons on the ships or is there anything else we get?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 26, 2013, 11:33:54 PM
Every Boss have extra loot ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Lordzias on February 27, 2013, 01:17:05 AM
Can we still send you our ideas for bosses?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 01:23:33 AM
Can we still send you our ideas for bosses?

Absolutely.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 27, 2013, 02:58:41 AM
is lotus still in if so its not mentioned

No, Lotus were removed in v.17, but Has been mentioned to make a future reappearence, just in a different form..

We don't know anymore atm though, or Uomoz would know :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Hypilein on February 27, 2013, 04:04:37 AM
I have a feeling the free supply convoys are a little bit over the top at the moment. I like the general Idea but my base is stacked with with weapons and ships. As I am playing Neutrino they sell for crazy amounts of money. I play iron mode but any risk from loosing your fleet is totally negated. You just fly back to your base and get a new one. I also think that in the neutrino case they shouldn't get any other weapons at all. The Neutrino weapons are all very very interesting, but they also seem slightly weaker than ordinary energy weapons, which on normal loadouts is offset by the ridiculous venting on the ships.

Anyway. I really like to new Faction system as it actually forces you to try out all those nice ships from the mods. Great Work!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 04:43:17 AM
Thanks! The supply system is still WIP and subject to changes based on feedback ;)

Lowering the amount of stuff delivered.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on February 27, 2013, 04:52:43 AM
Not sure if it's how it currently works yet, but maybe develop a tiered system for personal convoys?

Say maybe a fighter or two and supplies and fuel for levels 1 to 5, but when you get above that you are provided atleast frigates and some low tier (small mounts, etc) weaponry
lvl 10, destroyers,
lvl 15 possssibly cruisers or just large slot weaponry

And yeah... but there was probably too many ships delivered that you can't use them all, lol
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 27, 2013, 05:05:15 AM
I set my starting FP to 2000, so having to many ships is not an issue. =I
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 05:11:04 AM
The system right now is tiered but with convoy count:

35 day: 1to2 frigs, 1to2 wings, 2to4 small weapons stacks.
70 day: 1to2 frigs, 1to2 wings, 2to4 small weapons stacks.
105 day: 2to3 frigs, 2to3 wings, 1to2 dessy, 4to6 small weapons stacks, 2to4 med weapons stacks.
140 day: 2to3 frigs, 2to3 wings, 1to2 dessy, 4to6 small weapons stacks, 2to4 med weapons stacks.
etc.

I could make it level based, no problem. Any suggestion?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 27, 2013, 05:15:17 AM
There is no balance, some factions are more powerfull then others, this shoud be addressed in code:

aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

So players who play this faction shoud get less help, player who play pirates shoud get more help.



For delivery system, stuff for free and automatically is not really fun.
It will be fair if player buy special item that trigger reinforcement:

Visit station SHI, buy item HULLS for 100k, expect delivery of random HULLS from SHI for 100k after some time.
Visit station 3TN, buy item WEAPONS for 100k, expect delivery of random WEAPONS from 3TN for 100k after some time.

rate delivery cost to stuff output to be discussed, 75% output will be ok.
this will also eliminate issue of too many ships, since you wont get new ships if not invested.

plan B:

investing not triggering reinforcement fleet, but improve next fleet to come, this will provide effective tiered system, more money you invested, better stuff you get.
this will effectively end in stacks of capital every 30 days after "some" time.

Also, since there is omnifactory, it will be fair to add bluprints of faction ships to it, losing only odissey before storing bluprint means no more capitals for supremacy faction.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 05:31:39 AM
There is no balance, some factions are more powerfull then others, this shoud be addressed in code:

aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

So players who play this faction shoud get less help, player who play pirates shoud get more help.



For delivery system, stuff for free and automatically is not really fun.
It will be fair if player buy special item that trigger reinforcement:

Visit station SHI, buy item HULLS for 100k, expect delivery of random HULLS from SHI for 100k after some time.
Visit station 3TN, buy item WEAPONS for 100k, expect delivery of random WEAPONS from 3TN for 100k after some time.

rate delivery cost to stuff output to be discussed, 75% output will be ok.
this will also eliminate issue of too many ships, since you wont get new ships if not invested.

plan B:

investing not triggering reinforcement fleet, but improve next fleet to come, this will provide effective tiered system, more money you invested, better stuff you get.
this will effectively end in stacks of capital every 30 days after "some" time.

Also, since there is omnifactory, it will be fair to add bluprints of faction ships to it, losing only odissey before storing bluprint means no more capitals for supremacy faction.

Thanks for the Feedback! Balance issues INSIDE factions are not my concern. Modders need to address them if they want to stay in U'sC. That said is completely normal if a faction or a block is stronger then another. Like a hound won't kill a tempest.
I'll think more about the delivery system. It's supposed to help players when you can't buy stuff anywhere else other then at your bloc bases.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on February 27, 2013, 06:01:24 AM
While you are generalizing a great deal, I think the reward balance could be improved somewhat. You get too much help from the faction if you enlist to specialize in a faction. And Antediluvians are only a problem combat balance-wise due to the 3000 hp fighter swarms, their bigger ships are easily disabled and shelled to death from afar.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 06:07:56 AM
I could just set so the convoys delivery to the faction station actually ensuring that there's always new stuff to buy.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Vilu on February 27, 2013, 06:19:47 AM
I think it was in page 102 were i was talking about faction balance on faction that isn't even in this compilation. However, the weapons are.

And yeah, i'm talking about Intestellar Federation and the weapons it brings.
Any ship that got the slots for more than 2 Hadron Accelerator (large ballistic) becomes insanely powerful in hands of the player. Combine that with some slots for couple Mass Drivers (medium ballistic) and ANYTHING (other than stuff with fortress shields, like Paragon) dies in matter of seconds if they come in range.

1 Hadron is enough to overload about any ship that decides / can absorb the hit with shields. Anything that can't or does not choose to do so gets ~one shotted sub-capital.

AI aint too good with the weapon either, as it requires you to hold the fire button down in order to charge up before firing. The AI spams the fire causing annoying spam of the charge up sound, half of the time not even getting the shot off if the target moves fast enough. It ain't fun either when the AI gets the shot off against you, as the results are either overloaded ship or dead ship sub-capital.
Mass Drivers work OK with the AI, but that 1500 damage shot with fairly short cooldown sounds slightly overpowered in my opinion as well.

Neither of the guns really cause any flux (125FPS Hadron and 165FPS Mass Driver).

Now i don't know how hard it is to get either of these weapons if you don't start allied to IF, but just one is enough with omnifactory :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 06:42:54 AM
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 27, 2013, 07:20:18 AM
They are just like large sized anti matter guns. They might only have 125 FPS but wehen they shoot it costs 1200 flux..

The only thing on balance that I agree about is neutrinos. In the hands of the CPU they are just too good. As a human rotating shield and aiming guns is much more difficult which might make them a bit less op, but right now I have a hard time killing destroyers with a capital ship because 1 on 1 they are impossible to beat. When they drop shields they lose all their flux in 1/2 a second..

I don't find antideluvians a problem at all, play safer vs them, use a little range.

I've also defeated one boss fleet so far, I have 2 cruisers in my fleet. The battle didn't seem TOO difficult, but regardless, I don't think I kept any of the loot I got. Maybe make special weapon drops or something? All I got was garbage from the admantium guy or whatever. Making bosses unable to retreat would also be REAALLLYYY beneficial.

As per the free trade: Also a bit ridiculous, I'm getting mass amounts of junk that I don't want :/ I would suggest convoys that go to your blocs stations and bring them unique weapons/ships that you can't otherwise buy from them. Or bring those to your home station but make them cost credits. I'm sick of hegemony fighters and frigates zzzzzz
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Vilu on February 27, 2013, 07:25:08 AM
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.

I understand that you intent to leave the balancing stuff to the original authors and I respect that, but the only reason why i did bring this up was because of this:
Spoiler
Spoiler
(http://i.imgur.com/R1HxgpS.jpg)
http://i.imgur.com/R1HxgpS.jpg
[close]
With that setup (just 2 Hadrons and Mass Drivers, no other weapons) i beat Onslaught, Conquest and 2 Enforcer's in simulator. No more than 1½ minutes were used to kill all 4.

Of course something like that might be possible with other weapons, but at least would require more than just 4 guns (i would think so).

edit: The Last Hurrah mission got Conquest that you can refit, if you want to see / test yourself.
edit2: One could drop capacitor's to fit in 4 Pilums and Accelerated shields + Magazines to fit in some point defense and that thing would be even more powerful :)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Brainbread on February 27, 2013, 07:52:48 AM
They are just like large sized anti matter guns. They might only have 125 FPS but wehen they shoot it costs 1200 flux..

The only thing on balance that I agree about is neutrinos. In the hands of the CPU they are just too good. As a human rotating shield and aiming guns is much more difficult which might make them a bit less op, but right now I have a hard time killing destroyers with a capital ship because 1 on 1 they are impossible to beat. When they drop shields they lose all their flux in 1/2 a second..

I don't find antideluvians a problem at all, play safer vs them, use a little range.

I've also defeated one boss fleet so far, I have 2 cruisers in my fleet. The battle didn't seem TOO difficult, but regardless, I don't think I kept any of the loot I got. Maybe make special weapon drops or something? All I got was garbage from the admantium guy or whatever. Making bosses unable to retreat would also be REAALLLYYY beneficial.

As per the free trade: Also a bit ridiculous, I'm getting mass amounts of junk that I don't want :/ I would suggest convoys that go to your blocs stations and bring them unique weapons/ships that you can't otherwise buy from them. Or bring those to your home station but make them cost credits. I'm sick of hegemony fighters and frigates zzzzzz

Free ships is a excessive. More so since you can just sell them off to buy all the nice shiny ships that show up (more so when you're playing BRDY, TL and NC, just grab a capital ship after 30/60 days and roll). It'd be nice if they dropped off weapons for the faction, or ships at the faction station.

As for Neutrinos, they're much more powerful if you just grab Extended Shields in the tech tree and roll. I've found that they melt pretty fast when you actually control where your big guns are going. The ships are long and have large broadsides, and have small shields. Just grab your big guns and shoot them where their shields are not (which is, if you have fighters or support, a lot of places). Don't fight them nose to nose or you'll take forever, or not do too much.

As for "large" anitmatter weapons, they do more damage, have better flux efficiency, and longer range than the actual antimatter weapons. Combined with how armour works, they are amazingly effective against anything that isn't sitting on 4k armour, and even then its only one more shot before they kill the ship.

Burst Damage >>> DPS. Higher damage weapons ignore more armour, even if they do less damage per second. Which is pretty much why I mod down the damage on those big kinetics when I play.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 27, 2013, 08:09:13 AM
Off topic here, is there somebody who can make your drawings in to starfarer ships?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 27, 2013, 09:20:01 AM
Yes, many.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sunfire on February 27, 2013, 09:47:59 AM
So, I have a problem, and that is that I have too many junk pirates capital ships, four too many. I'm only level 15, and all of those Junk Pirate invasion fleets that lose a bunch of crew and ships are easy pickings for a small fleet of frigates. Maybe should be fiddled with so doing this isn't so easy.

(http://i.imgur.com/uZqTnlC.png)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 27, 2013, 01:07:54 PM
I kinda feel like the different factions aren't quite as unbalanced as some people are making them out to be, people seem to be looking at a faction or weapon's strength while ignoring its weaknesses.

The Neutrinos might be good at auto-battle, but auto-battle doesn't affect the player very much, and their shields leave a rather large portion of their ships exposed, leaving them balanced in a regular fight.

The Antediluvians might have a huge amount of armor and firepower, but other than their burn drives which leave them unable to turn, their ships are kinda slow, unshielded, and their weapons have a very short range.

The thule meanwhile have especially good weapons on their ships for the ship size, but they have no shields and only average armor, leaving them vulnerable to anything that out-numbers them.

The blackrock ships may have more than the average number of weapons on their ships, but their weapons are almost all short-ranged and for the most part balanced.

As for the IF's more powerful weaponry, I feel that the only thing that might need a small nerf is the hadron accelerator. I kinda feel that their other weapons, while powerful, are balanced by their large flux cost, large ordinance cost, and large cooldown to fire. Vilu was able to make a pretty powerful ship based off of a few of these guns, but he did so by stripping every other weapon off of the ship, and isn't the point of the refit screen to make a more powerful ship anyways?

As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sunfire on February 27, 2013, 01:22:51 PM
I kinda feel like the different factions aren't quite as unbalanced as some people are making them out to be, people seem to be looking at a faction or weapon's strength while ignoring its weaknesses.

The Neutrinos might be good at auto-battle, but auto-battle doesn't affect the player very much, and their shields leave a rather large portion of their ships exposed, leaving them balanced in a regular fight.

The Antediluvians might have a huge amount of armor and firepower, but other than their burn drives which leave them unable to turn, their ships are kinda slow, unshielded, and their weapons have a very short range.

The thule meanwhile have especially good weapons on their ships for the ship size, but they have no shields and only average armor, leaving them vulnerable to anything that out-numbers them.

The blackrock ships may have more than the average number of weapons on their ships, but their weapons are almost all short-ranged and for the most part balanced.

As for the IF's more powerful weaponry, I feel that the only thing that might need a small nerf is the hadron accelerator. I kinda feel that their other weapons, while powerful, are balanced by their large flux cost, large ordinance cost, and large cooldown to fire. Vilu was able to make a pretty powerful ship based off of a few of these guns, but he did so by stripping every other weapon off of the ship, and isn't the point of the refit screen to make a more powerful ship anyways?

As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.

I am enjoying the junk pirates capital problem (as that picture shows), however maybe those fleets need a freighter of some sort?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: mendonca on February 27, 2013, 02:05:16 PM
As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.
Yeah, I've noticed that several times and for some reason never quite done anything about it ... Sorry  :-[

I'm pretty sure it's an excess (or lack of) crew issue, may be all JP ships or possibly just the Kraken ...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 27, 2013, 02:06:45 PM
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.

I understand that you intent to leave the balancing stuff to the original authors and I respect that, but the only reason why i did bring this up was because of this:
Spoiler
Spoiler
(http://i.imgur.com/R1HxgpS.jpg)
http://i.imgur.com/R1HxgpS.jpg
[close]
With that setup (just 2 Hadrons and Mass Drivers, no other weapons) i beat Onslaught, Conquest and 2 Enforcer's in simulator. No more than 1½ minutes were used to kill all 4.

Of course something like that might be possible with other weapons, but at least would require more than just 4 guns (i would think so).

edit: The Last Hurrah mission got Conquest that you can refit, if you want to see / test yourself.
edit2: One could drop capacitor's to fit in 4 Pilums and Accelerated shields + Magazines to fit in some point defense and that thing would be even more powerful :)
[close]

That setup will also lose to most destroyers if controlled by a human :S

I think this is more of an AI issue.

I don't think anything will change my mind about the Neutrino's, their vent rate is just too ridiculous.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 27, 2013, 02:23:29 PM
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.

I understand that you intent to leave the balancing stuff to the original authors and I respect that, but the only reason why i did bring this up was because of this:
Spoiler
Spoiler
(http://i.imgur.com/R1HxgpS.jpg)
http://i.imgur.com/R1HxgpS.jpg
[close]
With that setup (just 2 Hadrons and Mass Drivers, no other weapons) i beat Onslaught, Conquest and 2 Enforcer's in simulator. No more than 1½ minutes were used to kill all 4.

Of course something like that might be possible with other weapons, but at least would require more than just 4 guns (i would think so).

edit: The Last Hurrah mission got Conquest that you can refit, if you want to see / test yourself.
edit2: One could drop capacitor's to fit in 4 Pilums and Accelerated shields + Magazines to fit in some point defense and that thing would be even more powerful :)
[close]

The Mass driver and the Hadron Accelerator have flux\damage ratio balanced with the antimatter blaster. A hadron shot now costs 6k flux as it should.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on February 27, 2013, 03:35:20 PM
Just as note and to whoever was crazy enough to think of it, the Vice with that hadron will no longer have enough max flux to fire the thing :P  (cough  sirboomalot)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on February 27, 2013, 03:52:50 PM
Holy crap, those unsung classes are powerful, field 3 of them against Lord Uomoz and you win.  no exceptions.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 27, 2013, 04:31:48 PM
Just as note and to whoever was crazy enough to think of it, the Vice with that hadron will no longer have enough max flux to fire the thing :P  (cough  sirboomalot)

Arhg, I'm gonna have to fix my variant for that  :P

Edit: what about the hound with the mass driver, does that still work?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: JWill on February 27, 2013, 06:01:32 PM
BUG

So I've been trying to get a certain Gedune ship for a while.  But after sitting on their station for ages, only really small fleet types were spawning.  The only ones I saw were Scavengers, Scouts, and Raider.  But in /data/world/factions, there's three bigger fleet types: Liberators, Elites, and Seige Group.

After digging around a bit, I think I found the problem in /data/scripts/world/GeduneSpawnPoint.java:
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}

Looks like an oversight when adding new fleet types; the probabilities total more than 100%, so the top several are the only ones that ever get picked.

I think this should fix it; just chose some probabilities that summed to less than 1.0 (and the remaining 0.1 goes to the else for seige fleet type)
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Flunky on February 27, 2013, 06:14:32 PM
A little bit of (possibly repetitive) feedback:

First, the delivery convoys are indeed a little too good, at least for Tritach. By about the third convoy I've got enough tempests to control any non-capital battle (so 2, maybe that's just a tempest issue.)

The 'shark' event (the fellow who warns enemies of independents and miners) blew away my convoy, even though independents don't seem to be angry with me. Does he just target anyone not with the Hegemony?

Balancing is more or less fine (though I've never fired the Hadron), even if not all factions are created equal. While they're not all perfect, they are both enjoyable and varied. I like how different the factions can be to fight.

While Neutrino is a pain one-on-one, their guns pretty much stink and with but a single frigate helping you out it's a nearly surefire, if agonizingly slow due to high armor, victory. Since most of their weapons lack punch you can focus on one ship at a time. Their autocombat victory ratios are indeed too high, but I imagine that's hard to fix.

While the IFed weapons are good, their ships have low OP and tend to use vanilla weaponry in standard loadouts. Can be abused by an engi-specialized player not using vanilla weapons, true, but that's true with any faction.

Antediluvs have solid fighters but everything bigger than one is awfully vulnerable. Guns are short range, allowing one to bombard them from afar.

Blackrock's generally poor shield 'hardness' makes them more vulnerable to a wide variety of approaches. Their weapons are nice and balanced now too, especially after the quill nerf.

And so on. These factions have real character on the battlefield, which in my opinion is one of the higher praises given the current focus of the alpha.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on February 27, 2013, 07:38:22 PM
Maybe there could be starting questions to choose if personal convoys or boss fleets appear?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 27, 2013, 08:18:48 PM
6k flux to fire a Hadron? It was FINE in the first place.

Is there a way to set specific loot for boss battles? I just beat a second and got again, junk drops. Maybe give them extra xp? Or a rare weapon you can't normally find? Give you a permanent bonus to FP? Or a +1 to a skill? So many cool things could be done

And I will say again, make them unable to retreat!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 27, 2013, 08:22:47 PM
ianianian, go check your abandoned storage place.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on February 27, 2013, 08:26:18 PM
6k flux to fire a Hadron? It was FINE in the first place.

Is there a way to set specific loot for boss battles? I just beat a second and got again, junk drops. Maybe give them extra xp? Or a rare weapon you can't normally find? Give you a permanent bonus to FP? Or a +1 to a skill? So many cool things could be done

And I will say again, make them unable to retreat!

Just as a point of reference, the vanilla plasma cannon requires 3200 flux to actually fire and deal 750*3 or 2250 damage, or 1.4 flux for 1 point of damage
The Hellbore requires 825 and deals 750 for 1.1 flux for 1 point of damage,

The hadron in it's prenerf state took 2000 to fire and dealt 9750 damage,  0.21 flux per point of damage, it's your opinion to define what's fine or not, but it is certainly a nice ratio of damage for what it costs you.

 
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 27, 2013, 10:51:36 PM
all this rolls shoud use weighted random, not hurge amount of ifs.

if for any reason you dont want WR - then switch case, current implementation will be source of endless issues.

neutrino and aqvidulian figher wings are:
http://www.youtube.com/watch?v=MIZbGSXeWWE
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 28, 2013, 01:36:53 AM
I think it's the fact that everything from your station is free of charge that does the most harm..

After a couple convoys I simply bought a couple really cheap freighters, sold every stack of weapon my station had and ended up with money out the wazoo..

I think the frequency needs to be reduced as well as the amount delivered, once you have a big fleet, protecting your supply convoy is not a problem, thus, giving you an endless stream of money..

I think the personal convoy should only be there to be used in emergencies, like when you get completely wiped out, it has a couple frigates, maybe a single destroyer and such for you to use, it shouldn't be able to rebuild your entire fleet for no cost at all..
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 28, 2013, 02:04:16 AM
what about easy to kill enemy fleets to farm on, why we need to buff every fleet to point of "impossible to kill without cheating or support fleets" and then provide player with support fleets, this just illiogical and only delay player from dealing with theese fleets.

Every faction shoud have fleets similar to pirate buffalo2, slow, unshielded, mostly helpless, alone in most cases.
some bosses that merely hurge amount of buffalo2 (or similar ships) as just for lulz event.

With ability to farm on something ever on starting ship player wont need any assistance.


For balance, OFC tempest will kill hound, no exclusions, but in case of neutrino and aqvidulians, every vanilla ship is hound and every neutrino ship is tempest.

30 radi shield coverage and large profile of neutrino ships cant offset 0.16 shields and instant venting.
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: spiderbait on February 28, 2013, 02:47:17 AM
Quote
I think the personal convoy should only be there to be used in emergencies, like when you get completely wiped out, it has a couple frigates, maybe a single destroyer and such for you to use, it shouldn't be able to rebuild your entire fleet for no cost at all..

I like this idea. Maybe have it so that it only delivers supplies to you unless you ask your faction for more and then you get a single delivery of ships and weapons. The size of the delivery should be defined by how long it has been since you last asked your faction for more. The longer it has been, the more stuff you get! That way you could ask them for support and receive a boost for your fleet, but it might mean that, when you get wiped out, you can't get the reinforcements you so desperately need.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on February 28, 2013, 03:38:19 AM
all this rolls shoud use weighted random, not hurge amount of ifs.

if for any reason you dont want WR - then switch case, current implementation will be source of endless issues.

neutrino and aqvidulian figher wings are:
http://www.youtube.com/watch?v=MIZbGSXeWWE

I'll second using weighted random. It's much easier to read and maintain.

Let's look at an example. Here's the logic most spawn points currently use:
Code
		String type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.50f) {
type = "raiders";
} else if (r > 0.35f) {
type = "raiders2";
} else if (r > 0.25f) {
type = "miners";
} else if (r > 0.15f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}

With this, you can't tell at a quick glance what probability each type has, and if you add a new fleet type you need to carefully adjust each case to keep the same distribution.

Here's an alternate implementation with the same probabilities using LazyLib's weighted random (you will need to import java.util.* and org.lazywizard.lazylib.CollectionUtils):
Code
        Map potentialFleets = new HashMap();
        potentialFleets.put("scout", 2f);
        potentialFleets.put("raiders", 3f);
        potentialFleets.put("raiders2", 1.5f);
        potentialFleets.put("miners", 1f);
        potentialFleets.put("attackFleet", 1f);
        potentialFleets.put("securityDetachment", 1.5f);
        String type = (String) CollectionUtils.weightedRandom(potentialFleets);

Notice with weighted random there's no chance of missing an else block and creating a null pointer exception (a NPE in the spawnFleet() method is by far the most common problem people come to me with), and you can easily tell relative probabilities by looking at the code (a scout fleet is twice as likely as miners, for example). If you ensure your weights add up to 1/10/100/etc, you'll always know the actual probability as well.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on February 28, 2013, 04:55:47 AM
ianianian, go check your abandoned storage place.

I see nothing out of the ordinary..what should be there?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on February 28, 2013, 06:00:13 AM
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.

They have 1750 hp, not 3000. That's a big difference. That's a total of 7000 in a wing, not 12000. The Persephones also have weaknesses which have already been discussed. Back then I also said that I may tone down the ships if they prove too unbalanced. It should be noted that they are not nearly as strong as a frigate, as they only have 1750 hp and far less armour.


Quote
There is no balance, some factions are more powerfull then others

There's balance. Some factions have their own strengths and weaknesses. Perhaps you're still to discover them.


Quote
aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

Sonic guns for space usage and water lasers? What about them? It is no more far-fetched than mass drivers in space. Or plasma guns and laser beams. The Sonic Turrets create a powerful fibration within a cilinder called a drumchamber. This is done in an area of the ship that has gravity and molecules to manipulate. When the fibration is powerful enough, it releases a destructive pulse that continues outward into space. Much like a mass driver may ignite an explosion that generates enough energy to send out a solid object into space.
The Reflector Turret uses a series of tiny lenses that contain water, called aquapools. Light is being shot through the lenses, through which the beam picks up power untill it is capable of cutting through solid objects.

Antediluvian ships have many mounts, but only low grade weapons. The burndrive is part of Antediluvian tactics and survival, since their weapons are short range and they do not have shields.


Quote
neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

More powerful shields may make Neutrino ships too powerful. They already seem to have high hull and armour ratings. I agree that they seem to always win autoresolve situations. That might have to be looked at.


Quote
blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

They have powerful weapons, but terrible speed and other weaknesses. They seem balanced enough. As long as their fleetpoints and cost reflect their power, it doesn't matter what classification (frigate, destroyer, etc.) they have.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: mostmodest on February 28, 2013, 06:13:40 AM
I just have to say, I love this mod.
Not only does it save me time choosing other mods, but it places them into groups and adds other features. I think that while the fleets may not appear balanced at first, after a while,it is inherently apparent that each faction has weaknesses (i.e. Antediluvians have no shields) and while it takes time to adjust to the change and the fast pace, it isn't really that complicated.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on February 28, 2013, 07:08:30 AM
Top persefone have 2250 + 195 armor in overlaying sections size of WASP and 170 speed and 2 small mounts with 1500 !!!!!!(!!!!!1111) DPS there is 4 in wing!!!11111

Are you mad?, single figher wing with 6000 DPS (its more then onslaught) 170 speed and total 12k HP with free regeneration on any carrier.
Ever if we take in account 75% drop versus armor, it still 1500 DPS, it will bypass armor of any ship in 2 seconds.

This is level of cruiser in terms of combat effectiveness, and this is figher wing, it will regenerate for free as long as single fighter is still alive.
THIS IS OVERKILL and you completely accurate, this is not level of average frigate.

Quote
Some factions have their own strengths and weaknesses.
Your ships have outstanding perfomance compared to vanilla, burndrive allow to come close, hurge amount of DPS allow to deal with enemy.
Only valid strategy is kiting around, there is no chance in close combat and no chance to run away on same class ship.
Frigate kiting confirmed as "cheating" by devs and deal with next version.
Soo your ships can be killed only by "cheating".
No shield can be exploited only by long ranged weapons, there is nothing long ranged to tritachion faction.


You lore is fine, but read this http://tvtropes.org/pmwiki/pmwiki.php/Main/WillingSuspensionOfDisbelief it explain everything.

I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.

In case of player controlled ships, i can mount good weapons in every slot and steamroll ever neutrino with stunning DPS.
Soo aqs not fun to farm (too hard) and not fun to play with (too easy).

Uber shields shoud have major drawback, like hurge maintain cost, ever 0.01 shields will work fine, if ship able to hold this shield only for few seconds. This will allow skilled player to adsorb insane amounts of damage, but wont allow neutriono to hold constant fire.
Flux venting also shoud be much much slower.

Current neutrion too slow to farm (keep special angle to hull to bypass shield or have many ships) and to easy to play by.


Starfarer is SP game, it shoud provide wide range of options for player to exploit, in case of all rounded ships with uber weapons and burn(ark)(aldae)(hadron teleporter)drive, 0.5 or better 360 shield there is completely no options to exploit.

If you have more damage then enemy ship shields you can kill it, othervice you wont low its shield.
In case of unshielded ships, you cant safe aproach, since they drop your shield before you come into your damage range, or after some time burndrive into you and pwn you.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: eneaunu on February 28, 2013, 07:16:44 AM
I have played it , and it`s balanced as it can get , my only thought was maybe at lvl 30 , or 35 , you could buy from the other stations , since at that level you pretty much control the system .
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 07:31:26 AM
Quote
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

PS. If you find this post offensive then i apologize.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 07:34:28 AM
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.

They have 1750 hp, not 3000. That's a big difference. That's a total of 7000 in a wing, not 12000. The Persephones also have weaknesses which have already been discussed. Back then I also said that I may tone down the ships if they prove too unbalanced. It should be noted that they are not nearly as strong as a frigate, as they only have 1750 hp and far less armour.


Quote
There is no balance, some factions are more powerfull then others

There's balance. Some factions have their own strengths and weaknesses. Perhaps you're still to discover them.


Quote
aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.

Sonic guns for space usage and water lasers? What about them? It is no more far-fetched than mass drivers in space. Or plasma guns and laser beams. The Sonic Turrets create a powerful fibration within a cilinder called a drumchamber. This is done in an area of the ship that has gravity and molecules to manipulate. When the fibration is powerful enough, it releases a destructive pulse that continues outward into space. Much like a mass driver may ignite an explosion that generates enough energy to send out a solid object into space.
The Reflector Turret uses a series of tiny lenses that contain water, called aquapools. Light is being shot through the lenses, through which the beam picks up power untill it is capable of cutting through solid objects.

Antediluvian ships have many mounts, but only low grade weapons. The burndrive is part of Antediluvian tactics and survival, since their weapons are short range and they do not have shields.


Quote
neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.

More powerful shields may make Neutrino ships too powerful. They already seem to have high hull and armour ratings. I agree that they seem to always win autoresolve situations. That might have to be looked at.


Quote
blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.

They have powerful weapons, but terrible speed and other weaknesses. They seem balanced enough. As long as their fleetpoints and cost reflect their power, it doesn't matter what classification (frigate, destroyer, etc.) they have.

I'm just going to drop my little tid bit in.

The placement of planets and stations should be looked at, early in the game some factons have absurd levels of dominance, and even into late game resupply fleets have a nigh impossible team getting to their destination, EXCEPT for the factions whom have planets on the outer reaches of the map.

Also, your logic behind the Antediluvian weaponry isn't quite on point. Water presents no benefit to laser weaponry, infact in the way you've explained it it seems to make them completely useless.

Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

Instead of trying to explain it you should probably just say. It's magical! I ain't gotta explain ***!   :P

A Persephone fleet with maybe two carriers on the fridges of a battle space seem to be capable of infinite regeneration so long as one fighter makes it away, which would be the case because currently you require a dedicated barrage of multiple medium class weapons to kill them. Despite their supposed low armor.

Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 07:36:22 AM
Quote
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

PS. If you find this post offensive then i apologize.

When they're fantasy, or mystical games that's fine.

But the problem is Science Fiction is based upon science fact sprinkled with some stretched truths.
So to go too far beyond what most people can logically break down starts ruining the enjoyment of the genre.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 07:40:43 AM
Quote
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

PS. If you find this post offensive then i apologize.

When they're fantasy, or mystical games that's fine.

But the problem is Science Fiction is based upon science fact sprinkled with some stretched truths.
So to go too far beyond what most people can logically break down starts ruining the enjoyment of the genre.


I have yet to see anybody fire any weapons in space... And like you said sound needs a medium to travel in space. If you wanna go down that road how about we remove all the sounds from starsector then? Since it's not possible to have any kind of sound in space why are we hearing guns shooting and the ships exploding? If we can hear those why cant we have sonic weapons then? :O

Edit: Even if the crew can hear their own ship blowing up from the inside what about the other ships?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sdmike1 on February 28, 2013, 07:49:46 AM
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

They create ripples in the fabric of space time, the only reason that they are called sonic is because on their home world they used a similar design to blast rocks underwater :)

Also IDK what all of the fuss is about, kill the carrier and you are fine, also the only carriers that they have are on the cap ship and cruiser level so ya...

just saying, no offence intended :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 07:56:13 AM
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

They create ripples in the fabric of space time, the only reason that they are called sonic is because on their home world they used a similar design to blast rocks underwater :)

Also IDK what all of the fuss is about, kill the carrier and you are fine, also the only carriers that they have are on the cap ship and cruiser level so ya...

just saying, no offence intended :)

Ok see that explains it. They're warp weapons! :D

The Antediluvian persephone ships pretty much lock you down at a certain density, I'd say more then 4-5 squads? And the ones I encounter usually have more then that maybe 2-3 more squads. They blow out your engine swarm all over you now you can't adequately deal with them because you're at your Flux cap, and even if you vent it all they're constantly pummeling your engine block. They function very similar to The Doctor's fleet. They just get all over your ass like fire ants lol.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on February 28, 2013, 08:09:33 AM
I normally do not respond to such ludicrous and offensive posts (mind you, not all were). However, I shall this time, to settle any arguement once and for all.

I just have to say, I love this mod.
Not only does it save me time choosing other mods, but it places them into groups and adds other features. I think that while the fleets may not appear balanced at first, after a while,it is inherently apparent that each faction has weaknesses (i.e. Antediluvians have no shields) and while it takes time to adjust to the change and the fast pace, it isn't really that complicated.

Thanks! Happy to see you're enjoying this collection of mods.


Quote
Are you mad?, single figher wing with 6000 DPS (its more then onslaught) 170 speed and total 12k HP with free regeneration on any carrier.
Ever if we take in account 75% drop versus armor, it still 1500 DPS, it will bypass armor of any ship in 2 seconds.

I'm not mad. Are you? You're still getting the numbers wrong. Plus the fighter wings are fairly balanced. If you're having a hard time taking out the fighters, try taking out the carriers so they can't regenerate. Try different tactics.


Quote
Your ships have outstanding perfomance compared to vanilla, burndrive allow to come close, hurge amount of DPS allow to deal with enemy.
Only valid strategy is kiting around, there is no chance in close combat and no chance to run away on same class ship.
Frigate kiting confirmed as "cheating" by devs and deal with next version.
Soo your ships can be killed only by "cheating".
No shield can be exploited only by long ranged weapons, there is nothing long ranged to tritachion faction.

If by "kiting around" you mean circling around other ships, then that's not cheating but a valid gameplay strategy. Some ships are more maneuverable than others. In the case of the Ante's, their turning is very slow. So you might want to use this strategy if you can't take them head on. Your conclusion is flawed.


Quote
You lore is fine, but read this http://tvtropes.org/pmwiki/pmwiki.php/Main/WillingSuspensionOfDisbelief it explain everything.

Thanks for complimenting me on the written lore. I'm not checking a link before you explain what I'm supposed to be looking at.


Quote
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.

That's simply not true. A faction that has focussed on adapting to aquatic life and integrating aqua-based tech into how they operate is quite likely to have deviced ways to make sonic guns and aqua lasers work. Especially in a fantasy sci-fi setting. Plus the sonic and aqua tech has sound backing. Check the explanation offered below.


Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.

It's a game mate. A game. It doesnt matter.

-Sandemo

Exactly. Glad you're enjoying the mod collection. From what I've seen most tech has a semi-realistic sense of reality, though.


I'm just going to drop my little tid bit in.

The placement of planets and stations should be looked at, early in the game some factons have absurd levels of dominance, and even into late game resupply fleets have a nigh impossible team getting to their destination, EXCEPT for the factions whom have planets on the outer reaches of the map.

Also, your logic behind the Antediluvian weaponry isn't quite on point. Water presents no benefit to laser weaponry, infact in the way you've explained it it seems to make them completely useless.

Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.

Instead of trying to explain it you should probably just say. It's magical! I ain't gotta explain ***!   :P

A Persephone fleet with maybe two carriers on the fridges of a battle space seem to be capable of infinite regeneration so long as one fighter makes it away, which would be the case because currently you require a dedicated barrage of multiple medium class weapons to kill them. Despite their supposed low armor.

The placement of planets should indeed be looked at. It is possible to set them further apart in the system. That is up to Uomoz, however. He might be willing to change their locations, although he prefers to keep the system as close to vanilla Starsector as possible.

Water does indeed benefit laser weapons. The water is administered at nano levels. Read: smaller than tiny. They are used as lenses, as water has properties that allows light to pass through, reflect and intesify. Thus, at these nano levels, light is being passed through a huge series of tiny lenses that intesify the light beam greatly. Up to a point where it becomes a destructive laser. Fantasy? Yes. Sci-fi? Yes. Possible? Who knows. Semi-realistic? Yes. There is a sound explanation for its existance, after all.

Furthermore, sound does indeed have a medium to travel in space. Molecules. Yes, they exist in space, though sparsely. Enough to carry sound as we know it? No, realistically it does not. However, take into consideration that in Starsector sound does travel through space. Unless you've forgotten about all the explosions and weapons fire you keep hearing in the game? If you do have trouble believing that a pulse of sonic fibrations could travel through space, you can consider the actual projectile to be a metal disc, fired from the drumchamber. There, fixed. Since the sonic fibration would be the initial ignition to fire this projectile. Just like any combustion based weapon that expells a projectile or slug.

Again, if the Persephones pose such a problem for you, maybe you should try and locate the carriers and take them out. Or focuss your weapons and tactics on combatting these small but tough ships.


[edit]
I feel that I must elaborate on the tone I set at the beginning of this post. I've noticed some posts made in poor taste these last couple of days. Critisism is always welcome. Feedback helps mod makers improve their creations. However, phrases like "You're dumb, you did X and Y. But you should've done A and Z. Why are you such an idiot!" ruin the atmosphere and overall friendly feeling of this forum community.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 08:22:45 AM
Off topic a bit
Realistically speaking (Did i typo that?) isnt for example a single nut or bolt or any small metal object that has been circling around earth's orbit enough to break through a space ship? = hull breach = you're dead. I dont remember where i read such a thing but that's what i remember anyway.

Back on to the topic a little bit

When i first heard about water based weapons i thought that they were literally spraying water into space which would turn into ice and do damage on the enemy which sounded hilarious. XD

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on February 28, 2013, 08:28:28 AM
Off topic a bit
Realistically speaking (Did i typo that?) isnt for example a single nut or bolt or any small metal object that has been circling around earth's orbit enough to break through a space ship? = hull breach = you're dead. I dont remember where i read such a thing but that's what i remember anyway.

Back on to the topic a little bit

When i first heard about water based weapons i thought that they were literally spraying water into space which would turn into ice and do damage on the enemy which sounded hilarious. XD

-Sandremo

They're just aquatic lenses set within a laser system. I could've said "a beam of light passing through crystal lenses" and people probably would've an easier time accepting the weapon's concept.

A metal bolt in orbit could pick up a velocity so high that it can just pass through anything.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 08:36:10 AM
Off topic a bit
Realistically speaking (Did i typo that?) isnt for example a single nut or bolt or any small metal object that has been circling around earth's orbit enough to break through a space ship? = hull breach = you're dead. I dont remember where i read such a thing but that's what i remember anyway.

Back on to the topic a little bit

When i first heard about water based weapons i thought that they were literally spraying water into space which would turn into ice and do damage on the enemy which sounded hilarious. XD

-Sandremo

They're just aquatic lenses set within a laser system. I could've said "a beam of light passing through crystal lenses" and people probably would've an easier time accepting the weapon's concept.

A metal bolt in orbit could pick up a velocity so high that it can just pass through anything.

Even if you would have there would probably have been someone who would have found something unrealistic in it (No offence to anybody!)

Anyway i crossed paths with the "The boomer" boss or something like that. Sounds like something scary with alot of explosives. :D Anyway what would be a good time to try fighting against bosses? when i have like the max amount of fleet points i can get from skills and a massive fleet? (The reason im thinking that is because the AI really doesnt know how to survive more than 2 minutes. They dont know how to run back to friendlies unless i tell them otherwise. XD)

Or is it just "when i feel like it"? :D

Oh boy i feel like i'm going to experience many horrible deaths...

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 28, 2013, 08:43:14 AM
Why do you guys have to write such massive comments???  buhu.. (T.T)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 09:12:19 AM
Why do you guys have to write such massive comments???  buhu.. (T.T)

Welcome to the world of forums and flames! XD
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on February 28, 2013, 09:27:18 AM
I just want to say that it's disconcerting to see someone talking about how singleplayer games are about overcoming challenges creatively and lamenting imbalances in user-created, free content as if they were discussing a competetive multiplayer game in the one and same post.
 
If you want to kill Antediluvians, you can certainly do so without much of a problem. Speccing 5 into target analysis will also melt antes and ensure that their weapons are almost always disabled. Having no shields comes at a steep cost where shields are a defining part of gameplay... you also have access to a lot of weapons that completely bypass their point defense and obliterate them, like.. well, phase beams, voidspears, tach lances, AM blasters, antiplasma blasters, pulsed beam cannons... you get the gist. Heavy Blasters also murder persephones. Of course, ships that are designed to go toe-to toe with ballistics and missile weapons and take hits on armor/hull just melt and get swarmed, but this is where using creativity to succeed comes in. You have the tools, use them.

The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on February 28, 2013, 09:32:21 AM
The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.

Now that's solid feedback! I concur and might reduce their HP by 250 and armour by 15. Then add a slight armour increase to the larger ships, to get them up to snuff.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Trance on February 28, 2013, 10:25:40 AM
I like this Mod, the Original Game was a bit too boring for me, once you got a good Fleet you steamroll everything but here with the Events and different Ships i have a lot more to do.


There is one Technical Problem for me tho: After a few Saves and Reloads(like 15+) the Saving and loading gets REALLY slow and at one point i can't load at all anymore and have to restart the Game. This only happens with this mod, not in the Vanilla Game where i could play for hours. I also noticed that the Java App took quite some Memory when the saving and loading begins to slow down (highest in java.exe was like 1.4gb, but i still had a lot of available memory left so thats not the problem).

Anyone else has this problem and maybe a solution? It's no big deal tho. Restarting the game only takes a few seconds anyways.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 10:29:15 AM
The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.

Now that's solid feedback! I concur and might reduce their HP by 250 and armour by 15. Then add a slight armour increase to the larger ships, to get them up to snuff.


You might want to change their fight AI a bit too. They seem to be retreat happy as hell.

Or maybe it's just the fear of my lvl 35 dual battlecruiser multi-role fighter flight wings that makes them haul ass.

Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 10:32:06 AM
Obviously if the AI is facing overwhelming opposition from they player it retreats. The AI is not that stupid you know. :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 10:38:10 AM
Also I was wondering that Neutrino Dreadnaught(?) The Unsung

Are there any fleets that spawn during gameplay with it at their fore?

I'd love to capture one and throw it in my Omnifactory.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on February 28, 2013, 10:42:56 AM
Lord Uomoz has one of them, taking on his fleet is suicide however. i think the station also sells one.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 10:47:08 AM
Obviously if the AI is facing overwhelming opposition from they player it retreats. The AI is not that stupid you know. :D

Well damn. They should be.

I'd fight the doctor but I'm still trying to figure out how to counter that *** of hilarity
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on February 28, 2013, 10:48:03 AM
Lord Uomoz has one of them, taking on his fleet is suicide however. i think the station also sells one.

Well hell. Then that's a nope then.

That sucks. :( That thing is sexy.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 11:18:47 AM
Holy carp. 1 day off and +3 pages on this thread. Will edit with answers!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on February 28, 2013, 11:23:44 AM
Holy carp. 1 day off and +3 pages on this thread. Will edit with answers!

Aren't you Mr. Popular :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 11:36:04 AM
Holy carp. 1 day off and +3 pages on this thread. Will edit with answers!

You just missed the best part. u_u
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on February 28, 2013, 12:07:11 PM
Quote
Posted by: SainnQ
I'd fight the doctor but I'm still trying to figure out how to counter that *** of hilarity
They make me so proud ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 12:45:53 PM
Thanks a lot for the massive amount of feedback, will try to answer everything.

Spoiler
BUG

So I've been trying to get a certain Gedune ship for a while.  But after sitting on their station for ages, only really small fleet types were spawning.  The only ones I saw were Scavengers, Scouts, and Raider.  But in /data/world/factions, there's three bigger fleet types: Liberators, Elites, and Seige Group.

After digging around a bit, I think I found the problem in /data/scripts/world/GeduneSpawnPoint.java:
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}

Looks like an oversight when adding new fleet types; the probabilities total more than 100%, so the top several are the only ones that ever get picked.

I think this should fix it; just chose some probabilities that summed to less than 1.0 (and the remaining 0.1 goes to the else for seige fleet type)
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
[close]

The probabilities aren't actually more then 100%, it's just that more then 1 fleet can happen in the r -= .2f range (so 3 types of fleets in the space of 20%). To be more accurate the Gedune table is this:
30fp - 50%
14fp - 10%
40fp - 10%
120fp - 21%
60fp - 08%
200fp - 01%

Spoiler
A little bit of (possibly repetitive) feedback:

First, the delivery convoys are indeed a little too good, at least for Tritach. By about the third convoy I've got enough tempests to control any non-capital battle (so 2, maybe that's just a tempest issue.)

The 'shark' event (the fellow who warns enemies of independents and miners) blew away my convoy, even though independents don't seem to be angry with me. Does he just target anyone not with the Hegemony?

Balancing is more or less fine (though I've never fired the Hadron), even if not all factions are created equal. While they're not all perfect, they are both enjoyable and varied. I like how different the factions can be to fight.

While Neutrino is a pain one-on-one, their guns pretty much stink and with but a single frigate helping you out it's a nearly surefire, if agonizingly slow due to high armor, victory. Since most of their weapons lack punch you can focus on one ship at a time. Their autocombat victory ratios are indeed too high, but I imagine that's hard to fix.

While the IFed weapons are good, their ships have low OP and tend to use vanilla weaponry in standard loadouts. Can be abused by an engi-specialized player not using vanilla weapons, true, but that's true with any faction.

Antediluvs have solid fighters but everything bigger than one is awfully vulnerable. Guns are short range, allowing one to bombard them from afar.

Blackrock's generally poor shield 'hardness' makes them more vulnerable to a wide variety of approaches. Their weapons are nice and balanced now too, especially after the quill nerf.

And so on. These factions have real character on the battlefield, which in my opinion is one of the higher praises given the current focus of the alpha.
[close]

Convoys are radically changed in the DEV version, they carry stuff to the respective faction station keeping it well supplied with faction stuff and some themed vanilla weapons. The shark should be hostile to the player only if the player is hostile to ASP or indipendents: will check the code about that.

Spoiler
Maybe there could be starting questions to choose if personal convoys or boss fleets appear?
[close]

I'll think about it! I'm very happy with the current DEV version of events so I might just keep it like it is (ironing out bugs and modifying stuff through feedback).

Spoiler
6k flux to fire a Hadron? It was FINE in the first place.

Is there a way to set specific loot for boss battles? I just beat a second and got again, junk drops. Maybe give them extra xp? Or a rare weapon you can't normally find? Give you a permanent bonus to FP? Or a +1 to a skill? So many cool things could be done

And I will say again, make them unable to retreat!
[close]

Some Bosses have unique loots. Stuff you can't find anywhere, not even fitted on ships. I was going to add XP rewards, I just need to find the right amount (related to FP of the Boss). Any suggestions about this? I can't set them to be unable to retreat. It may be possible adjusting admiral AI through the faction file, any idea how to set it? (Suicidal maybe)

Spoiler
I think it's the fact that everything from your station is free of charge that does the most harm..

After a couple convoys I simply bought a couple really cheap freighters, sold every stack of weapon my station had and ended up with money out the wazoo..

I think the frequency needs to be reduced as well as the amount delivered, once you have a big fleet, protecting your supply convoy is not a problem, thus, giving you an endless stream of money..

I think the personal convoy should only be there to be used in emergencies, like when you get completely wiped out, it has a couple frigates, maybe a single destroyer and such for you to use, it shouldn't be able to rebuild your entire fleet for no cost at all..
[close]

Convoys changed in DEV. See above.

Spoiler
all this rolls shoud use weighted random, not hurge amount of ifs.

if for any reason you dont want WR - then switch case, current implementation will be source of endless issues.

neutrino and aqvidulian figher wings are:
http://www.youtube.com/watch?v=MIZbGSXeWWE

I'll second using weighted random. It's much easier to read and maintain.

Let's look at an example. Here's the logic most spawn points currently use:
Code
		String type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.50f) {
type = "raiders";
} else if (r > 0.35f) {
type = "raiders2";
} else if (r > 0.25f) {
type = "miners";
} else if (r > 0.15f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}

With this, you can't tell at a quick glance what probability each type has, and if you add a new fleet type you need to carefully adjust each case to keep the same distribution.

Here's an alternate implementation with the same probabilities using LazyLib's weighted random (you will need to import java.util.* and org.lazywizard.lazylib.CollectionUtils):
Code
        Map potentialFleets = new HashMap();
        potentialFleets.put("scout", 2f);
        potentialFleets.put("raiders", 3f);
        potentialFleets.put("raiders2", 1.5f);
        potentialFleets.put("miners", 1f);
        potentialFleets.put("attackFleet", 1f);
        potentialFleets.put("securityDetachment", 1.5f);
        String type = (String) CollectionUtils.weightedRandom(potentialFleets);

Notice with weighted random there's no chance of missing an else block and creating a null pointer exception (a NPE in the spawnFleet() method is by far the most common problem people come to me with), and you can easily tell relative probabilities by looking at the code (a scout fleet is twice as likely as miners, for example). If you ensure your weights add up to 1/10/100/etc, you'll always know the actual probability as well.
[close]

I'd LOVE this. PLEASE convince all the modders of this compilation :Q.

Spoiler
I like this Mod, the Original Game was a bit too boring for me, once you got a good Fleet you steamroll everything but here with the Events and different Ships i have a lot more to do.


There is one Technical Problem for me tho: After a few Saves and Reloads(like 15+) the Saving and loading gets REALLY slow and at one point i can't load at all anymore and have to restart the Game. This only happens with this mod, not in the Vanilla Game where i could play for hours. I also noticed that the Java App took quite some Memory when the saving and loading begins to slow down (highest in java.exe was like 1.4gb, but i still had a lot of available memory left so thats not the problem).

Anyone else has this problem and maybe a solution? It's no big deal tho. Restarting the game only takes a few seconds anyways.
[close]

I THINK this is related to a small memory leak that Alex is working on. The mod is indeed very heavy on sprites and code.

Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on February 28, 2013, 12:49:59 PM
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 12:54:47 PM
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

WELL. That would be a huge deal of code, hours and work. HUUUUGE.





HUUUUUUUUGE.

Atleast I think. I need to take a look at fleet control code.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on February 28, 2013, 12:58:20 PM
drat. I've seen reports of people playing both mods at least, any idea how compatible they are?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Chronosfear on February 28, 2013, 01:00:58 PM
One suggestion, not sure if mentioned already :
change the color of the "event faction" cause it´s to similar to BRDY on the map
both yellow , BRDY a little bit darker but still bad to see.

thx
Chronosfear

@ ciago92 : it works and your fleets will fight all mod included fleets that are enemy to you .. at least it was when I last checked :)
                 atm i just started over again with the new version of Uomoz , but still think it should do like before.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 01:15:15 PM
Changed ASP color (too similar to TL) and EVENT (to orange).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 03:22:59 PM
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

WELL. That would be a huge deal of code, hours and work. HUUUUGE.





HUUUUUUUUGE.

Atleast I think. I need to take a look at fleet control code.

How many bosses are there in uomoz's corvus currently? And are there certain things you need to do or have for boss X to appear? If you want to keep it a secret the please do so. I'm just wondering since first there was the doctor around and now i got the bloody boomer on my arse.

And the final question are you going to be adding factions to the collection in the future? Or are you perheps just going to keep it this way with a select few factions and polish it to the best of your abilities and start something new when your done? Short version updates 4 evah ?

-Sandremo

PS. I hope the boomer has tons of explosives or something like that. XD¨

Edit: Would it be possible to have mines in starsector? :o
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 28, 2013, 03:31:36 PM
Heh, yea, there are a few explosives in my fleet, along with a few other fun suprises.  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on February 28, 2013, 03:33:11 PM
Heh, yea, there are a few explosives in my fleet, along with a few other fun suprises.  :P

Dont scare me like that! the next thing i notice is that someone is shouting "ALLAH AKBAR!" and is running through space without a suit packed with explosives trying to suicide bomb me Q_Q
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on February 28, 2013, 03:42:10 PM
Heh, yea, there are a few explosives in my fleet, along with a few other fun suprises.  :P

Dont scare me like that! the next thing i notice is that someone is shouting "ALLAH AKBAR!" and is running through space without a suit packed with explosives trying to suicide bomb me Q_Q

We had hoped that he would be satisfied flying one of the Vice class destroyers, but apparently not.  ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: JWill on February 28, 2013, 06:38:48 PM
Thanks a lot for the massive amount of feedback, will try to answer everything.

Spoiler
BUG

So I've been trying to get a certain Gedune ship for a while.  But after sitting on their station for ages, only really small fleet types were spawning.  The only ones I saw were Scavengers, Scouts, and Raider.  But in /data/world/factions, there's three bigger fleet types: Liberators, Elites, and Seige Group.

After digging around a bit, I think I found the problem in /data/scripts/world/GeduneSpawnPoint.java:
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}

Looks like an oversight when adding new fleet types; the probabilities total more than 100%, so the top several are the only ones that ever get picked.

I think this should fix it; just chose some probabilities that summed to less than 1.0 (and the remaining 0.1 goes to the else for seige fleet type)
Code
	@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if (       (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
         return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
[close]

The probabilities aren't actually more then 100%, it's just that more then 1 fleet can happen in the r -= .2f range (so 3 types of fleets in the space of 20%). To be more accurate the Gedune table is this:
30fp - 50%
14fp - 10%
40fp - 10%
120fp - 21%
60fp - 08%
200fp - 01%

I was pretty sure that those are not the actual spawn rates.  So I tested it.  Below is code that tests 100000 spawns, and says how many of them were which.  Here are the actual Gedune spawn probabilities are:
scout - 50%
longRangeScout - 40%
raiders - 10%
libers - 0%
elite - 0%

Code
public class UomozBug {
    public static void main(String[] args) {
        for (int i = 0; i < 100000; i++) {
            System.out.println(testGeduneSpawn());
        }
    }
   
    private static String testGeduneSpawn() {
        float r = (float) Math.random();
        if (       (r -= .5f) < 0) {
            return "raidFleet(\"scout\")";
        } else if ((r -= .4f) < 0) {
            return "raidFleet(\"longRangeScout\")";
        } else if ((r -= .3f) < 0) {
            return "raidFleet(\"raiders\")";
        } else if ((r -= .2f) < 0) {
            if (Math.random() > 0.3) {
                return "raidFleet(\"libers\")";
            } else {
                return "defendFleet(\"libers\")";
            }
        } else if ((r -= .2f) < 0) {
            if (Math.random() > 0.1) {
                return "l33tFleet(raidFleet(\"elite\"))";
            } else {
                return "l33tFleet(defendFleet(\"elite\"))";
            }
        } else {
            if (Math.random() > 0.1) {
                return "raidFleet(\"siege\")";
            } else {
                return "defendFleet(\"siege\")";
            }
        }
    }
   
    /** Output:
     * jackson@jdesk ~/Desktop $ java UomozBug | sort | uniq --count
     * 39947 raidFleet("longRangeScout")
     *  9866 raidFleet("raiders")
     * 50187 raidFleet("scout")
     *
     * I know Math.random() isn't perfectly random, but this is one
     * heck of a co-incidence if the spawn code is correct!
     */
}

I love this mod; you've done a great thing integrating all these ship mods into a coherent whole.  It's single-handedly added hours of play value to the game!  I'm glad I could help in a small way by finding this bug.  Keep making awesome releases :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 06:43:17 PM
Aw crap. I'll report this stuff to Hyph. Thanks! Fixing spawn rates in DEV.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on February 28, 2013, 09:53:49 PM
Spoiler
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

WELL. That would be a huge deal of code, hours and work. HUUUUGE.





HUUUUUUUUGE.

Atleast I think. I need to take a look at fleet control code.

How many bosses are there in uomoz's corvus currently? And are there certain things you need to do or have for boss X to appear? If you want to keep it a secret the please do so. I'm just wondering since first there was the doctor around and now i got the bloody boomer on my arse.

And the final question are you going to be adding factions to the collection in the future? Or are you perheps just going to keep it this way with a select few factions and polish it to the best of your abilities and start something new when your done? Short version updates 4 evah ?

-Sandremo

PS. I hope the boomer has tons of explosives or something like that. XD¨

Edit: Would it be possible to have mines in starsector? :o
[close]

At the moment between 1 and 10 bosses and they spawn randomly without any proc (but they may behave differently based on your standings and other stuff). This is the oldest mods collection of the game, it was created around the time campaign came out, 1 year ago. Never actually stopped updating\modifying it since then. The faction count will remain more or less this until I have more space to put the factions in ;). That said if an interesting mod is created and is better sorted\made then a mod currently present it can easily get in. And others get out.

That said if ANYONE is interested in getting in the game as a BOSS or contributing with a cool EVENT contact me via PM. No requirements! (Well, you have to think the fleet and some stuff, nothing big).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Hyph_K31 on February 28, 2013, 10:34:35 PM
Aw crap. I'll report this stuff to Hyph. Thanks! Fixing spawn rates in DEV.

Oh wow, how did I manage that??

I shall fix things! When I get home of course :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on February 28, 2013, 10:35:03 PM
Any tips on how to get my supply convoy to survive? Im still in the fairly early game and only have a few frigates, But I was leading the big nasty swarms off of it as bait and it suddenly turns away from my abandoned storage facility and decided to run straight into the pirate... planet.... This made me kind of sad as it was quite literally 1/4 of a screen away from my space station with no more enemies in the way.

Any tips for getting it to work?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on March 01, 2013, 02:42:45 AM
Any tips on how to get my supply convoy to survive? Im still in the fairly early game and only have a few frigates, But I was leading the big nasty swarms off of it as bait and it suddenly turns away from my abandoned storage facility and decided to run straight into the pirate... planet.... This made me kind of sad as it was quite literally 1/4 of a screen away from my space station with no more enemies in the way.

Any tips for getting it to work?

It shouldnt do that! :O For me the supply convoys have always went straight for the abandoned storage even if it has a bloody pirate armada on it's tail.

@Uomoz i remember that time.. i also remember asking alex personally "When ar wiii goin tu have te cämpaign?" or something along those lines. Turns out i'v been here for quite a while. Dont remember seeing uomoz's corvus back then. :/ Maybe i just didnt keep my eyes open. XD Any chance of getting the freespace 2 mod in this? :O After the shivans are done that is...

Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg

Might be a bit OP. XD
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EnderNerdcore on March 01, 2013, 07:55:38 AM
Once I have the Shivans in my mod and proper turret sprites and all, yes, I'll be seeing if Uomoz wants to work with me to make it a boss fleet.

It will be very difficult to beat.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Vilu on March 01, 2013, 08:27:15 AM
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

Fleet Control worked fine with UC16, I've not yet tried with UC17.
I would guess that it still works fine.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 01, 2013, 08:46:02 AM

Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg

Might be a bit OP. XD

When I click that link i'm suddenly reminded of reapers...
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on March 01, 2013, 10:26:06 AM
^ Can anyone say "Super-Boss"? ^
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Shield on March 01, 2013, 11:12:35 AM
I will have to say I like the events that happen now, keeps me on my guard a bit, but I destroyed your fleet Uomoz and got me a stormcrow :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on March 01, 2013, 11:54:27 AM

Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg

Might be a bit OP. XD

When I click that link i'm suddenly reminded of reapers...
BEWARE THE REAPERS!

In all honesty, it reminds me of one too.  Also, its actually weaker then a unsc mac cannon, physics says the yield for one of those things would be in the Tetratons at minimim.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on March 01, 2013, 12:14:59 PM
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

Fleet Control worked fine with UC16, I've not yet tried with UC17.
I would guess that it still works fine.

Does not work unless you're in the TT bloc, as the Fleet Control station spawns on their planet. It was blank when I got there probably because you can't buy things from other blocs. Additionally, its a pain getting there because they're hostile to you.

edit: Actually, doesn't work as TT either. Probably just UC17 sets all stations except omni, abandon, and your two factions as unable to buy from. Any ideas on how to fix? I really want to run both mods lol
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on March 01, 2013, 12:18:33 PM

Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg

Might be a bit OP. XD

When I click that link i'm suddenly reminded of reapers...

The correct thing to say would be that the reapers look like the shivans. Descent: Freespace was made in 1998 where the shivans first appeared. :D

Like i said the beams are dangerous! 1 pulse of a single beam has the same destructive force as 10312500 Little boy bombs (You know the one that the americans used to bomb the japanese?)

@EnderNerdcore i'm still working on those turret sprites... dont expect anything untill next weekend earliest. XD I'm building and scrapping turrets faster than knights can say "Ni!"

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 01, 2013, 04:55:26 PM
Quote
125 GT (Gigatons of TNT)

explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.

how you imagine to use such force against small space ships? press x to win?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EnderNerdcore on March 01, 2013, 05:01:23 PM
Quote
125 GT (Gigatons of TNT)

explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.

how you imagine to use such force against small space ships? press x to win?
You don't, the Shivans use masses of Sathanas juggernauts to push stars into supernova.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ssthehunter on March 01, 2013, 05:09:55 PM
now lets see a 3000 ton slug crashing into an object at 4% of lightspeed.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 01, 2013, 05:24:39 PM
Ah, I've figured out the problem with the convoys, When they are being chased, they will prioritize running away over landing. I had a convoy being chased by a fleet and it ran right over my station and kept going, only to be destroyed... again. I kinda feel like if they touch the station or go over it, they should land instead of continuing to try to run away from the fleet chasing them.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 01, 2013, 06:03:46 PM
Why cant i get thuke stuff...im their faction so wheres there station?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 01, 2013, 06:06:46 PM
Nevermind fleet control mod blocked it
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on March 02, 2013, 02:51:17 AM
Quote
125 GT (Gigatons of TNT)

explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.

how you imagine to use such force against small space ships? press x to win?
You don't, the Shivans use masses of Sathanas juggernauts to push stars into supernova.

Aye. The shivans used the SJ sathanas only twice to destroy ships hostile to them. :D And that was to destroy a single ship.  But hey in freespace 2 bombers were used to destroy those beam turrets AND that ships is slow as ****. It isnt a fighter jet in terms of turning or acceleration. You could just out manouver it and evade those beams by attacking from the sides or the rear... but since you have AI controlling your other ships they will probably attack it head on. :D

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Thaago on March 02, 2013, 07:05:36 PM
I now have a windows machine so I can play this mod - I'm really enjoying it! Well done to everyone involved!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 02, 2013, 11:35:05 PM
Tomorrow or the day after I'll post an updated 17.1.

Much changed (especially in the code), added a lot of stuff, events, rewards, betrayal punishment, boss type based on player level, Boss XP reward.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Plasmatic on March 03, 2013, 12:58:51 AM
Tomorrow or the day after I'll post an updated 17.1.

Much changed (especially in the code), added a lot of stuff, events, rewards, betrayal punishment, boss type based on player level, Boss XP reward.

Awesome!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 03, 2013, 04:40:27 AM
One Titan. Ten wings of Wayfarer Persephones. Against Lord Uomoz.

I ran out of ammo against the last two ships (a Titan and an I don't remember what), but my Persephones persevered. Total loss: two fighter wings. Lord Uomoz? No survivors.

huehuehue

Also, wtb an Unsung.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 03, 2013, 05:19:17 AM
1 question, is EVENT: Zakastra should look's like this ?

Spoiler
(http://i.imgur.com/UPVMFtn.png?1?5253)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 03, 2013, 05:44:36 AM
I checked actual game source and API closely, its possible to implement solo vs boss battles without hairy magic, but such fleets must be marked by some special way:

CampaignFleetAPI handle of fleet that solo must be marked with weak hashmap, later this value will be extracted and used inside BattleCreationPluginImpl
actual implementation - cant be done from my side ( i dont have list of fleets and other data ), but i have scripts ready.

Everything i discriber work perfectly, ships wont appear in combat and wont be damaged\lost if you retreated.

Well, if @Uomoz agree i will implement my suggestion about solo boss.

added

after few more checks - such fleets dont need to be marked, special faction shoud be used instead.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Chronosfear on March 03, 2013, 06:21:38 AM
Event : The Doctor is hard to beat ( had several crashes while trying to record ) -> "Nvidia display driver timed out" as an error msg. ( but had 50-60fps while recording )

so i´ve done it without recording, which also crashed me 2 times or so after the battle when clicking next to get to the loot screen.
Saved just before engaging the event.
could be the related error :
Spoiler
29021 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading D:\Strategie\Starsector\starsector-core\..\saves\save_AdmiralBRDY_1008347663415039125...
31228 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
31265 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
34600 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 221,96 MB of texture data so far
39315 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 233,96 MB of texture data so far
42808 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[1,1]
Message: Content is not allowed in prolog.
com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[1,1]
Message: Content is not allowed in prolog.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:141)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.move(AbstractPullReader.java:118)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.moveDown(AbstractPullReader.java:103)
   at com.thoughtworks.xstream.io.xml.StaxReader.<init>(StaxReader.java:45)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createStaxReader(StaxDriver.java:137)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createReader(StaxDriver.java:88)
   at com.fs.starfarer.campaign.save.CampaignGameManager$3.createReader(Unknown Source)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.return(Unknown Source)
   at com.fs.starfarer.campaign.save.oOoO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.String.public$super(Unknown Source)
   at com.fs.starfarer.campaign.save.super.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[1,1]
Message: Content is not allowed in prolog.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(XMLStreamReaderImpl.java:593)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 21 more
[close]

but now i´ve done it. 3 attack runs had been used , because he started to retreat with a whole bunch of his fleet.
The screenshot is taken at the end of the first battle.
Spoiler
(http://i71.servimg.com/u/f71/16/69/23/02/java_210.jpg) (http://www.servimg.com/image_preview.php?i=42&u=16692302)
[close]


Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 03, 2013, 07:12:54 AM
this error not directly related to mod, SOF forum mark this error as SAXParser glitch.

possibly caused by save issue due too many loot.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 03, 2013, 07:39:38 AM
One Titan. Ten wings of Wayfarer Persephones. Against Lord Uomoz.

Holy cow. How did you manage to obtain ten wings?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 03, 2013, 08:05:46 AM
omnifactory!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: zakastra on March 03, 2013, 08:33:05 AM
1 question, is EVENT: Zakastra should look's like this ?

Spoiler
(http://i.imgur.com/UPVMFtn.png?1?5253)
[close]

Yes its supposed to be a small, fast fleet based on max OP ship designs. although the in-game variants seem to be wrong, and also missing weapons I may have to look at the variant information I sent across.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 03, 2013, 06:50:22 PM
I checked actual game source and API closely, its possible to implement solo vs boss battles without hairy magic, but such fleets must be marked by some special way:

CampaignFleetAPI handle of fleet that solo must be marked with weak hashmap, later this value will be extracted and used inside BattleCreationPluginImpl
actual implementation - cant be done from my side ( i dont have list of fleets and other data ), but i have scripts ready.

Everything i discriber work perfectly, ships wont appear in combat and wont be damaged\lost if you retreated.

Well, if @Uomoz agree i will implement my suggestion about solo boss.

added

after few more checks - such fleets dont need to be marked, special faction shoud be used instead.

Sure! PM me what you have ;).

1 question, is EVENT: Zakastra should look's like this ?

Spoiler
(http://i.imgur.com/UPVMFtn.png?1?5253)
[close]

Yes its supposed to be a small, fast fleet based on max OP ship designs. although the in-game variants seem to be wrong, and also missing weapons I may have to look at the variant information I sent across.

The variants are what you sent me, are you sure they aren't right?

BTW, implemented +1 invasion and +2 completely new type of events.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 03, 2013, 08:42:10 PM
One Titan. Ten wings of Wayfarer Persephones. Against Lord Uomoz.

Holy cow. How did you manage to obtain ten wings?

As RawCode says, Omnifactory. I captured a wing from a Wayfarer fleet a while back.

(If I didn't have the Wayfarer Persephones, I would've gone in with thirteen wings of regular Persephones. ;D )

Mucking around in the variant editor and holy crap, I really want an Unsung. With six Cains. >:D (I also did a 6xHadron Accelerator fit, just for the giggles. It works. It works terrifyingly well.)

If I ever decide to start flying Antediluvian ships, I'm gonna outfit one with as many sonic turrets (nevermind the whole "sound in space" thing) and name it Teahouse-Shattering Symphony. I've already got a Titan named Thunderbolt Attack Prana and an Auria that goes by Sword of Promised Victory. And if I ever get my grubby hands on an Unsung, it's going to be World-Scarring Solar Glory or Invincible Sword Princess.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 04, 2013, 02:51:48 AM
runtime fleets + solo battles.

run mod, check sun, have some fun.

added

also i have semiworking implementation of fleet that does not show actual content, eq, on hovering it shoud single ship (with sprite of skull and bones) and only after starting combat you will know what ships are here, it was intitial plan for surprise fleet.

[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 04, 2013, 06:19:47 PM
Can i be a leader spawn...and how do i show you my ship group with its weapons?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: robokill on March 04, 2013, 08:02:26 PM
May I please have a Boss. please! please! please!
If I make a Boss description for the Boss (pun intended) can I have one.
 ;D
Im asking like this because I dont know if its to late.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 04, 2013, 08:42:22 PM
Spoiler
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!

WELL. That would be a huge deal of code, hours and work. HUUUUGE.





HUUUUUUUUGE.

Atleast I think. I need to take a look at fleet control code.

How many bosses are there in uomoz's corvus currently? And are there certain things you need to do or have for boss X to appear? If you want to keep it a secret the please do so. I'm just wondering since first there was the doctor around and now i got the bloody boomer on my arse.

And the final question are you going to be adding factions to the collection in the future? Or are you perheps just going to keep it this way with a select few factions and polish it to the best of your abilities and start something new when your done? Short version updates 4 evah ?

-Sandremo

PS. I hope the boomer has tons of explosives or something like that. XD¨

Edit: Would it be possible to have mines in starsector? :o
[close]

At the moment between 1 and 10 bosses and they spawn randomly without any proc (but they may behave differently based on your standings and other stuff). This is the oldest mods collection of the game, it was created around the time campaign came out, 1 year ago. Never actually stopped updating\modifying it since then. The faction count will remain more or less this until I have more space to put the factions in ;). That said if an interesting mod is created and is better sorted\made then a mod currently present it can easily get in. And others get out.

That said if ANYONE is interested in getting in the game as a BOSS or contributing with a cool EVENT contact me via PM. No requirements! (Well, you have to think the fleet and some stuff, nothing big).

I'm pretty sure you still have time if you want to make one, but you should probably hurry if you are going to be in it in time for the 17.1 update  :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: robokill on March 04, 2013, 08:53:29 PM
ROBOKILL AWAAAAAY.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 04, 2013, 09:08:04 PM
Oh jeez, it's horrendously tempting to put up my personal fleet as a boss fleet.

Cains, Cains and Persephones forever.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Psiyon on March 04, 2013, 09:26:26 PM
I propose the trifecta (http://www.youtube.com/watch?v=S45-lXhiO5A) of (http://www.youtube.com/watch?v=V35ypEhmgaE) stupid (http://www.youtube.com/watch?v=pRPQ4_EG7h8) as the final ultra super super boss.

make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.

Or if you want I can whip up something even more ridiculous.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: banehunter on March 04, 2013, 09:57:16 PM
I propose the trifecta (http://www.youtube.com/watch?v=S45-lXhiO5A) of (http://www.youtube.com/watch?v=V35ypEhmgaE) stupid (http://www.youtube.com/watch?v=pRPQ4_EG7h8) as the final ultra super super boss.

make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.

Or if you want I can whip up something even more ridiculous.
Oh god how terrifying. I however do want The Stupid to be in. Is it possible to be more ridiculous?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 04, 2013, 11:21:01 PM
it will require custom AI to work that way
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EnderNerdcore on March 04, 2013, 11:25:31 PM
Oh god the ship with the music cannon

please let that be a boss
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 04, 2013, 11:46:19 PM
musical beam wont help versus swarm of persefones.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 05, 2013, 12:43:50 AM
make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.
If my eyes rolled any harder, we could use them to generate electricity.

Speaking of ramming things dead to death, an Unsung can totally be rigged to do that.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 12:57:11 AM
Oh jeez, it's horrendously tempting to put up my personal fleet as a boss fleet.

Cains, Cains and Persephones forever.

-- Griffinhart

Do so! But remember that Cains and Hadrons are nerfed in 17.1.

I propose the trifecta (http://www.youtube.com/watch?v=S45-lXhiO5A) of (http://www.youtube.com/watch?v=V35ypEhmgaE) stupid (http://www.youtube.com/watch?v=pRPQ4_EG7h8) as the final ultra super super boss.

make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.

Or if you want I can whip up something even more ridiculous.

I was thinking some clever way to determine if a player cheated. It's not that easy. Bui this would be awesum.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 05, 2013, 02:40:34 AM
debug mode is single field in single class, it can be extracted via reflections if needed, same with mod list (to disable cheat mods).
savegame monitoring need ASM magic, it possible but i personally can't do it due lack of skills.
basic method is force savegame compression (possible with reflections)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on March 05, 2013, 07:06:00 AM
Testing for dev mode is easy, just use Global.getSettings().getBoolean("devMode"). And you can check for cheat mods using the same code I gave you to check if LazyLib is active. :)

Validating a character's stats is tricky due to missing API hooks. I wouldn't recommend it as there would be too many false positives at the moment (specifically, you'd run into problems with mod-added skills/aptitudes and custom level up plugins).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sdmike1 on March 05, 2013, 07:13:31 AM
Final boss? InfinitySquared of course ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 05, 2013, 09:07:36 AM
Oh jeez, it's horrendously tempting to put up my personal fleet as a boss fleet.

Cains, Cains and Persephones forever.

-- Griffinhart

Do so! But remember that Cains and Hadrons are nerfed in 17.1.
Hadrons on AI ships are awful, so I wouldn't do that anyway. But an Unsung with six Cains, or Neutron Lances? And an Integrated Targeting Unit? >:3c

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: starfigter on March 05, 2013, 09:26:30 AM
Im in love whit this mod, every time you update it is as exciting as the official releases!
 :)
Btw, What do I need to do to have my fleet as a boss fleet?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Bango Skank on March 05, 2013, 10:01:29 AM
This has probably been posted before, but I couldn't find any mention of it while diving into this thread (this thread is wicked huge).

Game started out fine, but when I went to an enemy factions station, it was empty. That's all well and good of course, I figured that was on purpose. Now though, when I go back to my own factions station, it too is empty. No crew, no supply, no ships, nada. I've tried plenty of the normal bugfixing stuff, but to no avail. Is this a common problem or am I doomed to slowly die as my crew shrinks and my supply dwindles?

EDIT: This is all on version 17, not the unstable one.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 05, 2013, 10:23:53 AM
This has probably been posted before, but I couldn't find any mention of it while diving into this thread (this thread is wicked huge).

Game started out fine, but when I went to an enemy factions station, it was empty. That's all well and good of course, I figured that was on purpose. Now though, when I go back to my own factions station, it too is empty. No crew, no supply, no ships, nada. I've tried plenty of the normal bugfixing stuff, but to no avail. Is this a common problem or am I doomed to slowly die as my crew shrinks and my supply dwindles?

EDIT: This is all on version 17, not the unstable one.
what faction alliance did you choose ?

even if every faction is hostile to you from the very beginning of the game (hardcore mode) then you can buy crew ect. in omnifactory
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Bango Skank on March 05, 2013, 12:47:13 PM
I've gone through multiple factions, each with the same problem. And I can't buy a single thing, from any station anywhere. Not even the omnifactory. I'm going to delete all my relevant savefiles and reinstall the mod and LazyLib. I'll tell ya if it works.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 12:48:16 PM
I've gone through multiple factions, each with the same problem. And I can't buy a single thing, from any station anywhere. Not even the omnifactory. I'm going to delete all my relevant savefiles and reinstall the mod and LazyLib. I'll tell ya if it works.

That's really weird. The station wiping code is bound to the initial faction choice, and cannot be changed after that moment.

Im in love whit this mod, every time you update it is as exciting as the official releases!
 :)
Btw, What do I need to do to have my fleet as a boss fleet?

PM me your idea and I'll ask you for more details ;).

Testing for dev mode is easy, just use Global.getSettings().getBoolean("devMode"). And you can check for cheat mods using the same code I gave you to check if LazyLib is active. :)

Validating a character's stats is tricky due to missing API hooks. I wouldn't recommend it as there would be too many false positives at the moment (specifically, you'd run into problems with mod-added skills/aptitudes and custom level up plugins).

I made a script to catch credit\level\FP cheats but it crashes the DEV. I need to look more into it. Sending it to you LW, let me know if you see anything weird.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Bango Skank on March 05, 2013, 01:02:12 PM
Well, I don't know what the source of the problem was, but removing and replacing the mod files seems to have worked. Which means I can play it!!!

Though I would have liked finding out why it happened... I think I may have forgot to activate LazyLib the first time I ran the mod. Could that have caused any problems like this?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 01:24:00 PM
Well, I don't know what the source of the problem was, but removing and replacing the mod files seems to have worked. Which means I can play it!!!

Though I would have liked finding out why it happened... I think I may have forgot to activate LazyLib the first time I ran the mod. Could that have caused any problems like this?

It shouldn't have! Unless you used Us'C Dropbox DEV.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Bango Skank on March 05, 2013, 01:47:14 PM
Nawp, just using standard 17. I probably derped something somewhere along the way somehow. I'm an exemplar of Murphy's Law.

This is a great mod though, now that I'm getting some playtime in. I should probably stop playing it and get some sleep, but that's not going to happen.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 05, 2013, 03:07:39 PM
yeah...about LazyLib . . . where to drop that file ? because i ain't using so far ;p & everything just work's so far  ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Brainbread on March 05, 2013, 03:20:36 PM
Since I'm not a modder, I'm curious if this mod will include (if its possible) any skills or anything in the future?

Or just vanilla skills.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 03:44:26 PM
I was thinking about a Skill tree with a single skill for every faction. And making so you can only advance in this tree spending points in your own faction skill. But I need to contact every modmaker for their opinion on the skill itself so it's not gonna happen right now. (soon!)

EDIT: 17.1 is pretty much done. Waiting for SHI update for the release though.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 05, 2013, 04:25:30 PM
A video by Chronosfear.

http://www.youtube.com/watch?v=FO9GZNEINBk

That Unsung...  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: banehunter on March 05, 2013, 04:36:21 PM
I think since it a general lack of ranged ballistic weapons that put the anteduvilians at a disadvantage
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 05, 2013, 04:39:33 PM
Yeah, the ante seem to have more weaknesses than strengths.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 05, 2013, 04:42:27 PM
I frankly don't think anything could safe you from that Unsung.

That said, I was planning on reworking some of the ships. Replacing a few small ballistic mounts with medium ballistics that have better range. An overall armour increase for larger ships. Although range isn't that much of a problem. As you could see in the video, the ships were able to get in close enough to fire off a barrage. There's just no way to stop that Unsung. :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 05, 2013, 04:52:01 PM
For the damage it was dealing, the unsung really didn't seem to be using much flux until it was surrounded, despite seeming to have three large energy mounts and tons of small mounts on each side... does it have lots of capacity or are the weapons low-cost?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 05:00:16 PM
Guys it's a level 43 character with the strongest ship in the mod. That could easily own every fleet in the system. There's not a flaw in the Unsung: after all a huge, expensive, high-tech ship is supposed to be more efficient and proficient then a low-tech army.

I do see some flaw in ante design though: not enough ship-per-ship difference in aesthetic, functionality and weaponry. Every ante ship is basically a bigger version of the one before it, and behave exactly like that. The mod needs more weapon variety, a general reduction in ship-types in favor of a greater variety of forms and functions. Once you learn to fight 1 ante you learn to fight all of em.

IMHO.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on March 05, 2013, 05:02:10 PM
The point of everything is to find an approach that works for you. I've killed every fleet in the game using only Blackrock ships and I see no way it shouldnt be possible to use any other combination of ships and skills once you have a high level character to accomplish the same thing. If you want a genuine challenge, try iron mode hostile to all omnifactory only no reloads. ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 05:06:23 PM
iron mode hostile to all omnifactory only no reloads. ;D

Talking like a true man here. The only way I play :D Hound flagship FTW.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on March 05, 2013, 05:09:59 PM
Echo-class scouts and hounds with frontal hull gens forever.

Spoiler
this is in no way related to my recent decision to implement a 3fp shieldless frig for blackrock
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MShadowy on March 05, 2013, 05:11:40 PM
EDIT: 17.1 is pretty much done. Waiting for SHI update for the release though.

Sorry bout the wait.  It should be up momentarily.  I hadn't quite finished playing with the values on some of the weapons.  Also, I was going to switch the way I've got the fleet spawn set up so as to fit with the standard you've requested.  Gimme a bit.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 05, 2013, 05:18:16 PM
EDIT: 17.1 is pretty much done. Waiting for SHI update for the release though.

Sorry bout the wait.  It should be up momentarily.  I hadn't quite finished playing with the values on some of the weapons.  Also, I was going to switch the way I've got the fleet spawn set up so as to fit with the standard you've requested.  Gimme a bit.

No problems mate. I'm in bed now so I'll post it tomorrow anyway. =)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 05, 2013, 06:27:55 PM
iron mode hostile to all omnifactory only no reloads. ;D

Talking like a true man here. The only way I play :D Hound flagship FTW.

That's almost how I play, but I like to test my fleets against enemies I know I will lose to so I can see just how close I am to beating them, so iron mode is off for me. I currently have a fleet consisting of hounds, viking mk 1 and 2s, wurms, wolfs, and the antediluvian destroyer that is armed with 2 medium energy mounts. Frigate swarms FTW.  8)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on March 05, 2013, 06:56:20 PM
Guys it's a level 43 character with the strongest ship in the mod. That could easily own every fleet in the system. There's not a flaw in the Unsung: after all a huge, expensive, high-tech ship is supposed to be more efficient and proficient then a low-tech army.

I do see some flaw in ante design though: not enough ship-per-ship difference in aesthetic, functionality and weaponry. Every ante ship is basically a bigger version of the one before it, and behave exactly like that. The mod needs more weapon variety, a general reduction in ship-types in favor of a greater variety of forms and functions. Once you learn to fight 1 ante you learn to fight all of em.

IMHO.

Since when are we supposed to have one ship that outclasses all others? :/

The whole downside of Neutrinos is ridiculous defense with their shields but relatively low firepower..and then the unsung comes.. :/
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on March 05, 2013, 07:20:25 PM
Hehe, I guess it could be a mistake on my part, but I only intended it for be ship you were to discover/earn when multi systems get implemented,  but since I finished the ship before said feature, I just put it in the station.
 ATM for all purposes you don't get to fight it outside of the Uomoz event fleet, but you are allowed to purchase if you join the bloc.

I'm openminded about taking it out of that station so as to make it the only way to acquire( for now) through the event fleet.

But just as a note, hull mods and character skills almost nullify the weaknesses it has, but try flying one in a new character and you'll notice the weaknesses much more heavily, ( perhaps nerf a bit? )
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 05, 2013, 07:28:57 PM
Hehe, I guess it could be a mistake on my part, but I only intended it for be ship you were to discover/earn when multi systems get implemented,  but since I finished the ship before said feature, I just put it in the station.
 ATM for all purposes you don't get to fight it outside of the Uomoz event fleet, but you are allowed to purchase if you join the bloc.

I'm openminded about taking it out of that station so as to make it the only way to acquire( for now) through the event fleet.

But just as a note, hull mods and character skills almost nullify the weaknesses it has, but try flying one in a new character and you'll notice the weaknesses much more heavily, ( perhaps nerf a bit? )

I'm gonna be rather blunt, and possibly offensive.

To hell with anyone who cries nerf at the Unsung, you can only obtain it by either grinding your way up to 500k+ Domain Credits, or killing Uomoz's fleet and HOPEFULLY getting a boarding chance on it (I really think the skill that improves marine effectiveness should also alter the chance to board vessels) Those two requisites make it very prohibitive to acquire, not to mention that you can't effectively use it without risking losing the damn thing until you've probably hit the lvl 5 mark on many skills within a specific tree, so you're talking around 10+ Attribute points, and maybe over 30 skill points to be able to make it combat effective.

Plus. It's an awesome example of a premium ship sprite, those rear D.E.R.P launchers seem grossly frigin useless tho. D:
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MShadowy on March 05, 2013, 07:42:55 PM
Code
        Map potentialFleets = new HashMap();
        potentialFleets.put("scout", 2f);
        potentialFleets.put("raiders", 3f);
        potentialFleets.put("raiders2", 1.5f);
        potentialFleets.put("miners", 1f);
        potentialFleets.put("attackFleet", 1f);
        potentialFleets.put("securityDetachment", 1.5f);
        String type = (String) CollectionUtils.weightedRandom(potentialFleets);

Hmmm... well, I'm going to need to get some advice on this before I can continue; I've got the above code (courtesy of LazyWizard) importing fine but I'm a pretty lousy coder so I've gotten rather stuck on the actual implementation.  Well, guess I'll keep at it.  Maybe I'll stumble across the answer (or at least something vaguely like the answer).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Dog on March 05, 2013, 07:45:14 PM
I can't say nerfing the Unsung is a good idea.  The ship is the definition of fun, end-game, screw around ship.  I buy the ship once I hit level 40 so I can cruise around and do whatever.  Why nerf a ship which is purposely end game and for having fun in?  If you're buying the ship early, good luck making use of it, and you're probably missing out on the other great ships.  The Unsung is just like the Cain and Hadron Accelerator: really fun weapons to screw around with, and not meant for the standard game for the most part.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 05, 2013, 08:07:03 PM
That Unsung did not need those torpedoes. At all. (In fact, I basically never mount missiles, at all, ever. The powerful are slow and the fast ones are weak, especially against a ship with decent PD fittings. Waste of OP, and waste of time.) Should've dropped them and stacked on more +vent/cap points, because an Unsung hitting max cap is a poorly fit Unsung.

Speaking of PD, man I wish the Unsung had ballistic mounts instead of energy mounts. Thunderchiefs and Railguns (or maybe Iron Weavers, if you really want all the PD ever) would be amazing on it.

(I really think the skill that improves marine effectiveness should also alter the chance to board vessels)

I agree with this.

you can't effectively use it without risking losing the damn thing until you've probably hit the lvl 5 mark on many skills within a specific tree, so you're talking around 10+ Attribute points, and maybe over 30 skill points to be able to make it combat effective.

I disagree with this. A Variant editor Unsung (i.e. one being flown by a pilot that effectively has no skills/attributes) can dominate anything in the simulator, and I wish the simulator had no FP cap and more variety so I could do more no-skill tests. The only real weakness a skill-less Unsung has are its poor combat speed, but that can ameliorated somewhat by fitting guns with good range (e.g. Cains, Hadron Accelerators, Solenoid Cannons, etc.), and its poor shield arc (which is part and parcel of Neutrino ships), but again, that can be adjusted for by being a good kiter.

Character and ship:
Spoiler
Character: Level 46
Combat: 10
Ordnance Expertise 10
Evasive Action 5
Helmsmanship 10
Power Grid Modulation 10

Leadership: 6
Coordinated Manuevers 3
Fleet Logistics 6

Technology: 10
Gunnery Implants 10
Applied Physics 2
Flux Dynamics 10
Computer Systems 10
Mechanical Engineering 10
Navigation 10

Unsung-class Strike Flagship RGS World-Scarring Solar Glory
Weapon Group 1:
Herp Emitter x5

Weapon Group 2: Autofire
Cain x6

Weapon Group 3: Autofire
Heavy Blaster x6

Weapon Group 4: Autofire
Tactical Laser x12 (port)

Weapon Group 5: Autofire
Tactical Laser x12 (starboard)

Capacitors: x100
Vents: x100

Hull Mods:
Accelerated Shields
Advanced Turret Gyros
Auxiliary Thrusters
Expanded Magazines
Integrated Point Defense AI
Integrated Targeting Unit
Resistant Flux Conduits
Extended Shields
Augmented Engines
Unstable Injectors
Blast Doors
Stabilized Shields

OP: 772/780

I opted for HBs, which generate a non-trivial amount of flux when fired while all the other weapons are active, because of the increase in DPS (they make for better fighter-killers). If non-trivial flux generation is a worry, switch them out for Pulse Lasers.

If you don't care about Fleet Points from Fleet Logistics, get Advanced Optics from Applied Physics and either drop Blast Doors, or switch the Heavy Blasters for Pulse Lasers.
[close]

A skill-less fit is similar, although you're obviously only going to have 50 cap/vent each, and nowhere near as many hull mods. Opt for, at the bare minimum, Advanced Turret Gyros, Expanded Magazines, and Integrated Targeting Unit. Switch the Heavy Blasters for Pulse Lasers.

Also, if anyone has better suggestions for PD on the small energy turrets, by all means, let me know. I went with 24x TLs and an Integrated Point Defense AI because that's overall cheaper on OP than going with LR PD Lasers (1OP more per mount, total of 24 more OP; IPDAI costs 20OP, so that would've been a net gain of 4OP). I didn't want to go with Scatter PD Lasers or regular PD Lasers because of their atrocious range.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 05, 2013, 08:40:53 PM
Alright, if it is that hard to get the unsung, I think it balances out.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: banehunter on March 05, 2013, 09:01:01 PM
Alright, if it is that hard to get the unsung, I think it balances out.
Let it is stay an endgame ship, just make it hard as hell to get.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 05, 2013, 11:06:00 PM
Doing something easy 100 times wont make it hard.
Uber ships access shoud not base off 5% capture rate after combat or just X credits to grind.

My suggestion is:
solo combat vs special enemy fleets (implemented, demo few pages ago) is proper way to provide player with 100% rate of getting ship if he manage to disable it in 1vs1 battle.

With special hull loadout, additional skills, more HP\ARMOR and other buffs to make it a bit more then AI beating.

Since just giving ship to player a bit too easy, instead it shoud unlock in some space station, best way - unlock blueprint for omnifactory.

This will allow player to get any hull by dealing with special semiboss fleets.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 05, 2013, 11:25:19 PM
Wait, so is there any way to improve relations with a faction you initially started out hostile with?

Like selling enough to their station or something?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 05, 2013, 11:51:40 PM
if you want to trade with every faction select vanilla option.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 05, 2013, 11:54:27 PM
If i am in a certain Bloc is there any way to improve relations to trade with other factions? or is vanilla mode the only way?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 06, 2013, 12:25:46 AM
If i am in a certain Bloc is there any way to improve relations to trade with other factions? or is vanilla mode the only way?

No way, they are at war. You can get hated by your own bloc if you attack them though.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 06, 2013, 02:17:11 AM
i have noticed lotus pirates in DEV build, is "no kitbash ships" rule lifted? (yes yes again suggestion about "new weapons" mod).

@MShadowy
I can port your code to WR without linking to LazyLib (WR is vanilla implemented in starfarer, just not added to API (WeightedRandomPicker class) (it have ugly method names but work perfectly)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MShadowy on March 06, 2013, 06:46:33 AM
Thanks for the offer, Raw, though I'm afraid LazyWizard beat you to it.  I'll be uploading as soon as I finish writing out the changelog for the 0.3.2c revision.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 06, 2013, 06:47:38 AM
i have noticed lotus pirates in DEV build, is "no kitbash ships" rule lifted? (yes yes again suggestion about "new weapons" mod).

@MShadowy
I can port your code to WR without linking to LazyLib (WR is vanilla implemented in starfarer, just not added to API (WeightedRandomPicker class) (it have ugly method names but work perfectly)

There's no kitbash rule, there's a Uomoz's preference rule xD. LP have very specific reasons for their ships shapes, as they make ships from vanilla ships. I don't like the new weapons mod, simple as that.

@MShadowy: use LazyLib. Make it a requirement. It's an amazing mod with a huge amount of potential, and it's a shame many modders don't use it's functionality. In DEV is required to play U'sC.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MShadowy on March 06, 2013, 08:11:05 AM
@MShadowy[/b]@MShadowy: use LazyLib. Make it a requirement. It's an amazing mod with a huge amount of potential, and it's a shame many modders don't use it's functionality. In DEV is required to play U'sC.

It is done!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 06, 2013, 08:32:49 AM
No way, they are at war. You can get hated by your own bloc if you attack them though.

Okay, thanks. Now I can stop trying to not kill a certain faction :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: FlashFrozen on March 06, 2013, 11:55:38 PM
Hehe, I knew that splash looked a bit familiar,

http://www.eurogamer.net/articles/2013-03-06-starsector-preview

Kinda wish they expanded on it just a bit more into the customization aspects of ships, hehe. Kinda do wonder if we'll get a new picture with everyone's ships included again :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 07, 2013, 04:10:37 AM
Hehe, I knew that splash looked a bit familiar,

http://www.eurogamer.net/articles/2013-03-06-starsector-preview

Kinda wish they expanded on it just a bit more into the customization aspects of ships, hehe. Kinda do wonder if we'll get a new picture with everyone's ships included again :P

Oh look, its the ship comparison chart I made!  8)

Speaking of which. I'll have to do a new one now that some mods have left the compilation and new ones have been added.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 07, 2013, 05:16:10 AM
Gonna release 17.1 in an hour or so.

Question: do you guys play this mod as a total conversion (with utility mods) or you add more mods in the fray?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on March 07, 2013, 05:44:20 AM
I've only played UC with utility mods since the blocs system was added.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: conorano on March 07, 2013, 05:52:05 AM
since you added the bloc system i didnt really add any enhancement mod becouse its not really possible and not really needed. but i do like to add an interesting faction every now and then.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on March 07, 2013, 06:17:20 AM
Other than attempting to add fleet control I only use this mod. It's awesome enough on its own ;-)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: MShadowy on March 07, 2013, 06:27:55 AM
Excepting those instances in which I'm testing my own mod release I'll have to echo the sentiment that this is generally the only mod I run with.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on March 07, 2013, 06:41:51 AM
Played with Uomoz + Freespace 2. I havent really found any other interesting mods to use with. :P

Edit: oh yea and the fleet control ofc. :D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 07, 2013, 07:11:44 AM
Gonna release 17.1 in an hour or so.

Question: do you guys play this mod as a total conversion (with utility mods) or you add more mods in the fray?

well i belive Total conversion will be a little suicide for your mod, people like a fredome of choice
yeah, everyone can dovnload any mod one by one but  people are lazy so faction collection is easy to use
in one mod you got multiple faction

i personally got
Uomoz's -(duuh d_b )
fleet control - (even its colide wits Uomoz's corvus (thule station is replaced with civil station but Thule ships spawn from that base but no Thuls ships are avaible)
Scrappers faction
Valkyrians
Weapon pack (i belive there's also an collision but their transports are dropping random loot to any stations so its kinda cool searching  new stuff)
so if you change if ti the TC i believe people interested in this will drop slightly
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Chronosfear on March 07, 2013, 07:21:39 AM
yep, playing with other mods , too

using UC , Fleetcontrol and valkyrian atm or some other faction to try them ( Freespace, Scrapper )
so Fleetcontrol works fine , changed the spawnlocation of the civilian station to not interfere with TL and it just works great.

I think UC should stay like that.
For example : i played Project CAELUS some time and liked it, but i missed some mods like fleetcontrol so i stopped playing it for now.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 07, 2013, 07:37:34 AM
total conversion is not suicide, as stated above people are lazy, they will spam suggestions about "add my favorite new weapons mod" instead of assembling everything self.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EnderNerdcore on March 07, 2013, 08:55:26 AM
I play it with my Freespace 2 mod alongside, and I like being able to add in other mods when I feel like it.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 07, 2013, 09:01:13 AM
Question: why in the 1'st place change it to the TC ?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 07, 2013, 09:05:45 AM
out of curiosity, aren't Point Defense systems supposed to target fighters and drones?

And if so, is there any way the Tempest Frigate's drone can be nerfed? It can phase shift without worry, and 1v1 it's more then a match for the players starter frigates.

That damn things weapons pack more of a punch then the Tempest Frigate itself.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Cycerin on March 07, 2013, 09:07:52 AM
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 07, 2013, 09:57:52 AM
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.

This.

Plus, I'm not changing the Mod to TC, rest assured xD.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ciago92 on March 07, 2013, 12:07:50 PM
Gonna release 17.1 in an hour or so.


Can we haz download? :-)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sirboomalot on March 07, 2013, 12:39:39 PM
The only mod that I have been using with this mod recently is the Galatia complete sound-pack.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 07, 2013, 07:14:39 PM
Gonna release 17.1 in an hour or so.

Question: do you guys play this mod as a total conversion (with utility mods) or you add more mods in the fray?
I run this mod, and only this mod.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 07, 2013, 07:20:06 PM
Uploading U'sC 17.1 RC1. I changed it so much I'm not even sure it's bug-free, so I'll have a RC prerelease. While at it I'll write the changelog here (soon edit with DL link aswell).

Changelog:
Updated TL and SHI.
Rebalanced initial crew and stuff for every faction base on vanilla values.
Optimized a lot of the code to use less resources.
Implemented LazyLib utils in the core script (weighted random FTW).
Bosses now drop extra XP and extra special weaps\ships blueprints for the omnifactory (mostly unique and not in game before the boss kill) via a dropped "token" item.
Player Personal Convoys now resupply the player faction station.
Added 4 new Bosses (1 with completely new ships).
Added 1 new Invasion (by an old friendly faction).
Added 1 new Friendly event.
Added 1 new Diplomacy event.
Implemented Teamkilling player punishment for Blocs.
Implemented "Resign" token at the faction station to leave your current Bloc.
Implemented Cheat Protection. MUAHAHAHAHAHAH. Play fair in U'sC.
Implemented LazyLib checker.

DL link: http://www.mediafire.com/?6ll092erhryhx1l

Share any feedback!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 07, 2013, 07:36:09 PM
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.

The -only- counter I've had to it is playing as NC starting out.

Or using the Shipbuilder's Guild mod, which adds an EW frigate or two.

Otherwise, bend over. Here comes it comes.

Edit: Just tried RC1, error segment below.

Spoiler
809572 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Won't make it past the boot up load screen before that hits.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ValkyriaL on March 07, 2013, 10:45:29 PM
Crash on character creation. went the Vanilla bloc ( Neutral to Corvus )

Spoiler
Quote
183841 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
   at data.scripts.world.UomozGen.generate(UomozGen.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.?0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.??00(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 07, 2013, 11:12:07 PM
Just out of curiosity, should DEV mods be played with DEV mode enabled?  :-X
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 07, 2013, 11:23:28 PM
Thanks for the Feedback!

Just out of curiosity, should DEV mods be played with DEV mode enabled?  :-X

Not at all. DEV is for DEVELOPING the mod (me).

Crash on character creation. went the Vanilla bloc ( Neutral to Corvus )

Spoiler
Quote
183841 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
   at data.scripts.world.UomozGen.generate(UomozGen.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.?0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.??00(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Fixed in current DEV, will upload with all the hotfixes in a few hours.

Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.

The -only- counter I've had to it is playing as NC starting out.

Or using the Shipbuilder's Guild mod, which adds an EW frigate or two.

Otherwise, bend over. Here comes it comes.

Edit: Just tried RC1, error segment below.

809572 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Won't make it past the boot up load screen before that hits.

Did you properly delete the old mod folder? That error is non-existing in my version.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 07, 2013, 11:28:33 PM
Deleted Reinstalled.

I'm running in Windowed, would that result in some sort of error problem?

Spoiler
35013 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@19d6af"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/CommandBuffStats.java, Line 10, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more

[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 07, 2013, 11:30:14 PM
Did you check the mod requirements?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 07, 2013, 11:43:41 PM
Did you check the mod requirements?

Yep, and apparently for some reason LazyLib refuses to be opened by my copy of WinRAR, it downloaded it as a nondescript file and I assumed the damned thing ran automatically, rather then being ran like a traditional mod.

My bad.

Crash at character creation, I've your alternative starting ships running. Foxhound and Sentinel. Selected the Wolf Frigate.

Spoiler
45882 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
   at data.scripts.world.UomozGen.generate(UomozGen.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Just did it again with just Lazy Lib and Corvus. Same exact crash.
Also, a atleast 20-30 line long WARN wall about SHIP_SYSTEMS not being found before the DEBUG text

Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 12:04:37 AM
Did you choose Vanilla Starfarer? It's a bug I already resolved (look above).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 12:19:49 AM
Cheat protection is not good, anyone with basic skills in java can disable it, ever if you compile and jar your mod, it still easy to disable.
You shoud rollback cheated changes, not crash game with hull error, also its easy to create fleet with name you provided and evoid crash.

If you still want to crash game, use throw new RuntimeException("YOUR TEXT HERE");

For level detection... API looks more and more idiotic for me, ignore "blabla dont touch core" and just:

import com.fs.starfarer.campaign.*;

(MutableCharacterStats)MutableCharacterStatsAPI.getLevel();

Looks like my suggestion about solo fight bosses not get into 171, sadly, it's really fun when you can beat fleet only with skill, not swarm of persefones.

added

Attempt to start hostile to corvus:

Code
67922 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
at data.scripts.world.UomozGen.generate(UomozGen.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?O0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?O0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

To evoid endless spring of similar errors (especially when you decide to add new factions or remove one), just like i suggested with WR, i will suggest you to write faction prototype class with every possible method embeded into it and extend other factions from this class.

I can help you to do it, or do it self, this will provide "minimash API" with ability to overcome "script override" limitation of vanilla and modular design with ability to disable\enable factions from mod menu.

Also this will allow someone else to develop initially minimash compatable factions by following API instructions, boss plugins and similar stuff.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 12:32:52 AM
Cheat protection is not good, anyone with basic skills in java can disable it, ever if you compile and jar your mod, it still easy to disable.
You shoud rollback cheated changes, not crash game with hull error, also its easy to create fleet with name you provided and evoid crash.

If you still want to crash game, use throw new RuntimeException("YOUR TEXT HERE");

For level detection... API looks more and more idiotic for me, ignore "blabla dont touch core" and just:

import com.fs.starfarer.campaign.*;

(MutableCharacterStats)MutableCharacterStatsAPI.getLevel();

Looks like my suggestion about solo fight bosses not get into 171, sadly, it's really fun when you can beat fleet only with skill, not swarm of persefones.

People with java skill can cheat however they want. I just want a mild cheat protection "for fun" when people send error reports.

I have no idea what an API is. I lack most of the java basics, I just learned by trial and error. xD

Solo fight boss have no reason to exist other then challenge the player in an artificial manner. I like to play this kind of stuff "vanilla", with the whole fleet (solo fights would encourage putting max skills in combat, while optimally every player should play however they want).
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 12:43:13 AM
Currently you encourage to put max points into technology and bring as many ships as possible (every boss is large fleet, ever smallest partol is 2-3 ships), i dont see any reason why brickwall solo only boss cant be.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 12:45:30 AM
Not true, Bosses range between 75 FP and endgame 350. Some small Bosses have better rewards then bigger ones.

Also, if the game is challenging, I achieved what I wanted in the first place.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sc90 on March 08, 2013, 01:02:23 AM
Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 01:15:47 AM
i will provide compatable plugin with my implementation of solo combat, anyway this discussion cant change your mind about this.

Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 01:53:42 AM
To evoid endless spring of similar errors (especially when you decide to add new factions or remove one), just like i suggested with WR, i will suggest you to write faction prototype class with every possible method embeded into it and extend other factions from this class.

I can help you to do it, or do it self, this will provide "minimash API" with ability to overcome "script override" limitation of vanilla and modular design with ability to disable\enable factions from mod menu.

Also this will allow someone else to develop initially minimash compatable factions by following API instructions, boss plugins and similar stuff.

Fixed that error, it was the same as for the Vanilla Starsector option.

Not interested in a Minimash API, this mod is meant to be played as I code it, as i put a huge amount of effort in balancing everything. If people could add stuff on their own it would completely kill the meaning of this mod. It's not a "simple" minimash, it's a lot more now.

Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1

It's explained both in game with messages and in the changelog.

MEANWHILE IN DEV:

Spoiler
(http://i.imgur.com/ljMJfdN.png)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sc90 on March 08, 2013, 02:26:07 AM
Means no point in defending it anymore, you need 1 of each ship/weapon to omni factory anyway
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 02:27:34 AM
crashes at the loading the game (just before main menu) older ver. deleted before uploading only 1 mod enabled (yours)
Spoiler
186000 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
186047 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 191,49 MB of texture data so far
187250 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CommandBuffStats]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1784427"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/CommandBuffStats.java, Line 10, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 02:36:40 AM
requires lazylib mod. check requirements!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Sandremo on March 08, 2013, 02:56:08 AM
Quote

It's explained both in game with messages and in the changelog.

MEANWHILE IN DEV:

Spoiler
(http://i.imgur.com/ljMJfdN.png)
[close]

Sorry to ask a dumb question but... what are the blueprints for? XD You build ships with them? And why would i buy a blueprint instead of the ship itself? Or can you get certain ships with blueprints only?

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 02:59:11 AM
Blueprints are for ship upgrades :). You'll see in-game.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 03:12:17 AM
requires lazylib mod. check requirements!
OK OK My bad (got same problem wits LazyLib as SainnQ has)
don't you "SHIFT+1" on ME mister!  >:(
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sc90 on March 08, 2013, 03:27:52 AM
Blueprints are for ship upgrades :). You'll see in-game.

So basically we, lets say have Hound that we can upgrade to diffrent ship with blueprint?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 03:35:24 AM
For now there's just an upgrade for hound and one for vigilance, but yeah, that's the plan!
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sc90 on March 08, 2013, 03:38:45 AM
For now there's just an upgrade for hound and one for vigilance, but yeah, that's the plan!

Thats really epic :D how bout upgrade for buffalo>buffalo mk2? doubt it would be usefull but would make sense :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 03:48:50 AM
URGENT NOTICE!!!111

to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:

Code
		try 
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}

If this code is present, SF will crash with user frendly error
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 04:01:18 AM
Added to DEV, thanks Raw.

About the buffalo: not implementing it right now, but it's an interesting idea. As for the Condor.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 04:09:40 AM
With direct method invocation i managed to create second static sun and it able to create anything as static object.
This can be usefull for something, i will post code soon, last preparations for release.


ps. Sorry, my code wont work with your current build, i checked again, it work well only when mod precompiled, if not, it will fail with unfrendly error anyway, no matter what.

You shoud think about precompilation, it speedup loading and allow you to overcome janito limitations with enums and other stuff.

*precompilation == jar your mod and compile it to classes, also this will provide some protection to your code.

pps. large image
Spoiler
URL=http://imageshack.us/photo/my-images/703/screenshot000bw.png/](http://img703.imageshack.us/img703/8318/screenshot000bw.png)[/URL]
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 04:14:34 AM
With direct method invocation i managed to create second static sun and it able to create anything as static object.
This can be usefull for something, i will post code soon, last preparations for release.


ps. Sorry, my code wont work with your current build, i checked again, it work well only when mod precompiled, if not, it will fail with unfrendly error anyway, no matter what.

You shoud think about precompilation, it speedup loading and allow you to overcome janito limitations with enums and other stuff.

*precompilation == jar your mod and compile it to classes, also this will provide some protection to your code.

pps. large image
Spoiler
URL=http://imageshack.us/photo/my-images/703/screenshot000bw.png/](http://img703.imageshack.us/img703/8318/screenshot000bw.png)[/URL]
[close]

Well, I'd love to, but I have no idea about how.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 04:18:14 AM
Well, you need Eclipce, JDK6, and some help, i can make tutorial for you and post it on youtube.

If you agree i will precompile your current dev build and log process on video.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 04:19:54 AM
Can I modify it later with netbeans, like I do with the current mod? Will this make it hard to add new mods and stuff?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 08, 2013, 04:23:04 AM
optimally every player should play however they want

>adds anti-cheating measures into a single-player game anyway
Really? Really.

*Sigh*

I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.

(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 04:23:47 AM
With eclipse any modification is 3 clicks to go, source kept intact on your machine and you can decide include it into jar or not.

netbeans is nice SDK, but IMHO eclipce is better.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 08, 2013, 04:43:16 AM
MEANWHILE IN DEV:

Spoiler
(http://i.imgur.com/ljMJfdN.png)
[close]

Awesome! I'm working on creating more upgraded ships. First I'll do a few more "starting ships", i.e. Lasher, Hound, Vigilance, Wolf. Then I'll start working on the "neglected" ships like the Valkyrie, Buffalo, Mule and Tarsus.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 04:44:46 AM
optimally every player should play however they want

>adds anti-cheating measures into a single-player game anyway
Really? Really.

*Sigh*

I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.

(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)

-- Griffinhart

It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

MEANWHILE IN DEV:

Spoiler
(http://i.imgur.com/ljMJfdN.png)
[close]

Awesome! I'm working on creating more upgraded ships. First I'll do a few more "starting ships", i.e. Lasher, Hound, Vigilance, Wolf. Then I'll start working on the "neglected" ships like the Valkyrie, Buffalo, Mule and Tarsus.

Can't wait to show the current instance of the ship modification system. Very cool. It will be out with RC2 very soon. Thanks for your awesome mods Erick.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 05:06:27 AM
BUG with Player Supply Convoy with alliance Neutrino Corp.
Spoiler
(http://i.imgur.com/XPkIbT8.png?1?8150)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 05:15:12 AM
Where's the BUG?

EDIT: U'sC 17.1 RC2 DL Link

http://www.mediafire.com/download.php?5eufc63b0vrl4ii

Added Ship modification. Bugfixes.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 05:38:56 AM
Here is Eclipse setup instructions video, i hope you will forgive me for my semienglish.
http://www.youtube.com/watch?v=3bAPXGz2DO4

If you follow that instructions:

1) No more janino limitations
2) Can setup warning and checks for other mods
3) Classes a bit harder to edit then plain text
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on March 08, 2013, 05:40:00 AM
I'm a little worried about all these nondescript file reports for LazyLib. It's just a regular zip (archived with 7-zip). Has anyone else been having this problem?


URGENT NOTICE!!!111

to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:

Code
		try 
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}

If this code is present, SF will crash with user frendly error

I don't think Janino's classloader is set as the system classloader, so you'll have to pass it to the method. Either of these two lines (NOT both at once) should work:
Code
                Global.getSettings().getScriptClassLoader().loadClass("org.lazywizard.lazylib.LazyLib");
                Class.forName("org.lazywizard.lazylib.LazyLib", false, Global.getSettings().getScriptClassLoader());

(using the LazyLib class instead of MathUtils since it only exists in the utility mod version of LazyLib)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 05:44:07 AM
I'm a little worried about all these nondescript file reports for LazyLib. It's just a regular zip (archived with 7-zip). Has anyone else been having this problem?


URGENT NOTICE!!!111

to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:

Code
		try 
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}

If this code is present, SF will crash with user frendly error

I don't think Janino's classloader is set as the system classloader, so you'll have to pass it to the method. Either of these two lines (NOT both at once) should work:
Code
                Global.getSettings().getScriptClassLoader().loadClass("org.lazywizard.lazylib.LazyLib");
                Class.forName("org.lazywizard.lazylib.LazyLib", false, Global.getSettings().getScriptClassLoader());


janino compile java into classes, if lazylib not here, this code never get executed, it never compiled and never loaded into memory.

if classes already compiled - first to load is sector gen class.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on March 08, 2013, 05:48:51 AM
Can I modify it later with netbeans, like I do with the current mod? Will this make it hard to add new mods and stuff?

If you want to stick with NetBeans, I can provide instructions for making a jar using that IDE. If you already have the project set up, it's trivial to make a jar from it. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 06:22:41 AM
BUG with Player Supply Convoy with alliance Neutrino Corp.
Spoiler
(http://i.imgur.com/XPkIbT8.png?1?8150)
[close]
well arent "Your supply convoy" should drop cargo at the abandoned station ?
cuz as you can see they headed to the Solar Powerplant (Neutrino)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: sc90 on March 08, 2013, 06:31:23 AM
BUG with Player Supply Convoy with alliance Neutrino Corp.
Spoiler
(http://i.imgur.com/XPkIbT8.png?1?8150)
[close]
well arent "Your supply convoy" should drop cargo at the abandoned station ?
cuz as you can see they headed to the Solar Powerplant (Neutrino)

Apparently its not your's anymore :/ its not a bug
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: LazyWizard on March 08, 2013, 06:32:04 AM
optimally every player should play however they want

>adds anti-cheating measures into a single-player game anyway
Really? Really.

*Sigh*

I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.

(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)

-- Griffinhart

It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

Sorry, I agree with Griffinhart here. Deliberately crashing the game when a modified save is detected is not a good idea, especially since it would be very hard to recover your save once this happens (do you remember your exact stats and cash levels from before you cheated? No? You can never use this save again!). Displaying a message that this isn't how the mod is intended to be played would be enough, I think. As GH said, it's a SP game, cheating doesn't harm anyone.

I really liked the original suggestion of spawning a joke boss fleet if you are caught cheating, though. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 06:51:43 AM
punishment for cheating is OK, especially if warned with big red letters in TP.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: EndersGaming on March 08, 2013, 06:53:49 AM
Quote

I really liked the original suggestion of spawning a joke boss fleet if you are caught cheating, though. :)
Say... 400fp of ridiculously fitted Unsungs?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 08, 2013, 06:59:18 AM
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

Sure. I'm just calling you out for being a hypocrite.

"Every player should be able to play however they want. Except if they 'cheat', in which case, *** 'em."

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 08, 2013, 07:00:28 AM
Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1

Release candidate 1 makes it so the Abandoned Storage doesn't become a treasure trove of free apparently.

I kinda liked it that way personally. If you experience a hard-loss (Lose gobs of cash, end up with a *** little 2 small HP combat shuttle) It allowed you to claw your way back up.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Erick Doe on March 08, 2013, 07:08:04 AM
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

Sure. I'm just calling you out for being a hypocrite.

"Every player should be able to play however they want. Except if they 'cheat', in which case, *** 'em."

-- Griffinhart

Every player should be able to play however they want. Within the given context of the game/mod. I really don't see the need to call Uomoz out for being a hypocrite (in your opinion). "Cheating" is not exactly a part of gameplay.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Dragar on March 08, 2013, 07:08:56 AM
Gotta admit I liked it the old way too. As it stands now what's the point of giving the player a supply fleet if it supplies who the player is employed to instead of the player?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 07:55:42 AM
Gotta admit I liked it the old way too. As it stands now what's the point of giving the player a supply fleet if it supplies who the player is employed to instead of the player?

People demanded to cut the free delivery stuff, now people ask for free stuff. I had to make a decision, and the decision is an elegant way to keep the main faction station full of interesting items.

It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

Sure. I'm just calling you out for being a hypocrite.

"Every player should be able to play however they want. Except if they 'cheat', in which case, *** 'em."

-- Griffinhart

I don't like cheating. I don't cheat at games as it cuts the fun for me. In my mod I added this small piece of code accordingly to my preferences, just to see the reaction and the fun bug reports. I'll just remove it in 17.1 as it seems a big deal for some players. But the daily red message stays ;). After all, "cheating is for pu****s"! :D
Chill, remember that hours of my work (and of all the other modders) gave you a lot of fun times, so please respect it.

optimally every player should play however they want

>adds anti-cheating measures into a single-player game anyway
Really? Really.

*Sigh*

I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.

(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)

-- Griffinhart

It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.

Sorry, I agree with Griffinhart here. Deliberately crashing the game when a modified save is detected is not a good idea, especially since it would be very hard to recover your save once this happens (do you remember your exact stats and cash levels from before you cheated? No? You can never use this save again!). Displaying a message that this isn't how the mod is intended to be played would be enough, I think. As GH said, it's a SP game, cheating doesn't harm anyone.

I really liked the original suggestion of spawning a joke boss fleet if you are caught cheating, though. :)

The code calls for big differences in level\fp\credits from day to day. If one ignore the red message warning and cheat anyway should at least save beforehand xD. Anyway, it's just for fun, and to make sure i could finally code something like that on my own (more or less). It's out in 17.1 official.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 08, 2013, 08:49:49 AM
I don't like cheating. I don't cheat at games as it cuts the fun for me.
Sure, and I don't either (except for the aforementioned "I use dev mode because the default zoom levels in Starsector aren't enough" -- really, the maximum zoom distance should be keyed to sensor range).

Chill, remember that hours of my work (and of all the other modders) gave you a lot of fun times, so please respect it.
Oh, I'm not angry. It's just like I said; as long as you were going to go out of your way to prevent players who cheat (for whatever reason) (according to your definition of "cheating") from using your mod, then I wasn't going to update to any versions of the mod that do that (because I fall into the group of people who are "cheaters" by your definition of the concept).

It's the same reason why I don't buy, or even play, games that have always-online DRM requirements: I disagree with the policy, so I won't participate in proliferating it.

ETA:
The code calls for big differences in level\fp\credits from day to day.

How big of a difference? With a Titan or an Auria, and a hangar full of Persephones, I can easily and handily farm large fleets. (For reference, in my current 17.0 game, I've generated something like 8m credits inside of two in-game years, and that's after ship and weapon and crew purchases.)

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 09:03:04 AM
Well, i implemented my own "boss" event:

1) Second sun added;
2) Sun spawns random single ship fleets, EVERY possible hull added into spawn list; (may crash due errors in hull variant files like junk_pirates_goat_Support.variant)
3) Neutral to everything fly randomly;
4) Theese fleets are solo battle, no matter how many ships you bring, only your flagship will go to field, be warned;
5) In case of defeat you will only lose flagship, if retreat - no ships will get damaged\captured;
6) Both UOMOZ and LAZY must present to work properly;

Also i got nice effects via black magic (no static file touched), source included into distribution;

Spoiler
(http://i45.tinypic.com/2rrup1c.png)
[close]
Spoiler
(http://i48.tinypic.com/mb2u5e.png)
[close]



[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Alex on March 08, 2013, 11:28:42 AM
Hmm. Looks like this is using core stuff that's not exposed through the API. This is against the terms of the license agreement; so, please don't do that. My apologies for the time and effort you've spent on this, wish you'd sent me a quick PM first to check.

On a practical note, if this were added to Uomoz's Corvus, it would introduce a dependency that would both likely break with the next update and would require a very specialized skillset to fix.

All in all, I would much rather improve the API than have you guys working around it. If you're so inclined, I'd love to hear any suggestions/comments/requests. In the long run, that will save everyone time and effort and will result in a more robust and accessible API.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 11:56:21 AM
Uomozs Corvus 17.1 RC2
Spoiler
112188 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
112329 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
150344 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:121)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:48)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
crashes on map 1-2 days after my save game :S
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 12:25:38 PM
faction choice?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: theSONY on March 08, 2013, 12:50:36 PM
Invaders - Thule Legacy
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 08, 2013, 03:17:56 PM
faction choice?

Are you interested in all at false positives being thrown up by your anti-cheat measure in RC1? I've a bevvy of content mods besides Uomoz and I'm getting that anti-cheat thingamagig

Spoiler
181658 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
   at data.scripts.world.UomozGen.generate(UomozGen.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]


I'm running Relics - Long Forgotten Past
Restock 2.1
Weapons Pack 0.30
Striker 1 (From the Torn Up Plenty sideproject)
Starfarer Plus 1.08
Gun Runners 1.06


Edit: It seems to be the Torn Up Plenty vessels that are causing the anti-cheat measure false positive
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 08, 2013, 05:40:34 PM
RC1 had plenty bugs, fixed most of em in RC2.

That bug is probably related to the fact that both Torn Up Plenty and UsC implement CharacterCreationPluginImpl.

Uomozs Corvus 17.1 RC2
Spoiler
112188 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
112329 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
150344 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:121)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:48)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
crashes on map 1-2 days after my save game :S

OK, I have no idea where's the bug in the code, everything seems alright in that area. Argh.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 08, 2013, 06:03:54 PM
Hmm. Looks like this is using core stuff that's not exposed through the API. This is against the terms of the license agreement; so, please don't do that. My apologies for the time and effort you've spent on this, wish you'd sent me a quick PM first to check.

On a practical note, if this were added to Uomoz's Corvus, it would introduce a dependency that would both likely break with the next update and would require a very specialized skillset to fix.

All in all, I would much rather improve the API than have you guys working around it. If you're so inclined, I'd love to hear any suggestions/comments/requests. In the long run, that will save everyone time and effort and will result in a more robust and accessible API.

Send PM about API issues;
This thread about what i want from API http://fractalsoftworks.com/forum/index.php?topic=5761.0

Just look at minecraft (bukkit and forge) community developed modding systems, both provide flexible API that allow to do anything without touching base classes and with ability for unlimited amount of mods\plugins to alter same event without major issues.

If SF going to support modding, it shoud switch from script replacement to eventbus.


@Uomoz

You shoud include debuging lines into your code:

Code
import org.apache.log4j.Logger;
logger import inside import section, this package is "vanilla core", but there is no other way to static debug.

then for sample:

Code
UomozScriptPersonalConvoy
Code
    protected CampaignFleetAPI spawnFleet() {
        CampaignFleetAPI fleet = null;

After that lines add next code:

Code
Logger log = Logger.getLogger(UomozScriptPersonalConvoy.class);
log.info("Player faction is " + uscData.player_faction)
log.info("Player block is " + uscData.player_bloc)

In case of crash, you will see logged information right before error stacktrace, this is same code vanilla use to log errors.
Similar lines can be added to every possibly problematic class\method to ensure easy error search.

Quote
CharacterCreationPluginImpl
Since scripts got replaced, any other mod that alter this file is incompatable, as long as eventbus not implemented there is no viable way to edit same file (actually its possible to implement event bus self but it will require all mods to use provided API == one more mod just to keep compatability).
Code
CharacterCreationPluginImpl
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Alex on March 08, 2013, 06:39:31 PM
@RawCode: Replied here (http://fractalsoftworks.com/forum/index.php?topic=5761.msg90903#msg90903). Don't want to derail this thread.


As far as the logging code, just to be clear: that's perfectly fine to do that way as far as I'm concerned. It's not directly touching any obfuscated core stuff.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Flunky on March 08, 2013, 08:43:06 PM
Here's a bug in RC2 (downloaded about 2.5 hours ago, I think):

Bought a Vigilance, noticed the upgrade available at the omnifactory but thought I'd save my money for now and didn't buy one. Went back to storage and dropped off my Vigilance. Took off and received a happy notice that my upgrade was complete.

In other words, I upgraded the Vigilance without buying a blueprint first.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 09, 2013, 04:00:22 AM
Here's a bug in RC2 (downloaded about 2.5 hours ago, I think):

Bought a Vigilance, noticed the upgrade available at the omnifactory but thought I'd save my money for now and didn't buy one. Went back to storage and dropped off my Vigilance. Took off and received a happy notice that my upgrade was complete.

In other words, I upgraded the Vigilance without buying a blueprint first.

Fixed! if-if code lines were badly concatenated ;).

Gonna release official 17.1 soon.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Merlon on March 09, 2013, 04:21:06 AM
Love the new version and the eventsystem in particular.

I've run into a few bugs though: (Note:  I'm playing with the vanilla faction choice.)
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 09, 2013, 04:35:17 AM
Hey, welcome to the forums and to U'sC!

Thanks for the feedback, fixing the first 2, removed the cheat detection.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 09, 2013, 04:54:26 AM
Some hullIDS missmatch filenames:
junk_pirates_goat_Support is good exsample.

Currently i working on code that will automatically detect such issues without just creating every hull somewhere, will post it later.

I suggest to evoid unnessesary pain - check every hull\variant for missmatches or just create every possible hull\variant just to check, othervice users will encounter painfull unrecoverable errors.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 09, 2013, 05:23:10 AM
Some hullIDS missmatch filenames:
junk_pirates_goat_Support is good example.

The only example that I'm aware of, and I forget to fix it every time I update JP.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 09, 2013, 05:25:17 AM
Code
32094 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: INVALID FILES DETECTED: barracuda
INVALID FILES DETECTED: gedune_bakoros
INVALID FILES DETECTED: gedune_byakuri
INVALID FILES DETECTED: gedune_chua
INVALID FILES DETECTED: gedune_dahaki2
INVALID FILES DETECTED: gedune_duri
INVALID FILES DETECTED: gedune_kitsune
INVALID FILES DETECTED: gedune_kitsune_attack
INVALID FILES DETECTED: gedune_kitsune_support
INVALID FILES DETECTED: gedune_kyirus
INVALID FILES DETECTED: gedune_kyra_drone
INVALID FILES DETECTED: gedune_mozok_f1
INVALID FILES DETECTED: gedune_mozok_t1
INVALID FILES DETECTED: gedune_mozok1
INVALID FILES DETECTED: gedune_nanda1
INVALID FILES DETECTED: gedune_tenzen
INVALID FILES DETECTED: gedune_tenzen2
INVALID FILES DETECTED: gedune_tychrea
INVALID FILES DETECTED: gedune_viper
INVALID FILES DETECTED: gedune_wraithii_drone
INVALID FILES DETECTED: junk_pirates_goat_Support
INVALID FILES DETECTED: rive_hunter
INVALID FILES DETECTED: squilla
INVALID FILES DETECTED: enforcer_Support
INVALID FILES DETECTED: tempest_Balanced

All this files have invalid signature, attempt to create hull with provided names will crush game.

invalid == variantid and filename missmatch, you still can create hull by id, but this is stupid and counter intuitive, shoud be fixed.

ps. check this
http://fractalsoftworks.com/forum/index.php?topic=5782.0
it for character creation compatability for up to 32 mods.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 09, 2013, 05:56:12 AM
I don't get it, you have false positives.

ex.
gedune_bakoros_variant.variant

gedune_bakoros_variant (id).

The only real fix I had to do was the rive, thanks for catching that.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 09, 2013, 06:09:51 AM
well, false positives confirmed and fixed in my current detector version.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 09, 2013, 06:39:47 AM
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 09, 2013, 06:45:08 AM
there is no reason to add any type of cheating prevention to singleplayer game.

only possible viable limit is forcing devmod off, everything else is useless.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 09, 2013, 07:14:08 AM
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod. Things like starter ships from another mod that he's done with the fellow behind the Antediluvian faction (I think)

Or if you sold too much *** in one go.

Also, Uomoz are you ready for 17.1 release yet or are you still on Release Candidates?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 09, 2013, 07:40:51 AM
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod. Things like starter ships from another mod that he's done with the fellow behind the Antediluvian faction (I think)

Or if you sold too much *** in one go.

Also, Uomoz are you ready for 17.1 release yet or are you still on Release Candidates?

I think I'm ready.

No the system had only 1 false positive (the other are all other bugs, mostly incompatibilities), the guy who sold too much stuff. I could easily make it better and make it a very accurate system.

@Griffinhart Lesson? Do you think that I'd stop making features because they are "unpopular"? I make the mod as I like, LW made some good points in his argument.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Shield on March 09, 2013, 03:41:11 PM
is 17.1 going to require that lazylib thing?
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: banehunter on March 09, 2013, 04:38:02 PM
is 17.1 going to require that lazylib thing?
Yes
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 10, 2013, 05:13:08 AM
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 10, 2013, 05:27:01 AM
I just added cheat protection back in :3.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 10, 2013, 05:42:38 AM
I just added cheat protection back in :3.

HATERS GONNA HATE!!111

I developed some additional code to ensure stability, it 100% API for now.

Code
	public static CampaignFleetAPI Secure_createFleet(String Faction, String ID) {
CampaignFleetAPI c;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
c = Global.getSector().createFleet(Faction, ID);
} catch (Exception e) {
// game core generate only one type of exceptions
// its runtime exception soo we cant just pick cause
log.info(e.getMessage());

FactionAPI f = Global.getSector().getFaction(Faction);
if (f == null) {
log.info(Faction + " is invalid faction");
} else {
log.info(ID + " is invalid fleet");
}
c = Global.getSector().createFleet("independent", "trader1");
c.setName("INVALID FLEET REPLACEMENT PARAMS WAS " + Faction + "  "
+ ID);
}
return c;
}

Code
	public static FleetMemberAPI Secure_createFleetMember (String ID) {
FleetMemberAPI f;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
f = Global.getFactory().createFleetMember(
FleetMemberType.SHIP, ID);
} catch (Exception e) {
log.info(e.getMessage());
log.info(ID + " is invalid variant");
f = Global.getFactory().createFleetMember(
FleetMemberType.SHIP, "shuttle_Standard");
}
return f;
}

Ever if something gone totally wrong, if theese used game wont crush and error will be logged, in case of fleets:
(http://s21.postimage.org/fmvhivvyr/screenshot003.jpg) (http://postimage.org/image/fmvhivvyr/)
extremely usefull
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: SainnQ on March 10, 2013, 05:44:18 AM
Why is it always the russians who speak shoddy english but are coding wizards?

Damnit!  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Upgradecap on March 10, 2013, 05:45:57 AM
I just added cheat protection back in :3.

Well, firstly, i would like to know why. Is cheat protection really that necessary in a single-player game? Sure, it may ruin the immersion or atmosphere of the mod, but isn't that kind of a risk the player, if wanting to cheat, have to take? I'm not really too keen on punishing players for cheating in single-player games, although i did love the idea of actually having a ridiculous fleet pursue and attempt to destroy the player after cheat.




Why is it always the russians who speak shoddy english but are coding wizards?

Damnit!  ;D

*cough cough* Lazywizard *cough cough*
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: RawCode on March 10, 2013, 05:47:13 AM
i personally expect that cheat protection this time will prevent cheating, not punishing for it.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Upgradecap on March 10, 2013, 05:55:47 AM
i personally expect that cheat protection this time will prevent cheating, not punishing for it.

Yeah, that sounds like a better and smarter idea in my opinion too. Rather than punishing the player for cheating, it'd actually prevent the cheats from happening.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 10, 2013, 06:52:24 AM
Spoiler
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart

Hey ponyfuck. Shut the hell up. You're ruining the mod for everyone else.
[close]

I need to ask to moderate the language.

i personally expect that cheat protection this time will prevent cheating, not punishing for it.

Yeah, that sounds like a better and smarter idea in my opinion too. Rather than punishing the player for cheating, it'd actually prevent the cheats from happening.

I can't prevent it from happening. Period. I can apply "nuisances" for players who don't play the mod the way I intend it to be played (no more crashes or save-ruining). Like in the vanilla game, there are Rules (like a cap to FPs, OPs, ship balance), and since I can't force them properly without disturbing the players who play the way it's meant, here comes the now perfectly working anti-cheat stuff.

Is it a necessity? No. Is it in my personal moral code? Hell yes.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Shield on March 10, 2013, 08:28:34 AM
the question is, why punish cheating in a game that isn't even in beta?

I only use Dev mode so it is a bit easier to see, then when i get tired of flying the same ship for a couple of hours I buy the one I want to see how it is.

I just think its pointless to punish cheaters in a game that isn't in beta at the moment :P
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 10, 2013, 08:29:50 AM
the question is, why punish cheating in a game that isn't even in beta?

I only use Dev mode so it is a bit easier to see, then when i get tired of flying the same ship for a couple of hours I buy the one I want to see how it is.

I just think its pointless to punish cheaters in a game that isn't in beta at the moment :P

Guys, i't not a game, it's a MOD. Play vanilla, it allows cheats :3.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 10, 2013, 08:32:24 AM
Its all a matter of preference. I see it a little like writing a book or painting a picture, if you are partway through and someone looks at it, are you going to let them tell you that what you want to do with it is wrong? If you create something I feel like only you have the right to say what is right and wrong in it.

That being said, it is making me nervous to download the unstable version and play it, losing the capital ship I (FINALLY!) got playing hardcore mode without cheats in the stable version.

Eh, to each their own.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: doodlydee on March 10, 2013, 08:41:39 AM

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart
 

You just had to keep on bugging Uomoz didn't you











Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 10, 2013, 08:55:42 AM
Its all a matter of preference. I see it a little like writing a book or painting a picture, if you are partway through and someone looks at it, are you going to let them tell you that what you want to do with it is wrong? If you create something I feel like only you have the right to say what is right and wrong in it.

That being said, it is making me nervous to download the unstable version and play it, losing the capital ship I (FINALLY!) got playing hardcore mode without cheats in the stable version.

Eh, to each their own.

I'm gonna play HC for an hour or so. If during that I see no bugs I'll release 17.1.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: arcibalde on March 10, 2013, 09:06:40 AM
I'm gonna play HC for an hour or so. If during that I see no bugs I'll release 17.1.
Oh c mon already!!!  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 10, 2013, 09:41:47 AM
I'm gonna play HC for an hour or so. If during that I see no bugs I'll release 17.1.

Woo! Thanks for making this mod, btw.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: ianianian on March 10, 2013, 09:49:18 AM
the question is, why punish cheating in a game that isn't even in beta?

I only use Dev mode so it is a bit easier to see, then when i get tired of flying the same ship for a couple of hours I buy the one I want to see how it is.

I just think its pointless to punish cheaters in a game that isn't in beta at the moment :P

Guys, i't not a game, it's a MOD. Play vanilla, it allows cheats :3.

Can you tell us what exactly you define as cheating?

I mean adding all these mods with op ships could be defined as "cheating" but we do it anyways.

I personally also think this is ridiculous..there isn't even like a highscore leaderboard to worry about or anything, just ruining the fun of a select few players who want to do something else. There's no multi-player, there is ZERO impact on players who dont want to cheat vs players that do.

What if someone wants to make an easy start mod where they start at level 10 with 200k credits. Is that cheating? Or modding? :s
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Uomoz on March 10, 2013, 10:02:55 AM
The code I implemented have nothing to do with levels\credits\ships. It just catches a specific type of cheat.

Thanks for the "feedback" but the thing stays ;).

The thing is ridiculous only if you cheat, every normal player will never know anything about it.
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Griffinhart on March 10, 2013, 11:22:57 PM
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart

Hey ponyfuck. Shut the hell up. You're ruining the mod for everyone else.

Yes, I, one of the people who has contributed exactly zero lines of code, am ruining the mod for everyone else.

:eyeroll:

-- Griffinhart
Title: Re: [0.54.1a] Uomoz's Corvus 17: Allegiance (Factions Collection)
Post by: Pelly on March 11, 2013, 02:22:09 AM
Griffonhart and SainnQ, don't take the waz out of each other especially over a very small thing, it is pathetic and not needed. Also don't shout at someone for liking a childrens program, it is their choice and cannot be judged by us.

Anyway back on topic, I don't mind about the cheat detection being removed at all It doesn't affect me, and it doesn't really do anything to harm or hinder the mod so don't say 'AAAAH CHANGE!'

Still liking the mod :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 11, 2013, 04:50:32 AM
17.1 ONLINE.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 11, 2013, 04:53:08 AM
changelog please!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on March 11, 2013, 05:19:14 AM
changelog please!

Changelog can be found in OP.

UPDATE 17.1: Updated TL, SHI and Omnifactory. Rebalanced initial crew and stuff for every faction base on vanilla values. Optimized a lot of the code to use less resources. Implemented LazyLib utils in the core script (weighted random FTW). Bosses now drop extra XP and extra special weaps\ships blueprints for the Omnifactory (mostly unique and not in game before the boss kill) via a dropped "token" item. Player Personal Convoys now resupply the player faction station. Added 4 new Bosses (1 with completely new ships). Added 1 new Invasion (by an old friendly faction). Added 1 new Friendly event. Added 1 new Diplomacy event. Implemented Teamkilling player punishment for Blocs. Implemented "Resign" token at the faction station to leave your current Bloc. Implemented Cheat Protection. MUAHAHAHAHAHAH. Play fair in U'sC. Implemented Tore Up Plenty (as ship modification blueprints in the Omnifactory). 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 11, 2013, 07:57:22 AM
First glitch report for 17.1:

Some weapons set as "SYSTEM" but still drop from enemy units, this provide player with uninstallable for no reason weapons.
Currently i got gedune "phase repeater" that i cant install, checked weapon csv - it set as "SYSTEM".
Also it doesnot show up in codex.
Such weapons shoud not drop or shoud be marked as normal weapons.

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 11, 2013, 08:27:24 AM
Thanks for the reports! I have no idea why SYSTEM weapons drop, it may be a Gedune problem.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 11, 2013, 09:14:07 AM
I feel like I've been in quarantine for a while.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 11, 2013, 09:46:04 AM
dahaki variant have system weapon in normal slot, soo it will drop just like any other weapon.

dropchance bound to slot type as far as i know.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 11, 2013, 09:54:03 AM
Ehh.. just out of curiosity I was thinking about relieving Cycerin of his command at the helm of the Stormcrow, I need an early game promotion hehehe.

How severe is the friendly fire penalty? :3
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 11, 2013, 10:02:59 AM
just save attack and load if it too severe for you.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 11, 2013, 01:10:12 PM
Play'n on hardcore mode here, and I have to wonder, are all of the boss fleets supposed to be spawning from the station that I rely on for crew?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lightforger on March 11, 2013, 01:40:57 PM
Suggestion for boss my custom flagship the Harbinger able to beat a nomad death fleet by it's self on autopilot. Should be a nice challenge for every some petty heavy fleets.

Spoiler
(http://www.img.ie/images/vfsuc_thumb.jpg) (http://www.img.ie/vfsuc.png.html)
(http://www.img.ie/images/5z57j_thumb.jpg) (http://www.img.ie/5z57j.png.html)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 11, 2013, 02:11:40 PM
Play'n on hardcore mode here, and I have to wonder, are all of the boss fleets supposed to be spawning from the station that I rely on for crew?

Hardcore!

Suggestion for boss my custom flagship the Harbinger able to beat a nomad death fleet by it's self on autopilot. Should be a nice challenge for every some petty heavy fleets.

Spoiler
(http://www.img.ie/images/vfsuc_thumb.jpg) (http://www.img.ie/vfsuc.png.html)
(http://www.img.ie/images/5z57j_thumb.jpg) (http://www.img.ie/5z57j.png.html)
[close]


Unsungs are not available for bosses except Uomoz :3.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 11, 2013, 02:31:24 PM
Uomoz I was wondering if I could make a suggestion.

I've played Caelus's mod quite a few times.

And I was curious, is there any reason why the "Employment" stipend system from Caelus couldn't be in Corvus?
It's like bread and butter. You've already got a system in place for friendly fire, would it be similar to make a system for people who switch factions too freely later on?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 11, 2013, 03:32:36 PM
Hmmm why my crew do not progress? They are all still green. 50 of 'em! After couple of battles! I'm with Neutrino. First crew i got for JP Destroyer that i cough and i buy that crew in Omnifactory. And it didn't progress. I went to Neutrino station and buy 50 new green dudes (sold old ones to slavery!). And after couple battles they are still green!!! WHY!?!??!?!  :-[
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: dogamusprime on March 11, 2013, 04:03:44 PM
Why would you add cheat protection to a singleplayer game?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 11, 2013, 04:24:16 PM
Play'n on hardcore mode here, and I have to wonder, are all of the boss fleets supposed to be spawning from the station that I rely on for crew?

Hardcore!

Hah, ok, I'll just have to be a bit more careful  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 11, 2013, 05:39:13 PM
Hmmm why my crew do not progress? They are all still green. 50 of 'em! After couple of battles! I'm with Neutrino. First crew i got for JP Destroyer that i cough and i buy that crew in Omnifactory. And it didn't progress. I went to Neutrino station and buy 50 new green dudes (sold old ones to slavery!). And after couple battles they are still green!!! WHY!?!??!?!  :-[

i also noticed this glitch on some of neutrino ships.
probably related to drone state of ship in prev version of mod, soo exp points not distributed to it, checked data files and not able to notice source of issue, but it related to specific ships.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 11, 2013, 11:52:43 PM
Why would you add cheat protection to a singleplayer game?

The game allows cheats, my mod doesn't. Try playing thinking that they never existed in the first place.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 12, 2013, 01:04:21 AM
So nice to be ignored  :-\   Uomoz what's up with crew? No progress/leveling up, why?

edit: Is it slower then vanilla?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 01:18:27 AM
So nice to be ignored  :-\   Uomoz what's up with crew? No progress/leveling up, why?

edit: Is it slower then vanilla?

No, it's Neutrino stuff, I think. Probably related to the fact that they use 0 crew.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 12, 2013, 01:57:08 AM
No, it's Neutrino stuff, I think. Probably related to the fact that they use 0 crew.
But, but, but, that is only on frigates... Bigger ship use crew...  :-\  Next time ill go with Thules!  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: MindsEye on March 12, 2013, 03:41:17 AM
Suggestion for fighter balance. I have modded all fighters with a 50% speed increase. I find they are much more enjoyable to use as entire wings dont always die on the first pass to larger ships. They also have a good chance to make it back to carriers. Most likely a more balanced buff would be 30-40%. Anti fighter missiles may need to be adjusted.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 03:47:23 AM
Suggestion for fighter balance. I have modded all fighters with a 50% speed increase. I find they are much more enjoyable to use as entire wings dont always die on the first pass to larger ships. They also have a good chance to make it back to carriers. Most likely a more balanced buff would be 30-40%. Anti fighter missiles may need to be adjusted.

I don't touch ship and weapon stats (other then 2 specific weapons). That's a general balance suggestion and should go to Alex ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 12, 2013, 11:49:44 AM
I would request/suggest a decrease of the prices for the tore up plenty mod. I feel like it's much more economical to simply buy a second ship than to upgrade a current ship at these prices - plus you have to already have a second ship in order to be able to upgrade the first one. Also make sure you strip the weapons off the old ship before you deposit it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 12, 2013, 12:12:27 PM
Out of curiosity is the Bloc Resignation system functioning as intended right now?

'cause its done some weird *** to me.

I decided I'd leave Corporate Bloc for Sovereign Bloc only problem is EVERY major stations cargo stockpiles has vanished, out right.

And for some reason Shadowyards & Tri-Tac are hostile to eachother.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 12, 2013, 01:04:35 PM
I got killed...By myself!!! =I Flame mistress ate me...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 06:06:03 PM
One faction is out of the Bloc system in next version. Guess which one ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on March 12, 2013, 06:08:26 PM
Umm. Junk Pirates?

On a different note. Is there any way of getting access to the Nomad ships outside of their event? Like with the Trader, or?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 06:12:02 PM
Umm. Junk Pirates?

On a different note. Is there any way of getting access to the Nomad ships outside of their event? Like with the Trader, or?

Nope. Maybe after their upcoming update ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: NITROtbomb on March 12, 2013, 06:17:01 PM
interstellar federation?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sunfire on March 12, 2013, 06:43:31 PM
Shadowyards? or Geudene?

I actually like all the factions in now, so I wish none.

Please not Neutrino
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 12, 2013, 07:25:43 PM
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 07:59:31 PM
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.

WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 12, 2013, 08:20:04 PM
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.

WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.

Heh, ok, changes are ftw, though I personally think that additions are better.  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 12, 2013, 08:42:17 PM
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.

WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.

Heh, ok, changes are ftw, though I personally think that additions are better.  :P

There's a limit to quantity, while you can always strive for quality.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: banehunter on March 12, 2013, 08:58:51 PM
thule replaced with updated nomads? Just a shot in the dark
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 12, 2013, 10:58:53 PM
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.

WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.

Heh, ok, changes are ftw, though I personally think that additions are better.  :P

There's a limit to quantity, while you can always strive for quality.

As a dwarf fortress player, I can't help but to think that more is more.  ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Foxd1e on March 12, 2013, 11:41:18 PM
I used the token to resign from my bloc but is there anyway to join another bloc after that in the same game?

Also for Event requests how about the Confederacy of Free Stars mod? Seems to have nice looking ships. Apologies if this mod is already in, I have only experienced probably 10% of the encounters.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 13, 2013, 01:09:34 AM
Maybe this one: Antediluvian?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 13, 2013, 02:17:44 AM
more differense from vanilla and kitbash mods - better.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 13, 2013, 03:30:57 AM
 
One faction is out of the Bloc system in next version. Guess which one ;).
ASP Syndicate
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 13, 2013, 03:53:02 AM
One faction is out of the Bloc system in next version. Guess which one ;).

Shadow yard H.I ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 13, 2013, 06:40:48 AM
syndicate is not faction.

is Antediluvian due nonsense lore or vanilla pirates due complete uselesness
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 13, 2013, 06:54:47 AM
syndicate is not faction.
Why ? because they don't have own station ? if not a "faction" then what are they ?

                                                                                                                 ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 13, 2013, 07:00:13 AM
they have completely no purpose just like independant traders\mercenary.

but unlike casual RPG's not every room must have purpose.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on March 13, 2013, 08:00:32 AM
Personally, I'd rather see Thule and Nomads switched, just because i much prefer Nomad ships over Thules. Except Nomads are... umm. Nomadic. Which makes more sense as an invasion fleet....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 13, 2013, 10:29:26 AM
Is there any indicator as to when you update a particular faction to it's newest iteration Uomoz? Or does that not warrant a vers. change.

I'm just curious due to Thule having some stuff down the pipeline
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 13, 2013, 10:38:38 AM
I usually update every week or so if mods update, to give some time to playtest.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Foxd1e on March 13, 2013, 02:29:23 PM
@Uomoz is there a way to rejoin a bloc once you've left it? Or join another bloc for that matter? One of the things I enjoyed about the M&B series was the ability to join/leave factions and to offer your services in a more temporary manner as a mercenary for hire.

I just want to say that I really enjoy this megamod tho.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 13, 2013, 04:55:53 PM
@Uomoz is there a way to rejoin a bloc once you've left it? Or join another bloc for that matter? One of the things I enjoyed about the M&B series was the ability to join/leave factions and to offer your services in a more temporary manner as a mercenary for hire.

I just want to say that I really enjoy this megamod tho.

That's an interesting concept as the code allows to change faction. Will think about it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 14, 2013, 03:22:03 AM
That's an interesting concept as the code allows to change faction. Will think about it.
What a??? You can't join other bloc if you left one that you began with?  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 04:49:50 AM
That's an interesting concept as the code allows to change faction. Will think about it.
What a??? You can't join other bloc if you left one that you began with?  :-\

I't not meant as a mercenary system to begin with. Other Blocs know if one admiral worked for the opposition.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 14, 2013, 05:06:00 AM
I't not meant as a mercenary system to begin with. Other Blocs know if one admiral worked for the opposition.
Meh... If your really good they (enemy) could pay you to join in against former Bloc.  ;D


All Blocs are enemy to each others?  If are think about making AvsB CvsD with shifts. So in later game you could have non aggression pact between A&B and war between AvsCvsD etc...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 14, 2013, 05:13:43 AM
what about flagship damage setting, what setting designed for mod (half or full)?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 14, 2013, 05:17:23 AM
what about the old mechanic system "enemy of our enemy is my friend"
another word, gaining "respect" when hunting faction A then gaining respect to the faction B
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 05:51:07 AM
I get this constantly:

Spoiler
java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
I can play for 15 mins and then this happens. Got newest LazyLib and run MrDavidoff's ship addon, Relics, Scrappers, Valkyrians and Weapon Pack.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 06:10:57 AM
I get this constantly:

Spoiler
java.lang.RuntimeException: Fleet id [] not found for faction [events]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
   at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
I can play for 15 mins and then this happens. Got newest LazyLib and run MrDavidoff's ship addon, Relics, Scrappers, Valkyrians and Weapon Pack.

What's the event about to spawn before the crash?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 06:15:12 AM
It varies:
1st time it was Lord Uomoz predecessed by Junkers. The Second time was wierd because actually two events tried to spwan at the same time (thats the log from that one) I'm not sure but it were Junkers and Nomads. Now, 3rd time I tried to play it crashed on the Shark guy.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 06:24:06 AM
I can safely assume that the mod broke that savegame xD. Not that I have any idea how, it tries to spawn a null fleet.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 07:37:48 AM
Ummm by the mod u mean other mod I have or Uomoz's Corvus? Cause I get it each time I try to start a new game.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 07:38:51 AM
What version are you playing on? I have 0 errors in official 17.1.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 07:45:08 AM
I downloaded the version from the big download button from the 1st post... I'll try to redl the mod and see what will happen.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 14, 2013, 08:17:25 AM
this is code for devs.

Spoiler
Code
	public CampaignFleetAPI Secure_createFleet(String Faction, String ID) {
//Class selfReference = Reflection.getCallerClass(1);
Logger LOG = Logger.getLogger("Secure_createFleet");
CampaignFleetAPI c;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
c = Global.getSector().createFleet(Faction, ID);
} catch (Exception e) {
// game core generate only one type of exceptions
// its runtime exception soo we cant just pick cause
LOG.info("Spawn_Event_Progress TRACE BEGIN HERE");
LOG.info("BOSS= " + BOSS);
LOG.info("Invasion= " + Invasion);
LOG.info("Harmless= " + Harmless);
LOG.info("Diplomacy= " + Diplomacy);
LOG.info(st);
LOG.info(e.getMessage());

FactionAPI f = Global.getSector().getFaction(Faction);
if (f == null) {
LOG.info(Faction + " is invalid faction");
} else {
LOG.info(ID + " is invalid fleet");
}
c = Global.getSector().createFleet("independent", "trader1");
c.setName("INVALID FLEET REPLACEMENT PARAMS WAS " + Faction + "  "+ ID);
throw new RuntimeException("POST LOG ON FORUM");
}
return c;
}
[close]

on my post fixed java file attached, it wont fix issue, but will provide debug info needed for fix, you shoud unzip and install it to uomoz\data\script\world

on next crush just post entire error with debug output, it will be marked with Spawn_Event_Progress TRACE BEGIN HERE

this file for 171 only

[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 08:23:46 AM
Ok! I'll redownloaded the mod and copied the file RawCode provided. I'll play the game and if the error occures again I'll post the entire log.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 08:25:22 AM
Nice, thank you!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 08:33:54 AM
GOD I AM STUPID....
I extracted the mod to a folder of... Starfarer. I haven't deleted my old starfarer installation and instead of extracting the mod to my Starsector folder I extracted it there... I played one of the unstable dev builds instead of 17.1... I feel stupid, sorry for the trouble guys, it was my fault after all...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 14, 2013, 08:54:18 AM
That sounded weird ;). Welcome back to Uomoz's Corvus :D.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lordzias on March 14, 2013, 08:58:42 AM
Yeah. It's good to be ba...ck. :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 14, 2013, 12:09:00 PM
So, I've generally avoided compilation mods - had some bad experiences with an early, totally unbalanced, everything-and-the-kitchen-sink type mod.  But, actually started playing with yours a couple days ago, and it seems overall pretty good.

So, I figured I'd share some of my experiences with you.

Started off Supremacy / Shadowyards, since I rather like their ships.  Found their missiles to be all but useless - unless the target was overloaded, they just get shot down.  But they've got some pretty good energy weapons, so I just swapped to those instead.

Got a lucky early fight - took a Gedune cruiser down to 5% before it retreated... and then it surrendered, hull mods intact.  So I stripped off what was left of its original armament, mounted three CEPC turrets and two heavy blasters, threw everything else into vents & capacitors & hullmods.  Maneuvers like a destroyer, hits like a heavy destroyer or light cruiser (heavy blasters being no joke when you can actually support the flux generation), and - thanks to three large weapons worth of ordnance points I'm not spending on guns - is about as durable as they get.  Once I have higher tech skill (and more ordnance points), I may go back and add some autopulse lasers; early experiments show that the resulting firepower is rather ridiculous - but at least for now, I have to sacrifice too much of my durability to get there.
So, remainder of commentary is from the perspective of flying around in that one cruiser, with some level of save-scumming used mostly for "I have no idea what those ships can do; let's find out!"; I'll probably try hardcore mode soon, now that I've got some degree of feel for how the various factions function in combat.

Can't yet take event / boss fleets - they're too big, and my one cruiser would just get swarmed.  Maybe later.

Hegemony & IFed: I haven't fought them much yet; could probably take an onslaught due to superior maneuverability, but I'm not sure what the upper end of the IFed line looks like.  From what I've seen, though, these look pretty balanced.

Vanilla Pirates: they just can't compete, really; I'd suggest giving them a few new variants, and maybe making some of their fleets use Conquest battlecruisers.  If you'd like, I can make some .variant files for their ships; that takes all of a few minutes.  (Maybe, if you want to keep the normal pirates as they are, making a boss or event?  I'd love to provide a "pirate fleet" using high end maxed-out-skills type variants...)
Junk Pirates: Haven't seen any large fleets from them; the smaller fleets seem pretty ordinary.
Gedune: Odd faction; their cruiser is an exceptionally strong hull, limited primarily by their choice of short-range or slow-moving HE weapons; I took one out in my starting frigate without too much trouble, by the simple tactic of dodging and taking any hits that got to me on shields.  Haven't tried fighting larger fleets, though - I tend to pilot a solo ship, and would just get swarmed.

BRDY: Seems roughly balanced.  Can fight some of their bigger fleets with capital ships, but it's a hard fight where I can't afford to make too many mistakes.
Neutrino: Very pretty.  Very thematic.  Very very annoying to fight.  Not actually dangerous, mind you, just annoying - their reliance on fixed beam weapons means they can't really hurt me, but their essentially impervious shields make the battles long and tedious.  Got into a fight with one of their uber-shield-drone capital ships, and eventually got tired of trying to take out the drone and just rammed the thing until it ran away.  Should not have been able to do that - if it had mounted more than one or two non-beam weapons, maybe some antimatter blasters in the rows of small turrets along its sides...

Antediluvians: Feels like a joke faction, with their tiny short-range weapons talking about "sonic" effects in space, and their unshielded ships that go boom if you look at them funny.  Except their fighters, oddly; those seem more durable than most of their frigates.  Dangerous if you let them swarm you, but too slow to actually do so; only their fighters are fast enough to be a threat, and then only in large numbers.  Might be more dangerous if I was flying a slower ship...
Thule: Also unshielded, but much more dangerous than the Antediluvians; the smaller Thule frigates, with their heavy maulers, aren't a threat to my well-shielded cruiser, but once they get big enough to also mount kinetic weaponry... Fighting Thule is very binary - either you can just mulch them without taking much damage, or they've got too much firepower and will mulch you instead.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Temrung on March 14, 2013, 01:26:33 PM
Why i have no items and ships which i can buy in other stations? Just in Hegemony, Federation and in omnifactory i have some items and ships...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 14, 2013, 01:48:24 PM
Why i have no items and ships which i can buy in other stations? Just in Hegemony, Federation and in omnifactory i have some items and ships...
You can buy stuff only in Bloc in what you are and in Omnifactory.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: mostmodest on March 14, 2013, 04:57:32 PM
SAntediluvians: Feels like a joke faction, with their tiny short-range weapons talking about "sonic" effects in space, and their unshielded ships that go boom if you look at them funny.  Except their fighters, oddly; those seem more durable than most of their frigates.  Dangerous if you let them swarm you, but too slow to actually do so; only their fighters are fast enough to be a threat, and then only in large numbers.  Might be more dangerous if I was flying a slower ship...

I actually find the antediluvians to be one of my favorite factions. Sure, they don't have shields, but they eventually get some kickass broadsides. I've had ships that lasted me from level 1 to level 20 with the ADs so I don't get where your coming from. For me, every faction is a good faction as long s you can work out a ships strengths and weakness and exploit them. That's why I love the variety in this mod.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on March 14, 2013, 05:12:36 PM
I think most of the hate comes from the AI's poor control of the ships. Which is something I'm addressing. Some weapon arcs are 180 degrees, meaning the AI also considers the ship able to attack frontally, instead of focussing on using its broadsides. I just have to decrease it to 160 or something similar.

Weapon ranges is also something I'm working on, as several ships are going to have their small slots traded in for medium slots.

Glad you're enjoying the faction, mostmodest. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 14, 2013, 05:57:09 PM
I think most of the hate comes from the AI's poor control of the ships. Which is something I'm addressing. Some weapon arcs are 180 degrees, meaning the AI also considers the ship able to attack frontally, instead of focussing on using its broadsides. I just have to decrease it to 160 or something similar.

Weapon ranges is also something I'm working on, as several ships are going to have their small slots traded in for medium slots.

Glad you're enjoying the faction, mostmodest. :)

i personally find the faction original and funny even tho i cant handle an antediluvian ship without seemingly dying everytime :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cycerin on March 14, 2013, 06:22:12 PM
Antediluvian lore isn't as nonsensical as everyone thinks, it's just that Erick screwed himself over by making misleading descriptions ingame. For instance the "vibration" caused by the Solon is implied to be some sort of energy pulse that vibrates in the extra dimensions of phase space and the Reflector uses water to cause lensing at nano scales with extremely tiny water droplets in a grid, in essence acting as a laser or intensively amplified light beam. Yeah, it's gimmicky (EVERYTHING HAS TO DO WITH WATER) but that's why it's funny and sort of charming. I like Antediluvians and their submarine-like ships.

The mystery is why they, for all their wateriness, don't have any ferrofluid-based weapon like the Blackrock Solenoid Quench Gun... :P

By and large, the weaknesses of the faction can be addressed by making the ships less identical to each other, using more medium or large-sized turrets, making additional ship systems and so forth. Right now the faction is mostly competitive due to how good Persephones are... as has been stated again and again, not having shields in a game designed around them as a core game mechanic presents a problem.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on March 14, 2013, 06:29:11 PM
194889 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:47)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Just got a Fatal: Null crash thats from the log
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 14, 2013, 06:36:02 PM
Hm.  Actually, an Antediluvian ship with, say, the arc thrusters off a BRDY Desdinova, would probably be decent - or even just regular maneuvering jet system - something to give it the extra burst of speed it needs to get in weapon range.

Also, some of their ships might need more armor than normal for their size; the "cell" mechanic used to calculate armor damage means that ships with long thin components are particularly vulnerable, since there are drastically fewer "nearby" armor cells - you've got a line instead of a square for the damage to spread out in.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 14, 2013, 06:43:25 PM
Actually... you say they're submarine-like?  Why not give them phasing cloaks?  That'd neatly solve the range issue, since they could just cloak until in range.  And, yeah, if terms like "sonic" in weapon descriptions got replaced with terms like "phase", I'd be a lot more likely to take the descriptions seriously.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 14, 2013, 07:02:14 PM
personally im often left wondering why so much of theire weapons do frag damage...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: banehunter on March 14, 2013, 08:30:45 PM
Maybe too compensate for the lack of a shield, all ballistic guns are pd? Pretty bad explanation but hey....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Thaago on March 14, 2013, 10:21:01 PM
I have no problems fighting any of the factions here... except Blackrock :P. For some reason they kick my butt! The Serket fighter is an unholy beast of an ambush fighter (seriously, they can stay phased for almost a solid minute and the phase/unphase cost is only about a second's worth).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 14, 2013, 11:10:36 PM
@Shield
its corespec error, weapon spec not loaded properly i dont have debug script for it now, you must provide savegame file if you want to recover savegame.
also you can just w8 for uomoz reply, maybe fix already done.
caused by some weapon detected by mod on init is now gone (other mod disabled or something like this)


Quote
Antediluvian lore isn't as nonsensical as everyone thinks
it does not matter how many times you try to expain why sonic guns and submarines in space are OK, it will stay nonsence.
phase submarines in space with phase sonic guns not better.

any phase ship controlled by AI currently is pain in ass, it will sit in phase as long as flux allow, then vent and repeat, any battle will be long and sad.

main issue is small amount of ship signatures, there are only 3 signatures:

space boat (long and narrow)
space station (round)
space station with tail (long and wide)

basically there is only 3 ships in mod, with large amount of kitbashes.

all ships have too much hp for its size, thule much better with it, ships durable and large, easy to hit, fun to fight.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Foxd1e on March 14, 2013, 11:48:02 PM
I am sure Erick will find the proper fine-tuning for his Fish people :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on March 14, 2013, 11:50:59 PM
@Shield
its corespec error, weapon spec not loaded properly i dont have debug script for it now, you must provide savegame file if you want to recover savegame.
also you can just w8 for uomoz reply, maybe fix already done.
caused by some weapon detected by mod on init is now gone (other mod disabled or something like this)


Quote
Antediluvian lore isn't as nonsensical as everyone thinks
it does not matter how many times you try to expain why sonic guns and submarines in space are OK, it will stay nonsence.
phase submarines in space with phase sonic guns not better.

any phase ship controlled by AI currently is pain in ass, it will sit in phase as long as flux allow, then vent and repeat, any battle will be long and sad.

main issue is small amount of ship signatures, there are only 3 signatures:

space boat (long and narrow)
space station (round)
space station with tail (long and wide)

basically there is only 3 ships in mod, with large amount of kitbashes.

all ships have too much hp for its size, thule much better with it, ships durable and large, easy to hit, fun to fight.

Well daggummit
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 15, 2013, 04:16:49 AM
194889 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:47)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Just got a Fatal: Null crash thats from the log

Faction of choice?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 15, 2013, 04:26:23 AM
tested "hardcore" mode, (when you hostile to everyone), there is nothing hardcore, it just slow, it shoud have some buff like 10% boarding chance (up from 5%) to provide smoother gameplay, in average it took 20 fights to get new hull, in order to produce more hulls you forced just stay somewhere with shift button pressed to skip time.

Inability to trade with factions shoud be balanced by:
10% boarding chance
faster omnifactory production, with 1 limit per any type of hull\wing, since you dropping everything on factory you will face overcrowding extremely fast, both with weapons and hulls

this wont disable hardcorish component, but will make hardcore mode a lot faster, ~~10 fights and you have fleet upgrades
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 15, 2013, 04:32:36 AM
Will increase the omnifactory speed for HC. How would you increase boarding chance?

About the overcrowding, there's the Abandoned Facility for that very reason.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 05:00:33 AM
Will increase the omnifactory speed for HC. How would you increase boarding chance?

About the overcrowding, there's the Abandoned Facility for that very reason.

Is there any way to add effects to specific skills?

I.E that one ability that gives you a 50% marine boarding efficacy at lvl 5. Could give you like a 2% increase to hull cutting (Which would actually be ship boarding chance) per lvl?

Granted I don't know what the base chance is, but there is something really *** about seeing a bunch of 1% hull "husks" after a fight. I'd rather just see a straight up "DESTROYED" instead if I'm not gonna be able to board them.

Feel like a damn pirate deprived of his bounty with all dem 1% hulls
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 15, 2013, 06:01:42 AM
@SainnQ
Most limits of API can be overcomed by reflections, every limitation can be overcomed by ASM\unsafe\natives, but amount of required skill and time to develop and maintain such code make it impossible for fanmade mods.

Nice sample: amount of money per victory is
fleetpoints of enemy * 130 * random(1,2)
THIS IS HARDCODED, you cant change this value without java.unsafe or custom natives.
Amount of time and skill required make such modification makes it impossible to appear.



@Uomoz

Code
	"baseFriendlyShipRepairChance":5,
"baseEnemyShipRepairChance":5,

looks like exactly what i looking for, i checked ingame and notice increase of boardable enemy hulls with enemyrepair set to 100.
currently i checking code for actual implementation of boardable calculation made by endine, will report results later.

runtime alteration of this will be included into next version of rcUtil (along with advanced debug stuff and 100% reverse compatability), you already can add placeholder call for set_EnemyRepair(int Chance), if you have other suggestions about methods your want just PM me.

Quote
About the overcrowding, there's the Abandoned Facility for that very reason.
since factory produce up to 3 wings\frigates it will fill up few pages.
with 1 hull per type overcrowding process will slowdown.
with improved speed nobody will ever notice sideeffects of this change.

For debugging, here is automated debug script preview, that allow you to get anything you want from game state to log without surrounding every invocation with trycatch:

Code
    	Thread.setDefaultUncaughtExceptionHandler(new EndOfTheLine());

Code
package ru.rawcode.rcUtil;
import java.lang.Thread.UncaughtExceptionHandler;

public class EndOfTheLine implements UncaughtExceptionHandler{

public static void Trace2log(Throwable e, String exception) {
exception = "\n\t\tMessage: " + exception + "\n\t\t";
exception = exception + e.toString() + "\n\t\t";

StackTraceElement[] stack = e.getStackTrace();

for (StackTraceElement s : stack) {

if (s == stack[0]) {
exception = exception + s + "\n\t";
continue;
}

if (s == stack[1]) {
exception = exception + "Error Source: " + s + "\n\t\t";
continue;
}

if (s == stack[stack.length - 1]) {
exception = exception + s;
continue;
}

exception = exception + s + "\n\t\t";
}
//LOG.info(exception);
System.out.println(exception);
}

public void uncaughtException(Thread t, Throwable e) {
System.out.println("Here your can output whatever you want");
System.out.println("You can dump variables, player choises");
System.out.println("Or anything else, but game already dead, you cant reanimate if from here");
System.out.println("its");
Trace2log(e,"EndOfTheLine");
}
}

It will support both, field references and callback script.
I will ask you about variables and game params you want to monitor, i will embedded it into rcUtil.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 06:15:33 AM
Raw. You're on a entire other level dude.

I only understand very, very rudimentry coding language.

Hell I lost interest when my C+ professor spent most of the year doing decimal conversions instead of actually coding.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 15, 2013, 06:47:13 AM
Quote
Hell I lost interest when my C+ professor spent most of the year doing decimal conversions instead of actually coding.

(non offensive post, may offence due lack of skills in english)

You got mentality not suitable for coding, for someone with proper mentality process of discovering how code works, how it will work if variable A is altered, what will happen if A and B turn to C and D at education stage is atleast fun.


For binary, actually it's much more funny when you have some output to touch.
try to code runtime world generator for minecraft (bad suggestion but i have nothing else on my mind currently), i have killed almost week to write working menger spounge runtime generator, entire process took over 2 mounth, but i got result nobody have, and players who joined my server just "WOW where you downloaded it" and i answer "i have developed it".

#end of derail part:

@uomoz check PM i have something to show.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Diatonic on March 15, 2013, 08:51:32 AM
Is it just me, or does the link to download take other people into the Dropbox file and not offer a download?  I feel like I've been banging my head against a brick wall trying to see where to actually download 17.1!

Okay, I assumed the really obvious download link at the top was a DL link for dropbox and not the mod...  Nice compilation by the way...  Never mind me, I was never here...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 08:58:09 AM
Is it just me, or does the link to download take other people into the Dropbox file and not offer a download?  I feel like I've been banging my head against a brick wall trying to see where to actually download 17.1!

http://www.mediafire.com/download.php?m3z4u98dte09oud

Should work. I think.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 15, 2013, 09:23:08 AM
Raw remove that external download link, i don't want unofficial bug reports ;) the download link is located in the download image.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Foxd1e on March 15, 2013, 10:56:52 AM
Will increase the omnifactory speed for HC. How would you increase boarding chance?

About the overcrowding, there's the Abandoned Facility for that very reason.

I stockpile everything at the Abandoned Facility lol. It's my home away from home. Just bought a new ship hull time to outfit it? Why pay Station Prices when I got the parts in my stockpile at the Abandoned Base ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on March 15, 2013, 11:59:46 AM
194889 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:47)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Just got a Fatal: Null crash thats from the log

Faction of choice?

I was part of blackrock/neutrino faction.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 15, 2013, 04:34:11 PM
dude why dont the boss fleets follow the rules...theres a neutrino frigate with the hydron accelerator and hes impossible to kill...i mean come on...if your going to make these fleets at least make them follow the rules..sheesh...these new fleets are un-enjoyable and hard for all the wrong reasons i want to make a fleet but at least mine follows the rules...i mean think about it..of course some people will create invincable fleets with stupid ship to boost their names and there egos....you think some of these people are going to be fair with this new system. The neutrinos shields are already pushing it not to mention it has the speed and the cannon. Ive never been so frustrated with the unfairness of some of these fleets...and even worse they spawn more in the beginning then you.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 15, 2013, 05:30:39 PM
As the person who's boss fleet PUT a hadron accelerator onto a neutrino ship, I really must ask, what rules did I break? The entire purpose of the boss fleets (or at-least my boss fleet) is to challenge people who have amassed a max-strength fleet and want to have a fight that isn't easy to win. The boss fleets are exceptionally slow, and can probably be avoided by anybody who isn't strong enough to face them. As for the Vice-class destroyer that wields the hadron accelerator, it has all other augmentations and weapons stripped off of it in order to even be able to wield that weapon, and is quite vulnerable to anybody using multiple ships against it.

The purpose of my boss fleet was not in fact to boost my ego, but to challenge people who have amassed a fleet as large as the boss's, to give them something to do other than to squash fleets half as small as them. Anybody not yet strong enough to face the boss fleets, such as people starting a new game, should be able to avoid them and not worry about fighting them until it is a fair fight. And I really have to wonder... what rules did they break?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 05:33:29 PM
dude why dont the boss fleets follow the rules...theres a neutrino frigate with the hydron accelerator and hes impossible to kill...i mean come on...if your going to make these fleets at least make them follow the rules..sheesh...these new fleets are un-enjoyable and hard for all the wrong reasons i want to make a fleet but at least mine follows the rules...i mean think about it..of course some people will create invincable fleets with stupid ship to boost their names and there egos....you think some of these people are going to be fair with this new system. The neutrinos shields are already pushing it not to mention it has the speed and the cannon. Ive never been so frustrated with the unfairness of some of these fleets...and even worse they spawn more in the beginning then you.

The Neutrino ships of all lines have *** shield coverage, they're more like point defense barriers if you fly them yourself with Accelerated Shields.

Uomoz has a hard on for roided out "BOSS" Fleets tho =P

I agree they should follow the same rules for the most part that the player has to adhere to, because currently not doing so makes a very unrewarding boss encounter experience.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 15, 2013, 05:36:52 PM
What rules do the boss fleets not follow? I am confused, the player is just as able to put a hadron on a Vice as the boss is, what is the problem here? My boss fleet even uses the default OP limit, not even accounting for the player's increased OP due to level-ups (though it does account for a player's increased FP limit), somebody tell me the rule I am somehow breaking!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 05:43:44 PM
What rules do the boss fleets not follow? I am confused, the player is just as able to put a hadron on a Vice as the boss is, what is the problem here? My boss fleet even uses the default OP limit, not even accounting for the player's increased OP due to level-ups (though it does account for a player's increased FP limit), somebody tell me the rule I am somehow breaking!

I'm not familiar with a frigate that can mount a Large Hadron Collider for starters. And do so while not severely gimping itself in every other department.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 15, 2013, 05:54:19 PM
What rules do the boss fleets not follow? I am confused, the player is just as able to put a hadron on a Vice as the boss is, what is the problem here? My boss fleet even uses the default OP limit, not even accounting for the player's increased OP due to level-ups (though it does account for a player's increased FP limit), somebody tell me the rule I am somehow breaking!

i guess he just dosent like the concept of a frigate that trades absolutely everything for a hadron collider, which is a very awesome weapon in its own right.
also, i need to get in my thick head that i must flank neutrino ships lol. they might have ship coverage but its still annoying as hell if you dont flank them XD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 15, 2013, 07:06:52 PM
I didn't put a hadron accelerator on a frigate, there is no frigate with a large weapon slot, I put it on a vice class destroyer...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on March 15, 2013, 07:07:36 PM
Quote from: phyrex

i guess he just dosent like the concept of a frigate that trades absolutely everything for a hadron collider, which is a very awesome weapon in its own right.
also, i need to get in my thick head that i must flank neutrino ships lol. they might have ship coverage but its still annoying as hell if you dont flank them XD

My solutions to them are: Using inaccurate weapons (which will splash around the shield, like Assault Chainguns), or waiting for the ships to randomly turn and melt them when they broadside you.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 07:10:42 PM
Out of curiosity is there a reason why a bloc would be fighting each other when I've seen no "Internal Conflict" text?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 15, 2013, 07:15:40 PM
The text might have appeared just before you entered a station or did something to cause the text to disappear, otherwise I don't think there is a reason.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 15, 2013, 07:22:11 PM
I didn't put a hadron accelerator on a frigate, there is no frigate with a large weapon slot, I put it on a vice class destroyer...

lol, then that means the guy didint check clearly (cause he pretended it was a frigate that had the hadron)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 15, 2013, 07:48:15 PM
So yeah, NC & BRD were fighting eachother. I figured I'd take out a fleet or two to increase the change my NC Supply fleets might deliver their things. Now they're both hostile.

Damnit.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Temrung on March 16, 2013, 07:20:17 AM
How can i fire all the rocket pods in 1 time? it just fired 1 by 1... sry for my english:3
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 16, 2013, 07:42:28 AM
Set them as linked in weapon groups.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 16, 2013, 08:21:01 AM
How can i fire all the rocket pods in 1 time? it just fired 1 by 1... sry for my english:3
click on the weapon groups then at the "group" & done

[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 16, 2013, 10:01:18 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 16, 2013, 10:27:30 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

woaw, slow down cow-boy. re-write that in a more comprehensible format and double-check your grammar, you'll be helping yourself trust me.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 16, 2013, 11:05:09 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

I wonder what you'd think of the Astral with the two meteor launchers,  ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 16, 2013, 11:09:23 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

I wonder what you'd think of the Astral with the two meteor launchers,  ::)

were talking thule's meteor here right ? that thing is absurd XD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 16, 2013, 11:12:46 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

First things first, yes, the vice class destroyer is following all the rules that a player faces. If you were to get the hadron accelerator, and a vice class destroyer, you would be able to make the EXACT same ship. Secondly, the drones are from a neutrino fighter wing of five ships. They have a weakness in that every time you kill one of the main fighters, 1/5th of the drones around the fighters die, and neither the drones nor the fighters themselves are that powerful. As for whether or not the fleet can be killed, sometimes you might need to change your strategies. I think the reason why you are having such a hard time fighting my fleet, even though it is at the same power level as Uomoz's, is because my fleet uses a different strategy from 99% of the large fleets in this game. It hardly uses any capital ships or cruises, choosing instead to mob the enemy with frigates and destroyers. Since most player fleets become geared to killing capital ships with the destroyers and frigates just getting killed on the side, I took out most of the capital ships from my fleet and made the destroyers and frigates a credible threat. My fleet is supposed to challenge whether you can use both a different strategy than the one that kills everything else, and control your fleet so that it doesn't become distracted trying to kill a dozen drones while your ships get overwhelmed by un-expectedly powerful ships. The ship that has brought up most of your complaints, that you say makes the fleet impossible, isn't very strong if you actually manage to hit it. So instead of using the big powerful and slow capital ships, which most of the ships in my particular boss fleet are made to fight, how about using faster ships more suited to crushing frigates and destroyers. Why not try changing your tactics a bit and find a fleet that isn't playing into the boss fleet's strengths.

You are supposed to use its weaknesses against it, because this is a boss fleet, and I personally think that boss fleets aren't something that you kill without trying.

Oh, and I would appreciate it if you stopped trying to get my fleet banned, that isn't exactly very nice and I would much rather have some constructive criticism.  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 16, 2013, 11:14:09 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

I wonder what you'd think of the Astral with the two meteor launchers,  ::)

were talking thule's meteor here right ? that thing is absurd XD

Heh, thats my favorite weapon in the game  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 16, 2013, 11:40:26 AM
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer

I wonder what you'd think of the Astral with the two meteor launchers,  ::)

were talking thule's meteor here right ? that thing is absurd XD

Heh, thats my favorite weapon in the game  ;D

i find it hilarious. im fighting TL ship and all of a sudden that huge thing streak past my fleet. makes me giggle everytime XD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 16, 2013, 01:59:29 PM
Uomoz that Neutrino bug when crew dont level up, well it's not have anything with Neutrino mod, Flash sad that in his mod crew level up normally. So its UC thingy. Just saying...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 16, 2013, 03:16:27 PM
Uomoz that Neutrino bug when crew dont level up, well it's not have anything with Neutrino mod, Flash sad that in his mod crew level up normally. So its UC thingy. Just saying...

I can confirm that when you start as neutrino, your crew do not level, starting as BRDY crew will still level, using BRDY ships when starting as NC will also not level crew,
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 16, 2013, 03:22:40 PM
^^ See, see!  ;D

Oh oh and yeah, Flash tell him about big ships. Tell 'im man!  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 16, 2013, 05:37:00 PM
That's weird and probably related to the fact that NC starting ship is crewless. There's rally no other explanation since my code doesn't touch crew xp in any possibile way. About the unsung, it's not coming back to NC station anytime soon. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on March 16, 2013, 06:34:41 PM
Why not make the Singularity class a manned frigate?

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 16, 2013, 06:38:29 PM
I don't remember it being a problem in UC 17 though, it also had a unmanned starting ship for NC

But using the hound instead of the relativity does have normal crew leveling, no idea why.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 16, 2013, 09:55:48 PM
good news everybody(C)futurama.
http://fractalsoftworks.com/forum/index.php?topic=5838.0

This is vanilla bug, if your fleet get any expirience with zero crew members who can accept it XP, your fleet data permanently corrupted with NaN value inside.

Basically this means:

NO DRONE SHIPS before 60a
or
Carry atleast one crew member at all times.

I was unable to locate exact location of code that trigger issue, but it shoud be somewhere.

how to test:

devmode + neutrino ship + press "L" for exp.

if you pressed with zero crew, no more crew levelups
if you get crew first - everything works smooth.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 16, 2013, 10:23:02 PM
Simplest workaround I can suggest atm is to just do this to the scripts/plugins/CharacterCreationPluginImpl.java

Code
		if (variantId.equals("neutrino_relativity_standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(17);
data.getStartingCargo().addMarines(4);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 1);
                } else

or 5 marines with a total of 6 crew but you'll suffer -0.1 supply a day :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 16, 2013, 10:39:32 PM
this wont fix issue actually, as soon as player will get around without single crew he will again fall into this issue.

ever drone ships must require atleast 1 crew to operate.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 01:55:33 AM
About the unsung, it's not coming back to NC station anytime soon. :)
Well now, i didn't meant Unsung, you was clear about that ship, but Flash got some other ones and when you look at his capitals you choosed smallest one and two that are capitals only by size. It would be nice to have one real capital ship to buy. Like Jackhammer, Banshee or Colossus.  ::)  Don't be such scrooge give us something to fight with  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 03:48:11 AM
About the unsung, it's not coming back to NC station anytime soon. :)
Well now, i didn't meant Unsung, you was clear about that ship, but Flash got some other ones and when you look at his capitals you choosed smallest one and two that are capitals only by size. It would be nice to have one real capital ship to buy. Like Jackhammer, Banshee or Colossus.  ::)  Don't be such scrooge give us something to fight with  ;D

Added a Jackhammer in station.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 03:52:43 AM
^^ And what about Banshee  ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 04:15:22 AM
^^ And what about Banshee  ::)

Like many top tier ships they are delivered by convoys.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 04:39:33 AM
Like many top tier ships they are delivered by convoys.
I never seen one. I got two Lathe, one Nausicaa, one Colossus and one Kurmaraja (that one i sold to station). I never got anything else. Is number of cap ships in station limited? I need to buy them so i can get new ones?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 04:41:45 AM
No but the content of the convoys is random.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 04:44:57 AM
No but the content of the convoys is random.
Okay but in 3 years i didn't get that hull. So what is delivering chance for it, 1%?  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 06:12:52 AM
Exactly the same %chance of all the other ships ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 06:19:13 AM
Exactly the same %chance of all the other ships ;).
Ok fine, ill do it myself. Unsung is nice starting ship :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 07:00:57 AM
THIS is a nice starting ship, screw the Unsung :D

Spoiler
(http://i.imgur.com/OjXjA3f.png)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 07:18:43 AM
That is one mean looking sprite. How big is it in battle?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 07:26:29 AM
5800 pix, about half the battlefield.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 07:44:33 AM
Exactly the same %chance of all the other ships ;).
Ok fine, ill do it myself. Unsung is nice starting ship :P

Ok?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 07:46:40 AM
Ok?
Well... no... i don't know how to do it  :'(
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sandremo on March 17, 2013, 09:31:09 AM
5800 pix, about half the battlefield.

O_O I WANT! <3 XDDDD No seriously where did you find that valkyrial? Or did you make it?

Edit: I dont recognize ANY of those ships in that fleet o_o

-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: conorano on March 17, 2013, 09:42:35 AM
they are valkyrian ships. if you look really closely, you can see a vatican in that big ship XD (the vatican is about the size of those engines)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 09:56:02 AM
I found it on Google, completely ruined by brightness tool, so i fixed it up, added gun mounts, and im having it painted in valk colors aswell as proper shading and fixing of edges. (hopefully, 1888x5280 pixels of paint ain't no joke "what it was 5800 just a min ago!?" yes i scaled it down for better quality.)

Here it is.
Spoiler
(http://i.imgur.com/mA7S1z5.jpg)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: banehunter on March 17, 2013, 10:12:53 AM
Some of the weapon mounts look like they can't even make out of the ships boundaries.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 10:17:24 AM
Fighters and such simply just love to do strafing runs along the length of this ship, those small mounts are there to prevent that, large/med guns do the PD/offensive duty.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 17, 2013, 10:45:30 AM
Is that an SSD? or a kitbash or what? Also I would love to see just that as a boss fight lol six maybe seven digit health and whatnot lol
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 17, 2013, 10:50:40 AM
omg ! that thing is huuuuuuuuge. it would be impossible to play at all without devmode to zoom out like, 10 time that you can already XD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 10:59:00 AM
Spoiler
(http://i.imgur.com/Xf2n4HV.jpg)
[close]

I think my titan has derailed this thread, in a somewhat happy fashion.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Andy H.K. on March 17, 2013, 11:08:25 AM
Spoiler
(http://i.imgur.com/Xf2n4HV.jpg)
[close]

I think my titan has derailed this thread, in a somewhat happy fashion.
I totally want to watch it vent at max flux.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 17, 2013, 11:26:33 AM
can we please add this to UC? I would love to face it as a boss. If not, can anyone PM me how to add it to my game personally?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 11:42:51 AM
It might come with my 1.0 valkyrian release. all you need to do is be patient. ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 17, 2013, 11:56:27 AM
looks great Val'
but it will be almost impossible to fight with, i mean AI will have serious problem shooting something THAT big
thats why in vanilla capitals are long & wide
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Pelly on March 17, 2013, 12:00:03 PM
looks great Val'
but it will be almost impossible to fight with, i mean AI will have serious problem shooting something THAT big
thats why in vanilla capitals are long & wide
No, they are fine shooting it they just need to go down a log trench to the centre of the ship and shoot a 1 metre by 1 metre hole its no harder than shooting wombats!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 12:03:29 PM
I know, i tried it against and old mission of mine, missiles is the only viable weapon or when they get to your engines, but the AI managed to kill it despite that, just took a long time, but yeah, starsector needs oval shaped collision radius and shields, 1 extra value to set can't be the end of the world.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 12:19:32 PM
I think my titan has derailed this thread, in a somewhat happy fashion.

No, and stop doing it ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 17, 2013, 12:32:44 PM
Ok, il try, can't say the same for these other peps tho. ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 01:04:08 PM
Well there's a report function so they will.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Pelly on March 17, 2013, 02:48:32 PM
Well there's a report function so they will.
:o


well back on topic.....this is a good mod well done, i like  it very much just started playing it again after taking a break from playing starsector.

Chose this mod to restart my binge, danke.

(back on topic now?)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 17, 2013, 03:43:28 PM
Uomoz what is reward for disintegrating special fleets?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 17, 2013, 04:28:10 PM
There are lots and are hidden, try taking them on!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dabclipers on March 17, 2013, 09:24:08 PM
So, about the personal convoy fleets, I am not quite sure what they do.  Well, actually I am assuming that they just make ships/weapons/items for your corporation/group-affinity spawn more frequently?  Can I have someone clarify what exactly personal convoys do?Oooooh subscript.....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 17, 2013, 09:29:30 PM
So, possibly dumb question... playing in hardcore mode, how does one get more marines?  Or, for that matter, more crew - I'm not too low on crew yet, but - at least since I started paying attention - I haven't seen the omnifactory replenish any...

Also, faction internal feuds never seem to end - I see the "feud over" message, but they keep fighting each other.

Also-also, I now see the value in having Thule & Antideluvians around - their unshielded designs make them the only things the player can attack with a hound and have a chance at winning.  (Then again, I have a herzog class Thule battle fortress lying around in storage with a variant that can take out an onslaught without taking hull damage... so their ships are, for shieldless designs, actually pretty good.  Speaking of which, I call shenanigans on the missile that does 30,000 damage; having a thule battle fortress go from full hull & armor mostly intact, to dead, in one hit from something it had no hope of dodging or shooting down... yeah.  Not fun.  Stupid boss fleet.)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 17, 2013, 10:08:42 PM
Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: lowpolygon on March 17, 2013, 10:42:33 PM
Hi ~I got an error when playing this mod. I first posted this problem at bug and report section. Then Alex pointed out this could be a mod related problem.
Here is the extract from the StarFarer.Log.

Code
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

The game would load the save game and just crashed back to desktop.
Any help would be greatly appreciated.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 17, 2013, 11:33:07 PM
Also, is it possible for more than one boss fleet with the same name? I remember it being said that the Uomoz boss fleet has an unsung in it, and both times i've blown it up, it is the same composition with a titan and some junk pirates cruisers.

EDIT: Fleet just popped up again and no titan, has an antideluvian flagship instead. Question answered :p
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 18, 2013, 03:35:43 AM
Ha ha  ;D
Spoiler
948954 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 315,53 MB of texture data so far
957250 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Credit_Cheater
java.lang.RuntimeException: Credit_Cheater
   at data.scripts.world.UomozScriptClock.Cheat_Protection$(UomozScriptClock.java:664)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:124)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:700)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
didn't cheat , just fought 4 big fleets at the same day, crashes when i defeated the last one
got other mods, but i think i earned to much money as for one day  ;D but still it  crashed
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 18, 2013, 03:56:59 AM
latest version does not have this anticheat, you shoud update.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 18, 2013, 04:52:40 AM
So, about the personal convoy fleets, I am not quite sure what they do.  Well, actually I am assuming that they just make ships/weapons/items for your corporation/group-affinity spawn more frequently?  Can I have someone clarify what exactly personal convoys do?Oooooh subscript.....

Pretty much what you said ;).

So, possibly dumb question... playing in hardcore mode, how does one get more marines?  Or, for that matter, more crew - I'm not too low on crew yet, but - at least since I started paying attention - I haven't seen the omnifactory replenish any...

Also, faction internal feuds never seem to end - I see the "feud over" message, but they keep fighting each other.

Also-also, I now see the value in having Thule & Antideluvians around - their unshielded designs make them the only things the player can attack with a hound and have a chance at winning.  (Then again, I have a herzog class Thule battle fortress lying around in storage with a variant that can take out an onslaught without taking hull damage... so their ships are, for shieldless designs, actually pretty good.  Speaking of which, I call shenanigans on the missile that does 30,000 damage; having a thule battle fortress go from full hull & armor mostly intact, to dead, in one hit from something it had no hope of dodging or shooting down... yeah.  Not fun.  Stupid boss fleet.)

Crew and marines don't get restocked so be careful! Checking the feud code atm, thanks for the report.

Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.

Yes.

Hi ~I got an error when playing this mod. I first posted this problem at bug and report section. Then Alex pointed out this could be a mod related problem.
Here is the extract from the StarFarer.Log.

Code
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

The game would load the save game and just crashed back to desktop.
Any help would be greatly appreciated.

Working on a solution for this. It's a fairly deep problem.

Also, is it possible for more than one boss fleet with the same name? I remember it being said that the Uomoz boss fleet has an unsung in it, and both times i've blown it up, it is the same composition with a titan and some junk pirates cruisers.

EDIT: Fleet just popped up again and no titan, has an antideluvian flagship instead. Question answered :p

Fleet compositions are sometimes random.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 18, 2013, 10:06:52 AM
So, possibly dumb question... playing in hardcore mode, how does one get more marines?  Or, for that matter, more crew - I'm not too low on crew yet, but - at least since I started paying attention - I haven't seen the omnifactory replenish any...

Also, faction internal feuds never seem to end - I see the "feud over" message, but they keep fighting each other.

Crew and marines don't get restocked so be careful! Checking the feud code atm, thanks for the report.

That would seem to incentivise two particularly gimicky and annoying-to-the-player-but-effective behaviors:  Namely, pounding ships until they retreat, letting them repair, repeat until they run out of crew and can't be fielded - since a ship that surrenders doesn't cost marines.  And replenishing crew by dying repeatedly (new ship, drop crew off at station, go find someone to kill you, repeat as needed).

I'd suggest, as an alternative, making it possible for the player to summon a personnel supply fleet (that has to be guarded), or implementing some way for the player to gain crew or marines from attacking hostile personnel convoys.  The replenishment mechanic doesn't need to be easy to accomplish - could easily see summoning a fleet costing 100k or more - but it should be there so the player doesn't have to resort to gimmicks.

As for the feud code - it's possible that the code is functioning, and just losing out to other game mechanics - for example, when an event starts to deactivate, its fleets all go neutral to the player - but if the player attacks one, they go back to hostile.  I wouldn't be surprised if just setting neutrality doesn't cancel existing "fleet A is about to attack fleet B" type commands, and that's re-starting the feud.  ...Or it could be just a code glitch; I don't know, I haven't looked.  Just know that, in my current game, Tri-Tachyon and Shadowyards have been infighting for pretty much the whole game, resulting in both of their fleets being rather rare sights.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: conorano on March 18, 2013, 12:23:03 PM
could you maybe add more civilians. currently its really hard to start out as a pirate becouse all other factions simply have better frigates and larger fleets, you have to be really good to kill any modded frigate with a lasher, hound or vigilance. if you would add some vanilla fleet traders/civilians/miners and maybe even some other adventurers. this would really help the pirates out early game so they can actualy build up a small fleet to attack stronger enemies with. these fleets don't need to be big or anything, becouse they would just be used as early game prey. lets be honest, a single pirate frigate would probably never try to defeat any kind of advanced ship that is better in almost every way.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 18, 2013, 01:09:15 PM
could you maybe add more civilians. currently its really hard to start out as a pirate becouse all other factions simply have better frigates and larger fleets, you have to be really good to kill any modded frigate with a lasher, hound or vigilance. if you would add some vanilla fleet traders/civilians/miners and maybe even some other adventurers. this would really help the pirates out early game so they can actualy build up a small fleet to attack stronger enemies with. these fleets don't need to be big or anything, becouse they would just be used as early game prey. lets be honest, a single pirate frigate would probably never try to defeat any kind of advanced ship that is better in almost every way.
well lifa as the pirate aint easy at the start, its similar to the hardcore mode cuz you have problem with the hunting
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dabclipers on March 18, 2013, 04:23:54 PM
On my current play through I am part of the corporate bloc and more specifically fight for Blackrock.  What I don't understand is why do the Hegemony and the Interstellar Federation attack me?  Lore wise both those factions are more like governments then anything else and since I am part of a corporation/business why am I attacked?  Just wondering, I was thinking for in character purposes that the Sovereignty bloc shouldn't attack the corporations.

On a unrelated note I also use the "Hawken" Mod in conjunction with this as the Hawken space station spawns around the same planet as the Corporations, its neutral to the corporations yet it attacks most other groups.  For roleplaying purposes I assume that they are a PMC hired by the Corporate bloc to help with the fight. OOOOoooooooh non/subscript....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dabclipers on March 18, 2013, 06:29:31 PM
Ever considered adding in more character pictures?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 19, 2013, 07:09:00 AM
I have to say this mod is awesome. I've been playing off and on for months but everytime I have I've always been left wishing for something more challenging and interesting. This mod really goes a huge way to making the game feel more alive and interesting.
I especially enjoy the experience of playing hardcore mode, the Omnifactory especially makes it not only viable but a great fun alternative.
To give a little info for the issue of the Omnifactory not restocking marines and crew, it will restock with some (180 I think) elite crew if the Omnifactory trader makes it there during an event, It'd be great if an event were added to specifically restock the factory with crew/marines though.

I have great fun starting a fresh game and clawing away at building a respectable fleet, that desperate attempt to capture any ship possible and have the factory produce enough of them to take on stronger fleets inch by inch is an awesome long term game and forces you to make do with what you can scavange and learn new tactics rather than pre-planning your favourite fleet. Taking on a Cruiser with a fleet of poorly equipped frigates and fighters is fun!
You've done a stellar job pulling all this together and have given me much entertainment over the last few days. Thanks!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 19, 2013, 07:15:27 AM
ill have to try hardcore someday.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 19, 2013, 07:22:25 AM
I have to say this mod is awesome. I've been playing off and on for months but everytime I have I've always been left wishing for something more challenging and interesting. This mod really goes a huge way to making the game feel more alive and interesting.
I especially enjoy the experience of playing hardcore mode, the Omnifactory especially makes it not only viable but a great fun alternative.
To give a little info for the issue of the Omnifactory not restocking marines and crew, it will restock with some (180 I think) elite crew if the Omnifactory trader makes it there during an event, It'd be great if an event were added to specifically restock the factory with crew/marines though.

I have great fun starting a fresh game and clawing away at building a respectable fleet, that desperate attempt to capture any ship possible and have the factory produce enough of them to take on stronger fleets inch by inch is an awesome long term game and forces you to make do with what you can scavange and learn new tactics rather than pre-planning your favourite fleet. Taking on a Cruiser with a fleet of poorly equipped frigates and fighters is fun!
You've done a stellar job pulling all this together and have given me much entertainment over the last few days. Thanks!

Thanks for the kind words :D.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 19, 2013, 07:36:24 AM
hey uumoz, do hardcore mode alwaysbstart you with a hound ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sandremo on March 19, 2013, 07:59:14 AM
hey uumoz, do hardcore mode alwaysbstart you with a hound ?

The text choises you choose after selecting your name is what determines the starting ship. I think there's like 3 diffirent ships you can get?

Edit: atleast that was how it was unless uomoz changed it.
-Sandremo
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 19, 2013, 08:31:13 AM
hey uumoz, do hardcore mode alwaysbstart you with a hound ?

The text choises you choose after selecting your name is what determines the starting ship. I think there's like 3 diffirent ships you can get?

Edit: atleast that was how it was unless uomoz changed it.
-Sandremo

i remember gothar or alex saying which choice gives which ship but i forgot what it was or where they said it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 19, 2013, 08:56:58 AM
Just updated to the latest version, started a new game and got this error after dropping off a fighter wing and couple of guns at the Omnifactory:
Quote
java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.world.OmniFac$ShipData.<init>(OmniFac.java:678)
   at data.scripts.world.OmniFac.checkCargo(OmniFac.java:489)
   at data.scripts.world.OmniFac.advance(OmniFac.java:601)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 19, 2013, 09:01:31 AM
Just updated to the latest version, started a new game and got this error after dropping off a fighter wing and couple of guns at the Omnifactory:
Quote
java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.world.OmniFac$ShipData.<init>(OmniFac.java:678)
   at data.scripts.world.OmniFac.checkCargo(OmniFac.java:489)
   at data.scripts.world.OmniFac.advance(OmniFac.java:601)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Do you have this:
Requires Latest LazyLib Utility Mod Active to run. Is it active in mods as Uomoz Corvus?
You can find lazylib here:
http://fractalsoftworks.com/forum/index.php?topic=5444.0
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 19, 2013, 09:25:36 AM
Yup, I even just redownloaded it in case I didn't have the most recent version.
I did a little narrowing down and it seems to do it at the point it should be broadcasting about blueprints added and happens for both the fighter wing or weapons.
I'll try starting a fresh game and doing it again.

Edit: Started a fresh game dropped off some fighters and weapons and it all worked just fine. odd, oh well I was only 10 mins in anyway.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 19, 2013, 09:34:35 AM
It's an omnifactory bug, report it to LW ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 19, 2013, 09:46:30 AM
After playing around with it some more, it only seems to happen in hardcore mode.
Process is this... Start hardcore game picking any ship, fly straight to omnifactory, take off any gun and drop it off, leave and 1 day later crash.

Any other choice of faction bloc or neutral game mode works just fine.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: conorano on March 19, 2013, 11:01:51 AM
well this is odd...

Spoiler
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.starfarer.util.O0OO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
i played as the pirates fought an enemy and lost my flagship. giving up hope i auto resolved and then the background was white just all white,really weird. i loaded an older save and it was still white. starsector crashed when i tried to print screen it. maybe i should have used the ingame image taker
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 19, 2013, 11:48:28 AM
well this is odd...

Spoiler
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.starfarer.util.O0OO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
i played as the pirates fought an enemy and lost my flagship. giving up hope i auto resolved and then the background was white just all white,really weird. i loaded an older save and it was still white. starsector crashed when i tried to print screen it. maybe i should have used the ingame image taker

That is a bug in starsector itself that is fixed in the next version. It is caused by some sort of memory build-up in the backgrounds that becomes too much after an hour or two of play. Just restart the game whenever the white background shows up and save often if you've been playing for a while.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 19, 2013, 11:50:32 AM
After playing around with it some more, it only seems to happen in hardcore mode.
Process is this... Start hardcore game picking any ship, fly straight to omnifactory, take off any gun and drop it off, leave and 1 day later crash.

Any other choice of faction bloc or neutral game mode works just fine.

DEV or official 17.1?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 19, 2013, 11:58:43 AM
Oh, I may just be being dumb if there's two versions, DEV version, I can't see a link to a stable release in the OP.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 19, 2013, 11:59:28 AM
Gigantic DOWLOAD image ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: conorano on March 19, 2013, 12:36:25 PM
well this is odd...

Spoiler
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.starfarer.util.O0OO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
i played as the pirates fought an enemy and lost my flagship. giving up hope i auto resolved and then the background was white just all white,really weird. i loaded an older save and it was still white. starsector crashed when i tried to print screen it. maybe i should have used the ingame image taker

That is a bug in starsector itself that is fixed in the next version. It is caused by some sort of memory build-up in the backgrounds that becomes too much after an hour or two of play. Just restart the game whenever the white background shows up and save often if you've been playing for a while.

ok ill ignore it then. im looking forward to the pirates extended and scavenger things being implemented in this, it will make my life as a pirate a lot easier.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShadowLurker on March 19, 2013, 03:32:05 PM
Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.

Yes.

Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.
Great job on the mod btw, I've been playing on it so long that I have 4 Million and nothing to spend it on because of the fleet limit :/ but I'm still enjoying it! Can't wait for your next update.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sproginator on March 19, 2013, 04:10:00 PM
Just been playing this for 2 days or so, loving it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 19, 2013, 05:00:49 PM
Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.

Yes.

Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.
Great job on the mod btw, I've been playing on it so long that I have 4 Million and nothing to spend it on because of the fleet limit :/ but I'm still enjoying it! Can't wait for your next update.

That sounds weird, it should add unique stuff to the omnifactory (some bosses don't drop anything though).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on March 19, 2013, 08:45:11 PM
the astral with the meteor launchers arent bad...just shield them...and its strong but challanging...unlike the sniper neutrino ship v.v..
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 19, 2013, 09:11:34 PM
the astral with the meteor launchers arent bad...just shield them...and its strong but challanging...unlike the sniper neutrino ship v.v..


That sniper ship uses almost all of its flux capacity just to fire it's weapon, it should be easily overloaded by just one or two ships that are faster than it, or even by a volley of missiles with good enough tracking to catch it, is it that hard to beat? I'll be honest, I haven't actually fought my own fleet yet, I don't even know if the hound with a mass driver is still able to fire its weapon, but the sniper ship shouldn't be that hard to beat, especially when the hadron nerf made me have to take away auxiliary thrusters for it to even have the flux capacity to fire its weapon. That ship, if I remember right, has only 1500 flux to spare after firing its gun. In that state, a frigate with a pair of needlers should be able to either overload the ship or cause the ship to have too much hard flux to fire again. Could you explain what exactly happens when you face it? What have you tried against it that didn't work? Could ya tell me what ships and armaments you have sent against it that failed?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 20, 2013, 12:00:18 AM
neutrino require a lot more effort to deal with then enything else, due regenerating nature of shields.

Here is sample 100% API code to alter boarding chance of enemy ships:

Code
	public static void CaptureRate(int Rate){
MutableStat ff = Global.getSector().getPlayerFleet().getCommanderStats().getEnemyShipRepairChance();
ff.base = 5;
ff.modifyMult("Custom", 2);
}

Player stats reference, cant be called on first map generation and first tick of game:
Code
		MutableStat ff = Global.getSector().getPlayerFleet().getCommanderStats().getEnemyShipRepairChance();

This is way to force value of stat, this failsafe in case of player altered config file.
5 is default value.
Code
		ff.base = 5;

Double value of boarding chance:
Code
		ff.modifyMult("Custom", 2);

Disable boarding chance:
Code
		ff.base = 0;

This code can be used as part of my suggestion to improve hardcore mod (setting it to 10 will speedup hardcore significantly, every 10th ship in average will be captured).

Also this provide option to disable boarding completely if some special event incoming - you can disable boarding if spawned boss fleet with ships not expected to be in player possesion.

This value also affect sabotage and surrender chance, setting it to negative (-51) will ensure that no ship will fall into player's hands.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShadowLurker on March 20, 2013, 01:19:31 AM
Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.

Yes.

Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.
Great job on the mod btw, I've been playing on it so long that I have 4 Million and nothing to spend it on because of the fleet limit :/ but I'm still enjoying it! Can't wait for your next update.

That sounds weird, it should add unique stuff to the omnifactory (some bosses don't drop anything though).

After a little sneaky investigation of your code, yes, I have disintegrated at least 4 of the "BOSS" fleets and from what I understand, Fleet_Loot isn't implemented (In the code of my version at least, which should be latest) to run when the boss fleet disintegrates unless I missed something... (Don't take my word for it, it was a brief investigation and I don't know the complete API of Starsector :/)

Edit: After realising I've been playing on LazyLib 1.0, I updated to 1.1, killed you specifically (Uomoz), still no bonuses or EXP boost. Just simply states that he might come back.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 20, 2013, 05:11:25 PM
Have you grabbed the "extra stuff" item in the boss loot?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShadowLurker on March 20, 2013, 05:15:14 PM
Have you grabbed the "extra stuff" item in the boss loot?
They never appeared, in addition to me always doing the Loot All option every time I loot anything. I just Jettison spare supplies, that's it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 20, 2013, 06:18:51 PM
That's weird.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 20, 2013, 06:23:38 PM
That's weird.

im having the same problem.
sooooo, what kind of loot am i missing on exactly ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 20, 2013, 06:53:54 PM
That's weird.

im having the same problem.
sooooo, what kind of loot am i missing on exactly ?

The fact is, I don't see anything wrong with the code. The item should at least appear in the boss loot -.-
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 20, 2013, 07:09:10 PM
After a little sneaky investigation of your code, yes, I have disintegrated at least 4 of the "BOSS" fleets and from what I understand, Fleet_Loot isn't implemented (In the code of my version at least, which should be latest) to run when the boss fleet disintegrates unless I missed something... (Don't take my word for it, it was a brief investigation and I don't know the complete API of Starsector :/)

Edit: After realising I've been playing on LazyLib 1.0, I updated to 1.1, killed you specifically (Uomoz), still no bonuses or EXP boost. Just simply states that he might come back.

The only things I've gotten was a special reaper launcher that fires 3 instead of 2 in one volley and a hyperion frigate that has two of them already equipped. (Holy crap, have you seen a teleporting frigate throwing around 6 reapers at any second?) and I only got them because i got lucky and fought (Zakastra I think) when they had no crew so was able to freely board it. I've also destroyed completely about 7 different boss fleets and zakastra's is the only one i got things from.

Aaaand now i'm scared of when I run out of crew or marines. Please put in a way to get more of them soon. Or have Ciago bring them to the station every once in a while.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dog on March 20, 2013, 07:44:48 PM
I'm having similar issues with fleets not dropping the bonus loot.  I have yet to see the loot thing come up, despite beating every single boss fleet in the game.  In addition, something's up with the Ciago event.  When he finally pulls into the station, he just disappears.  He doesn't deposit the weapons and ship hulls, and the Omnifactory never builds them.  The only way to get that stuff is to kill Ciago en route, but that's kinda silly.  I'm not totally sure whats up...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 20, 2013, 08:07:55 PM
Code
single_fleet = Global.getSector().createFleet("events", single_id);
system.spawnFleet (base, 0, 0, single_fleet);
Fleet_Assignments (single_fleet);
Elite_Crew(single_fleet);
Fleet_Loot(single_fleet);

private void Fleet_Loot(CampaignFleetAPI fleet)   {
CargoAPI fleet_cargo = fleet.getCargo();
fleet_cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "Bonuses", 1);
}

There's nothing wrong in the code imho, but it might be because it's 3am.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 21, 2013, 12:28:20 AM
you can set event faction bosses neutral to everything expect player and provide reward if fleet is destroyed for any reason (in this case only possible reason is player), this will provide failsafe mechanism to provide reward.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShadowLurker on March 21, 2013, 01:44:52 AM
Code
single_fleet = Global.getSector().createFleet("events", single_id);
system.spawnFleet (base, 0, 0, single_fleet);
Fleet_Assignments (single_fleet);
Elite_Crew(single_fleet);
Fleet_Loot(single_fleet);

private void Fleet_Loot(CampaignFleetAPI fleet)   {
CargoAPI fleet_cargo = fleet.getCargo();
fleet_cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "Bonuses", 1);
}

There's nothing wrong in the code imho, but it might be because it's 3am.

Question is does the enemy fleet having that in the cargo guarantee that we can loot it when we kill it? Maybe other units that attack it can loot the item without fully destroying the fleet if it survives?
The way I'd implement it would be to check if the player ship landed the killing blow, and then apply Bonuses() directly without using the "Bonuses" item which removes the uncertainty about the cargo.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 21, 2013, 05:58:26 AM
It's impossible to know who land the killing blow.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 21, 2013, 08:03:32 AM
I can confirm that my event is working properly. If you visit the station right after I disappear, you will see a bunch of ships and whatnot in the station. If you then wait for a bit, they will disappear and you will get the message about the omnifactory analyzing the ships/weps. I don't think the bosses are doing the loot right, I agree it is probably that just because you added the bonus token to the cargo doesn't mean that specific cargo will appear in the loot section. When we raid supply convoys do we get every weapon they were going to bring to the station?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 21, 2013, 09:24:52 AM
Ran into some similar issues with a mod I built - the only reasonable way I found to deal with the issue was to make the boss fleet neutral to everyone (other than possibly the player), so it simply would not get killed unless the player took action.  And then I could trigger stuff off of the fleet ceasing to exist.

And, no, putting stuff in the fleet's cargo list does not, as far as I can tell, make it lootable; you'd need some sort of trigger to add it to the player's station or the like.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on March 21, 2013, 09:25:14 AM
I can confirm that my event is working properly. If you visit the station right after I disappear, you will see a bunch of ships and whatnot in the station. If you then wait for a bit, they will disappear and you will get the message about the omnifactory analyzing the ships/weps. I don't think the bosses are doing the loot right, I agree it is probably that just because you added the bonus token to the cargo doesn't mean that specific cargo will appear in the loot section. When we raid supply convoys do we get every weapon they were going to bring to the station?

Since the Merchant has never dropped off any Nomad ships for me, I've been exclusively raiding the Merchant fleet whenever I can. The amount of money you get from blowing it up (since those transports are worth so many damn FP, plus loot) is incredible, and sort of helps me start the game out.

You don't need anything bigger than a hound to take them out, so =P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 21, 2013, 09:44:47 AM
Could have a really roundabout way of making it so when the event fleet dies, it'll spawn a unique transport fleet / variants of ciago's transports that'll deliver the blueprints/rewards to your abandoned station/ omnifactory?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: TheKillerWolf on March 21, 2013, 11:35:51 AM
Hey guys still fairly new to this mod.  Are the supply fleets when you pick a faction supposed to put loot in your station?  I thought the blackrock one did the one time i played them but i lost my save and swapped to tritech and the fleet doesnt give me anything
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 21, 2013, 11:40:37 AM
Hey guys still fairly new to this mod.  Are the supply fleets when you pick a faction supposed to put loot in your station?  I thought the blackrock one did the one time i played them but i lost my save and swapped to tritech and the fleet doesnt give me anything

Not anymore, they now go to the station of the faction you joined. It was decided that just simply receiving free stuff was too overpowered.

Side note: I feel like we should still get something for being in the faction. Monthly stipend?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 21, 2013, 12:15:17 PM
Hey guys still fairly new to this mod.  Are the supply fleets when you pick a faction supposed to put loot in your station?  I thought the blackrock one did the one time i played them but i lost my save and swapped to tritech and the fleet doesnt give me anything

Not anymore, they now go to the station of the faction you joined. It was decided that just simply receiving free stuff was too overpowered.

Side note: I feel like we should still get something for being in the faction. Monthly stipend?

maybe some money, as in, were being paid for doing our job in our faction ?
its not receiving free stuff per-se, but it does gives us something to use to go along a similar path. So you get a "salary" that will help you buy new things more easily.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 21, 2013, 12:20:10 PM
what about some "item" that could be aquired from the xxx-defance force that could be sold to the enemy of "xxx" faction & gain fame for some time (like a month or 2)

Spoiler
598187 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.world.OmniFac$WeaponData.<init>(OmniFac.java:812)
   at data.scripts.world.OmniFac.checkCargo(OmniFac.java:521)
   at data.scripts.world.OmniFac.advance(OmniFac.java:601)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

-Uomoz's Corvus DEV + others
yes im aware this is omnifactory bug
new game, like week or so just put some small guns in omni (nothing that is out from your Mod, Uomoz)
& i forgot to mantion that i just downloaded all mod's  including -LazyLib 1.2
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 22, 2013, 05:41:01 AM
Guys don't report bugs from the DEV version, I'm well aware of those. I just leave work half done so it's usually broken.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 22, 2013, 05:56:53 AM
Quote
Not anymore, they now go to the station of the faction you joined. It was decided that just simply receiving free stuff was too overpowered.

For faction support i can only suggest to burrow implementation from any chineese mod (all have similar content) - "quest" fleets, that faction order to eliminate, as soon as fleet is eliminated, something usefull happens.
Fleets not attacked by any faction expect player and have destination, if destination reached - quest failed.
Scriptwise all this implemented with vanilla spawnpoint code with single hook in respawn section and script attachment.

Military factions provide law enforcement quests, criminals provide assasinations and terror missions.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 22, 2013, 06:11:53 AM
The divide by zero bug is addressed with the Omnifactory hotfix, it's pretty easy to manually update into the DEV release.

I'm dead against the player fleet bonuses, the game is already super easy without freebies. I prefer to play with self imposed limitations. In my current game which I'm loving I'm playing Iron Man, Neutral setting (Hardcore's lack of crew/marines make it unviable), I can't buy anything other than crew/marines, can't repair at any station other than the abandoned storage, can't use the Omnifactory, can only use ships and weapons that are captured/looted and can't auto-resolve battles.
This does a lot to mitigate the eventual and inevitable situation where I get bored of a game because it's just become too easy.
Originally I enjoyed hardcore and relied on the Omnifactory to produce ships, but this just delays the inevitable, once you've captured a powerful ship you just produce a fleet of them. I like the idea of the Omnifactory not being a surefire thing or just a method of producing blueprints.
Ships is captured, dropped into the Omnifactory, research is done over time (perhaps even with a success chance linked to tech skill), if succesful and appropriate a blueprint for a single use upgrade is produced requiring you to capture another in order to upgrade it.

I'd be a big supporter of anything that makes things more difficult and adds more of a sense of achievement, I'm definitely a big fan of the events and boss fleets. This mod has done wonders to make the game more of a challenge. I can't say enough good things about it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 22, 2013, 06:35:40 AM
Thank you ;). I'm waiting to see how CR plays out to see what can be done about HC. Also, addressing the lack of crew/marines in HC with player convoys (only green crew and marines, scarce).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on March 22, 2013, 09:10:54 AM
In my current game which I'm loving I'm playing Iron Man, Neutral setting (Hardcore's lack of crew/marines make it unviable), I can't buy anything other than crew/marines, can't repair at any station other than the abandoned storage, can't use the Omnifactory, can only use ships and w



The Ominfactory sells Green Crew and Marines on Hardcore, at least it does for me.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 22, 2013, 10:14:01 AM
Yeah it does but it doesn't restock in any way.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 22, 2013, 04:01:55 PM
Alright, time to put to rest any cases of my boss fleet being impossible to beat, I just defeated it. Game crashed when I caught the ships that retreated, but I have all the end-of-battle stuff for the main battle.

The fleet I used:
Spoiler
2 Langoustine destroyers: 1 destroyed
3 Jackle frigates: All destroyed
3 Stingray frigates: 2 destroyed
4 Relativity frigates: 3 destroyed
2 Wolf frigates: All destroyed
5 Locust frigates: 3 destroyed
1 Hound frigate; my un-shielded flagship: The only ship lost to the hadron accelerator
1 Byakuri carrier (destroyer class): Alive
5 Persephone wayfarer wings: Alive
1 Dahaki destroyer: Alive
1 Bit drone wing: Alive
[close]

The boss fleet was completely destroyed except for the following, which retreated:
Spoiler
1 Hyperion
1 Shade
1 Clam
2 Hounds
1 Schwarm wing
[close]

262 fuel, 625 supplies, and 30 various weapons were gained, including a Thule meteor.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 22, 2013, 05:43:37 PM
Oh, I won't argue that it's impossible.  I will argue that it's cheap - and not because of the hadron accelerator*, or even those obnoxious schwarm wings.  No, it's cheap because it uses the federation omega bombs, which are flat out uncounterable** for a capital ship - they're much faster than thule meteors, and do more damage to boot.  Rocket tag is not a fun game.***

Footnotes:
* Oddly, I find the hadron accelerator to be a pretty meh weapon; it's expensive, clunky, hard to aim, and not even actually that dangerous to my standard cruiser or capital variants.  Then again, I'm typically running around with either thule fortress level armor, or shielding with at least .5 flux/damage efficiency (or, in some cases, much much better than that - hello, Neutrino Corp!) - and against such targets... yeah, a hadron accelerator or two isn't going to mean much.
** I haven't made a second try against that fleet, with my revised thule fortress variant that's much much heavier on the point defense.  So, "uncounterable" may be a slight overstatement; a Paragon with fortress shields active might also be capable of surviving a hit.  Still, the point remains: those are utterly ridiculous weapons, completely out of line with everything else in game.
*** Actually, if the game is explicitly advertised as rocket tag, that might be interesting; someone should make a mod like that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dog on March 22, 2013, 06:35:21 PM
Just to back up SirBoomalot, I whooped his fleet with a single Stormcrow, with very little kiting to keep enemies on my shields.  I've found that the Omega Device and Thule Meteor can be easily tanked on shields, and usually just end up murdering the swarms of fighters or frigates attacking you.  I pretty much resorted to ramming the last few ships to death because all my squalls ran out of ammo, but his fleet is quite beatable, and not actually that difficult if you're fast to adjust.  The hardest part is the Schwarm Drones, and it's mostly because they lag up my laptop something awful.

 I personally love having a tough challenging fleet like his, with tons of crazy weapons and ridiculous ships variants, because that's how I (and I am sure many others) would build their fleets.  It's the closest we can get to facing another player in game.  Keep up the good work, it keeps my game fun and challenging.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 22, 2013, 06:37:14 PM
How did you get the stormcrow? :D

Is that terrible boss loot system working?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 22, 2013, 06:40:52 PM
Federation omega bomb??? My boss fleet doesn't have that in it, it just has a few Thule meteors... I think I would have noticed if THAT was in my fleet. One of the vice class destroyers and a clam frigate have one of the much smaller federation rockets, but there is no omega bomb... even I'm not THAT insane. :P Are you sure that it wasn't just a Thule meteor that you ran into? You can tell their explosion by the tiny little lights that fly from the blast; and the astral does have two of the meteors.


Edit: Oh, and thanks for the support dog, :D I was starting to think nobody liked my fleet...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 22, 2013, 06:59:41 PM
As a note, Schwarms will lag once you approach 3 and above wings on the map at one time and this is with my pc, so I can't say the same to lower end pcs.

But since I didn't exactly expect everybody to go all out with the schwarms as boss fleet material some fleets may go overboard *cough conorano*  ::)

I'll see to finding something to reduce the lag, I'm guessing it could be the fact it's 42 weapons aiming, or the 42 engines, something along the lines of there were too many of them :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 22, 2013, 07:06:01 PM
Against the schwarm wings though I wish that the main 5 would be more easily identified... Every time i fight one i have to pause the game and zoom in on every single one looking for the minor differences in the sprites...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on March 22, 2013, 07:06:42 PM
As a note, Schwarms will lag once you approach 3 and above wings on the map at one time and this is with my pc, so I can't say the same to lower end pcs.

But since I didn't exactly expect everybody to go all out with the schwarms as boss fleet material some fleets may go overboard *cough conorano*  ::)

I'll see to finding something to reduce the lag, I'm guessing it could be the fact it's 42 weapons aiming, or the 42 engines, something along the lines of there were too many of them :P

I haven't had that issues with schwarms, I fiddled around with the fleet points to make fighters more useful by basically classifying them like this, interceptors cost 2, fighters cost 3, and bombers cost 4, had a thule fleet unleash about 8 schwarms against me saw no slow down, it was interesting since the computer lobbed tons more fighters at me.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 22, 2013, 07:38:11 PM
Federation omega bomb??? My boss fleet doesn't have that in it, it just has a few Thule meteors... I think I would have noticed if THAT was in my fleet. One of the vice class destroyers and a clam frigate have one of the much smaller federation rockets, but there is no omega bomb... even I'm not THAT insane. :P Are you sure that it wasn't just a Thule meteor that you ran into? You can tell their explosion by the tiny little lights that fly from the blast; and the astral does have two of the meteors.


Edit: Oh, and thanks for the support dog, :D I was starting to think nobody liked my fleet...

Not at all certain, really - was playing with hardcore turned on, so couldn't retry the fight - all I know is that I had a thule fortress, and it went from "some armor cells are slightly off-color" to "dead" upon impact from something that looked suspiciously omega-bomb like.  It's possible that a thule meteor snuck up on me at the same time (though unlikely - they're slow and very visible and I knew they were dangerous).  It's also possible that even the "lesser" federation rockets do over 10k damage on a hit.  (At that damage level, armor hardly reduces the hit at all, so it wouldn't take much over 10k to one-shot the fortress.)  Edit: also possible that the ship launching them launched multiple in a single salvo, and what looked like one hit was actually two or more effectively simultaneous hits.

Edit-edit: Okay, it was definitely a thule meteor, carried by a vice class destroyer and fired at short range.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dog on March 22, 2013, 07:43:37 PM
How did you get the stormcrow? :D

Is that terrible boss loot system working?

No I wish, I got lucky and I got a chance to board the baby.  Who am I to say no?  ;)

EDIT: Sirboomalot, whoops I was mistaken, the Omega Device was a different fleet, your's was just the meteors.  The beautiful beautiful meteors. 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 22, 2013, 07:45:34 PM
Against the schwarm wings though I wish that the main 5 would be more easily identified... Every time i fight one i have to pause the game and zoom in on every single one looking for the minor differences in the sprites...

A little trick I use, Tab and select a schwarm drone, then hit target, voila, instant identification, it's harder to see the legit drone when some are damaged, you'll notice them when they aren't damage the brighter 6 are the main ones.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 22, 2013, 07:55:21 PM
Against the schwarm wings though I wish that the main 5 would be more easily identified... Every time i fight one i have to pause the game and zoom in on every single one looking for the minor differences in the sprites...

A little trick I use, Tab and select a schwarm drone, then hit target, voila, instant identification, it's harder to see the legit drone when some are damaged, you'll notice them when they aren't damage the brighter 6 are the main ones.

those little annoying mother****ers are soooo much trouble when i usually fight them lol, why didint  ithink of this before O_O
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Xerahn on March 22, 2013, 07:57:11 PM
So, I've run into an issue where the game crashes shortly after loading the linked save/log, every single time. Zakastra is in system and is after someone, but not sure if that's related or not. The error is a null pointer error. The other mods I have loaded are LazyLib and Respec. Please let me know if you need any additional info, and thanks for the awesome compilation/mod!

crash.zip (https://mega.co.nz/#!NogzHbIL) (2.4 MB)

(I've PM'd you the key)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: reinhart_menken on March 23, 2013, 10:28:35 AM
Hi,

I've just recently bought the game and I just want to say that you've done a fine job combining these various mod together! (and whatever else you've done :p) This is a great mod!

There is a question that I was going to ask in the general forum, but then it occurred to me that I should probably ask here since it's regarding a ship in your mod.

I've seen the thule cruiser carrier launch fighters from its own bay, can I also do that somehow? I'm not very clear on what a carrier actually does, besides just having good anti-fighter capability and raising your fighter bay count to lower the accident risk. When I start a battle with a fighter chosen to deploy, it still comes out into the battlefield and not launch from the carrier.

Edit: Oh, and how do I see some of the ships that aren't sold in shipyards, do I just have to capture them when they're randomly spawned?

Thanks!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 11:34:30 AM
Basically, carriers can repair fighters in the middle of a battle. If a fighter wing loses a few of its ships, and you happen to have a carrier, the fighters will automatically dock and repair at that carrier to full strength, and then launch again, using a few supplies.

As for the ships that aren't sold in the shipyards, you usually do have to capture them from enemy fleets. One thing that you might do with the newly captured ships in this mod, though, is find the omnifactory, which will create copies of any ship or weapon that you sell to it after a bit of time, turning it into something you can buy without capturing.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: reinhart_menken on March 23, 2013, 03:01:46 PM
Basically, carriers can repair fighters in the middle of a battle. If a fighter wing loses a few of its ships, and you happen to have a carrier, the fighters will automatically dock and repair at that carrier to full strength, and then launch again, using a few supplies.

As for the ships that aren't sold in the shipyards, you usually do have to capture them from enemy fleets. One thing that you might do with the newly captured ships in this mod, though, is find the omnifactory, which will create copies of any ship or weapon that you sell to it after a bit of time, turning it into something you can buy without capturing.

Thanks for the explanation and suggestion :)

Yeah, I've started to do that with ships that I need that require me to travel to the edge of the sector (some fighters I like, and a destroyer), as well as rare weapons :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 03:18:33 PM
In campaign mode, why is every single ship able to outgun and outrun me?

How am I meant to progress if I cannot kill a single pirate?

Maybe make it so you spawn with a more powerful ship, rather than the poor ones you start with now.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 03:22:07 PM
What ship did you start with, and what did you try to face?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 23, 2013, 03:27:17 PM
What ship did you start with,
Hound
and what did you try to face?
SDF  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 03:30:56 PM
Doesn't matter what ship I pick - shouldn't they all be the same and equally able to kill other stuff?

I mean, with trading not implemented, how are we supposed to make money except by picking the military route and shooting everything?

I didn't want to go military, but am being forced to!

Not to mention, once you run into a massive pirate fleet in your tiny, fast scout vessel and are always unable to get away (apparently a huge fleet is eminently faster than a supposed "fast courier vessel" - I bet players don't get that bonus!) you get put in a crappy shuttle that can't do ANYTHING!

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 03:33:35 PM
Doesn't matter what ship I pick - shouldn't they all be the same and equally able to kill other stuff?

I mean, with trading not implemented, how are we supposed to make money except by picking the military route and shooting everything?

I didn't want to go military, but am being forced to!

keep in mind this isint a full game yet, and no, not all ship were created equal by the great ship god.

for now, you have to pick your fight carefully. using uumoz corvus mod help as it increase the system's population and there, available fight to pick
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: banehunter on March 23, 2013, 03:33:52 PM
The game is pretty damn hard to get the ropes of, but if you stick through it and pick your fights wisely there is no reason that it should be impossible. Try to engage single ship pirate scouts of play or a few missions to a get a hang of flying before you decide that something is indeed impossible.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 03:37:15 PM
I've played this game since well before it even changed the name, some time around 0.2 or 0.3 or something like that.

I'm telling you that EVERY SINGLE AVAILABLE fight is impossible to win - the enemy ships move faster and are far, FAR better equipped.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 03:41:13 PM
Wavenarra, what did you try to fight? The vanilla pirate faction in this mod is the same as it has always been, what did you have that couldn't kill a lone ship of theirs? What did you choose as your starting faction?

Explain the situation please.

@arciblade  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 03:45:19 PM
I have tried all starting options, all starting ships, every ship is worse than the starting AI fights.

There used to be AI squads of fighters, not any more!

I even tried hound vs hound, but of course lost because the AI has near-perfect, computer aided aims and I cannot hope to match that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 23, 2013, 03:48:21 PM
... Maybe turning on 50% damage may be of more help than any starting ship,
Also to note, don't forget basically every ship has ship systems now, if you neglect it, your losing out on a major part of your ship offence/defence wise.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 03:55:56 PM
Every ship worse than the starting ai fights? Wavenarra, you need to give us an example of what you tried to face, and with what, other than the fight you started with a hound. You should probably also start the game with a wolf class frigate if you are having a hard time winning against even the pirate ships, it isn't much more powerful, but it is easier to use. There are in fact AI fighter squads, just as there are lone frigates that you can face, and the AI may be skillful but it is not perfect. Another hotkey you might find useful is the U key, which will make your ship AI controlled during a fight, something you can use until you are able to fly the ships better than the AI yourself.

Whatever you do, though, you need to give the people here trying to help you some specifics of what you did instead of calling everything impossible. We can't know what you are having a problem with if you don't tell us, and just as the vanilla game isn't impossible, this mod isn't either.

Please explain with some specifics.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 04:03:34 PM
yeah, its kinda hard to help without info.

i find it weird tho, the lasher and the wolf are very good ships imo. with those and picking fight carefully, starting a campaign shouldnt be that hard
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: reinhart_menken on March 23, 2013, 04:10:37 PM
Try to get yourself starting with the Timberwolf, and then use your starting money (I had 6000) to buy a squad or two of the cheapest fighters, and just build up from there. I had a similar problem when I started playing the mod. In vanilla I had to start with the Wolf, and was quite lost when I found that wasn't an option in the mod, and tried various other ships.

On a separate topic, is there currently a way to raise your own reputation with the different factions? I did a search and didn't find anything.

Is it just random which faction has the unsold ships or do the unsold ships only spawn in their particular factions as well?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 04:34:00 PM
I will try this. I just captured my first ship, only a massive pirate ship flew into me, and escape is impossible.

Meaning I am now back down to one ship. For *** sake, the chances of escaping a massive fleet should be tweaked to be like 75% or higher.

Language, please - Alex
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 23, 2013, 04:37:09 PM
I will try this. I just captured my first ship, only a massive pirate ship flew into me, and escape is impossible.

Meaning I am now back down to one ship. For *** sake, the chances of escaping a massive fleet should be tweaked to be like 75% or higher.
Dude do not let them caught you on system map. And you can always put ship on auto-pilot when in battle, of you don't like 1 on 1 in frigates.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 04:37:52 PM
Why would a MASSIVE fleet with tons of capital ships even NOTICE a tiny little scout ship?

There is something seriously, massively broken with this game.

Guess I'm back to rerolling YET ANOTHER CHARACTER.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on March 23, 2013, 04:47:54 PM
Why would a MASSIVE fleet with tons of capital ships even NOTICE a tiny little scout ship?
because this game is in Alpha and most of it's content is just placeholders so we can do anything beside missions.

There is something seriously, massively broken with this game.
Well... No, it's just not finished.  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Alex on March 23, 2013, 04:49:22 PM
Guess I'm back to rerolling YET ANOTHER CHARACTER.

I'd suggest save/loading. F5 to quicksave, F9 to quickload. Saving any time you make some progress you don't want to lose makes things a lot easier. Also: I don't have a lot of experience with U'sC, but generally speaking large fleets are much slower on the campaign map, so you can avoid them altogether.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 04:50:53 PM
Wavenarra, when you end up against a enemy fleet that is too large to beat, and it sets you into the battle without asking if you want to defend or attack, simply turn your ship around at the start of the match and go to the edge of the map to retreat your ship. If you have other ships in your fleet as well, simply hit tab and order them to retreat also. If the game does ask you if you want to defend attack or escape, you can either hit escape and try to get your ships past the enemy ships to the opposite side of the map, or hit defend and do the exact same as you would without the option to defend or attack with a very small chance of anything happening to your own ships.

The only ships that you won't be able to get away with if you retreat from the battle are ships that don't have enough crew.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LazyWizard on March 23, 2013, 04:52:06 PM
If I could make a few suggestions?

Try investing in the OP boosting skills in the Technology skill tree. You should be able to get +15% OP at level 1 with the correct choices. That's usually enough for an extra weapon or a massive boost to flux capacity/venting. This is a large increase in survivability for the early game. The fleet speed boost in Tech is a good place to put your extra between-AP points, as it makes avoiding enemy fleets easier. Picking your battles is very important early on. :)

Also, make use of the Omnifactory. It's a good way to ensure you're able to restock when things go wrong.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 05:09:09 PM
i have a feeling he is looking at the game the wrong way. some of what he's saying dosent even make sense.

he has one little ship and he gets outrunned by massive fleet ? how is that even possible ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: reinhart_menken on March 23, 2013, 05:09:50 PM
Well... No, it's just not finished.  ;D

Well no :p it's not broken if most people are able to get around this problem (without a workaround). So I don't think the game not being finished is the problem, probably just user error, no offense to Wavenarra. There is a learning curve.

In case this gets lost given how fast this thread is moving, I'll just leave this here, thanks :p :

Quote
On a separate topic, is there currently a way to raise your own reputation with the different factions? I did a search and didn't find anything.

Is it just random which faction has the unsold ships or do the unsold ships only spawn in their particular factions as well?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 05:12:06 PM
I can't "pick my fights" because all of the empires small vulnerable ships, barring the pirate hounds are also much faster than mine, meaning I can't catch up to them.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 05:15:06 PM
Well... No, it's just not finished.  ;D

Well no :p it's not broken if most people are able to get around this problem (without a workaround). So I don't think the game not being finished is the problem, probably just user error, no offense to Wavenarra. There is a learning curve.

In case this gets lost given how fast this thread is moving, I'll just leave this here, thanks :p :

Quote
On a separate topic, is there currently a way to raise your own reputation with the different factions? I did a search and didn't find anything.

Is it just random which faction has the unsold ships or do the unsold ships only spawn in their particular factions as well?


There is currently no way to raise your reputations with other factions in this mod. As for the question about unsold ships, I'm not quite sure what you mean, could you re-phrase the question?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 05:16:14 PM
In fact, there are barely any small fights at all.. Even the single ships are often destroyers or cruisers that are far more deadly than my ship, meaning I am at a literal dead end.

There is nothing I can do!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 05:21:37 PM
I can't "pick my fights" because all of the empires small vulnerable ships, barring the pirate hounds are also much faster than mine, meaning I can't catch up to them.


Wavenarra, not even fighter wings will run away from your starting ship unless they do not have the crew to man their ships, thus you do not need to be faster than them. Furthermore, by picking your fights, he does not just mean to attack smaller fleets, but also to avoid larger fleets. You are much faster with your starting ship than ANY fleet that has large capital ships in it, and you should be able to easily avoid them because of it. By picking your fights, he means that you are supposed to choose to fight the lone enemy frigate or fighter wing over fighting an enemy destroyer or cruiser. There are usually plenty of lone frigates or fighter squads to fight if you avoid the larger fleets long enough to find them.

There is something that you can do just as there is something everybody else has done.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 05:47:13 PM
I have been playing this game for four hours now, and have got NOWHERE. No extra ships, barely any credits, and overall, a boring, repetitive sequence of events.

Basically, run away from everything until I find a hound class. Spent ten minutes in an awkward fight that involves me micromanaging everything to ensure I don't get destroyed, and then gain 500 credits from it's destruction.

I've found a hound class about.. three times? Four?

Where are all the various other, easy, alien ships? Every single other armada either travels in huge fleets, or is so advanced even their scout ships can easily outrun my own.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 05:59:53 PM
I have been playing this game for four hours now, and have got NOWHERE. No extra ships, barely any credits, and overall, a boring, repetitive sequence of events.

Basically, run away from everything until I find a hound class. Spent ten minutes in an awkward fight that involves me micromanaging everything to ensure I don't get destroyed, and then gain 500 credits from it's destruction.

I've found a hound class about.. three times? Four?

Where are all the various other, easy, alien ships? Every single other armada either travels in huge fleets, or is so advanced even their scout ships can easily outrun my own.

you should record yourself or something, because right now, you seem to be the only one with this problem. You got to do something wrong, i cant believe youre not. right now starting from scratch is difficult, but not impossible
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 23, 2013, 06:00:58 PM
As a personal opinion, I'd say your skill level isn't up to snuff, long time player or not, if you cannot take on a lone buffalo mark 2, fact is once it launches all its salamanders it's easier to take out than a hound, If it is too difficult spend some time in the simulator 1 vs 1 ing ships. you got nothing to lose and you may learn some tactics in dealing with ships. If your spending 4 hours sitting somewhere and not winning I personally consider that it might 'just' be operator error.

If you have difficulty with hounds, it might be because of their sheer speed, try a lasher or lone fighter wings, I've encountered numerous fighter wings that were left as scraps after they got into a fight they couldn't win.
I find it even easier if I use a faction start ship than vanilla.

Another tip, if they are severely weakened and are running/retreating, hit esc, and auto resolve you are likely to finish them off for a win.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 06:03:17 PM
As a personal opinion, I'd say your skill level isn't up to snuff, long time player or not, if you cannot take on a lone buffalo mark 2, fact is once it launches all its salamanders it's easier to take out than a hound, If it is too difficult spend some time in the simulator 1 vs 1 ing ships. you got nothing to lose and you may learn some tactics in dealing with ships. If your spending 4 hours sitting somewhere and not winning I personally consider that it might 'just' be operator error.

If you have difficulty with hounds, it might be because of their sheer speed, try a lasher or lone fighter wings, I've encountered numerous fighter wings that were left as scraps after they got into a fight they couldn't win.
I find it even easier if I use a faction start ship than vanilla.

It is very rare to even find any of those ships, I mainly encounter huge pirate fleets.

I did once see a lone buffalo mark 2, and engaged, but my game alt tabbed out for a few secs and when I loaded it up again I was dead.

It doesn't help the missile launcher on my ship is useless.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 23, 2013, 06:07:19 PM
Lets see here, the lasher class frigates can often be found alone and you should be able to beat it as well, the junk pirate fighters aren't very powerful and can occasionally be found alone, antediluvian ships can be a good target if you catch one alone since they don't have any shields. Interstellar federation frigates are usually pretty easy to beat, the hegemony often has the same ships as the pirates, the shadowyards seski frigate has really low health, and the pirate's buffalo mk2 has a lot of missiles but is weak if you are able to evade or tank them.

Missile launchers are far from useless, not using them might be why you are having so much of a problem. When an enemy friagte's shields are down, it only takes one to three harpoon missiles to kill them. A salamander missile can make an enemy ship turn their shield away from you to block it, leaving their ship completely open to your weapons. Don't underestimate missiles.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 23, 2013, 06:12:02 PM
A quicky, I just did, started up a new game, 30 seconds in. Found myself a 'rare' target. ;)

IDF
Spoiler
(http://i.imgur.com/4NHL1y6.jpg)
(http://i.imgur.com/kE67nE3.jpg)
[close]

unfortunately got wailed by one unexpected antimatter shot, but nothing the reward won't cover.

Edit: might as well do one either every starter ship ;) 100% damage on just noting.

Hegemony
Spoiler
(http://i.imgur.com/CmBGwVg.jpg)
(http://i.imgur.com/8bIjaDa.jpg)
(http://i.imgur.com/1Ttrncq.png)
[close]

Tritachyon
Spoiler
(http://i.imgur.com/D9TP08j.jpg)
(http://i.imgur.com/qJg5R0i.png)
[close]

Shadowyards
Spoiler
(http://i.imgur.com/Q2F4LwD.jpg)
(http://i.imgur.com/F49pTBC.png)
(http://i.imgur.com/i8K7uRT.png)
[close]

Pirate (note you start with a laser that doesn't have enough minimum crew)
Spoiler
(http://i.imgur.com/KA5qIn8.png)
(http://i.imgur.com/KA5qIn8.png)
[close]

Junk pirates ( prob the harder one to start as, even needed to swap a weapon because it had so little range )
Spoiler
(http://i.imgur.com/mMlOmDj.png)
(http://i.imgur.com/SuvQzl4.png)
[close]

Gedune ( this fight took foreever )
Spoiler
(http://i.imgur.com/FIuJGRB.jpg)
(http://i.imgur.com/Nwxnsq1.png)
[close]

Neutrino
Spoiler
(http://i.imgur.com/kNRlvvU.png)
(http://i.imgur.com/iRHQDEu.png)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 06:13:21 PM
A quicky, I just did, started up a new game, 30 seconds in. Found myself a 'rare' target. ;)

Spoiler
(http://i.imgur.com/4NHL1y6.jpg)
(http://i.imgur.com/kE67nE3.jpg)
[close]

unfortunately got wailed by one unexpected antimatter shot, but nothing the reward won't cover.

also note how it says the ship is pursuing you :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: robokill on March 23, 2013, 06:22:12 PM
The dakota is a good ship when loaded with mgs mortors assult guns and the like great cargo capacity is nice too but slow speed is a bad thing for a beginner.
I suggest somethin else more forgiving a Lasher with 3mgs 2light assult cannons and ingector augemented insulated engines should due also that orinance skill that also gives hull mods is the best. If you follow my intructions to within 100 pareps(its a distance Lucas!)  you shold kill any thing short a enforcer. play hegomony and get about 4 lashers for all the roles you need and then get a dominator. best build ever. :D :D ;D ;D :D :D ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Razen on March 23, 2013, 07:01:29 PM
Hello,

I'm not sure this belongs to Uomoz's thread but here it is:

I'm getting an error when starting a new campaign, right after choosing a faction (occured with any I tried) and choosing skills:
Quote
Fatal: Fleet id [attack] not found for faction [pirates_extra]
Check starfarer.log for more info.

And here's the aforementionned log:
Spoiler
296052 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.PPSpawnPoint.spawnFleet(PPSpawnPoint.java:29)
   at data.scripts.world.UomozGen.generate(UomozGen.java:71)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

My apologies if this is a know issue with current mod/game version, thanks anyway !
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 07:12:55 PM
There's almost no point in fighting larger ships past basic hegemony/pirate ones.

They destroy a few of your ships, you get them down to twenty-thirty percent hull through sheer numbers and firepower, and OH LOOK, THEY RUN AWAY!

And because they're so advanced, they move SO MUCH FASTER than any of my ships, I can't reach them in time to destroy them!

So what has this given me?

NOTHING. It's lost me time, and lost me ships out of my fleet.

What's the point in even trying?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 23, 2013, 07:16:22 PM
Enemies running? Autoresolve.

Building up your fleet isn't terribly hard, keeping them around until you can legitimately take on truely larger fleets is a toughy.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 23, 2013, 07:19:59 PM
Autoresolve never really seems to take my side.

Worst part is killing a ship and not even getting the option to board it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 07:23:23 PM
Autoresolve never really seems to take my side.

Worst part is killing a ship and not even getting the option to board it.

well thats another pair of sleeves altogether. ship arent supposed to be boarded willy-nilly, its meant to be a rare reward/occurence.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 23, 2013, 07:43:43 PM
Hello,

I'm not sure this belongs to Uomoz's thread but here it is:

I'm getting an error when starting a new campaign, right after choosing a faction (occured with any I tried) and choosing skills:
Quote
Fatal: Fleet id [attack] not found for faction [pirates_extra]
Check starfarer.log for more info.

And here's the aforementionned log:
Spoiler
296052 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
   at com.fs.starfarer.loading.G.Object(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.PPSpawnPoint.spawnFleet(PPSpawnPoint.java:29)
   at data.scripts.world.UomozGen.generate(UomozGen.java:71)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

My apologies if this is a know issue with current mod/game version, thanks anyway !

You downloaded the DEV version, click on the DOWNLOAD image instead for the official 17.1 ;). I should definitely remove that DEV link.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Razen on March 23, 2013, 07:58:17 PM
You downloaded the DEV version, click on the DOWNLOAD image instead for the official 17.1 ;). I should definitely remove that DEV link.

Oh ok, I didn't realised the huge download image was an actual link, my bad. :P
Thank you kind sir !
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: reinhart_menken on March 23, 2013, 08:08:09 PM
There is currently no way to raise your reputations with other factions in this mod. As for the question about unsold ships, I'm not quite sure what you mean, could you re-phrase the question?

Sure, I was referring to the ships that aren't sold at stations at all, which another forumite/player have told me that I need to manually capture them. I was wondering if those ships, would only spawn within a specified faction (like ship A only with hegemony, ship B only with Thule), or if they're random (ship A can be found in all factions).

Thanks :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 23, 2013, 08:56:55 PM
There is currently no way to raise your reputations with other factions in this mod. As for the question about unsold ships, I'm not quite sure what you mean, could you re-phrase the question?

Sure, I was referring to the ships that aren't sold at stations at all, which another forumite/player have told me that I need to manually capture them. I was wondering if those ships, would only spawn within a specified faction (like ship A only with hegemony, ship B only with Thule), or if they're random (ship A can be found in all factions).

Thanks :)

most ship coming from mods will only spawn at theire faction station (if they even spawn there)
otherwise, some low-tech ships are shared by the hegemony and the pirates, but thats it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 23, 2013, 09:32:42 PM
Quote
And because they're so advanced, they move SO MUCH FASTER than any of my ships, I can't reach them in time to destroy them!
Such obvious trolling is such obvious...

@Uomoz
You shoud not remove dev link completely, just move it to middle of your post, this will eliminate any random downloads.

ps. boarding rate 5% float weapon drop 10% hardcoded
this is not ever close to levels of common MMORPG\slashers with 0.01% drop rate.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: robokill on March 23, 2013, 09:53:10 PM
my station has been resupplied 5 times but every time i get there the crew has drunk all the rum and launched the rest of it out the airlock. :'(
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ianianian on March 24, 2013, 09:01:13 AM
Boss loot not working for me either..I've beaten two bosses, some random one, and Uomoz. No special drops..no good drops at all actually..

I wish events happened more often :( I just find myself sitting here holding shift waiting for bosses to show up..and getting disappointed when the event is "politics"
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 24, 2013, 09:18:22 AM
*snip*
I wish events happened more often :( I just find myself sitting here holding shift waiting for bosses to show up..and getting disappointed when the event is "politics"

seconded. especially with certain events (me) that last a shorter time than others. would it be possible for certain events to shorten the length til the next event? or run multiple times/until destroyed to fill the extra time?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 24, 2013, 09:40:10 AM
*snip*
I wish events happened more often :( I just find myself sitting here holding shift waiting for bosses to show up..and getting disappointed when the event is "politics"

seconded. especially with certain events (me) that last a shorter time than others. would it be possible for certain events to shorten the length til the next event? or run multiple times/until destroyed to fill the extra time?

Not gonna happen, it's not the main content of the mod, and is already pretty frequent as it is ;).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 24, 2013, 11:05:24 AM
Fixed the null errors thanks to LW :D.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kupan9 on March 24, 2013, 11:24:49 AM
Hi, I had a couple of things I wanted to mention.

In version 17 (haven't checked in 17.1) when you played as Tri-Tachyon the supply delivery went to your abandoned station rather than their station. That meant LOTS of free stuff.

In 17.1 if you are played as Interstellar fed the supply delivery would go to the Hegemony station with the IF stuff.



There are a few things I would like to see added to the mod (IE Request/ Personal Wishing section. Feel free to ignore)

I wish there was a token you could buy from somewhere (Omnifactory?) for some reasonably large price (1 million maybe?) that would start something like a hard mode. Something like fleets spawn more often and have a much higher chance to be larger and events happen more often. The sort of thing that makes the universe unplayable at the start but you start craving after you hit level 40. Maybe make it include new harder invasions led by the event fleets? Uomoz at the head of a nomad fleet filled with almost all cruisers or higher would be fun.

Another thing I would like to see is some method of calling specific events for a cost. Nothing huge but maybe have a token you can buy to challenge Uomoz for 200k, Costly enough you need to be well off to do it but not so much that there is no benefit to calling it. I personally wouldn't pay much more than 300k for a chance at the unsung unless it was a 100% drop into the omnifactory.

It is a bit of a different approach than vanilla has and a different type of mod than this includes at the moment, but I would like to see the unused skill category be used for non-piloted ship bonuses.
Something like
aptitude point (Automation): 1% flux dissipation and 1% armor for Non-Piloted ships.
Skill 1 (Armored Convoy): 2% armor for Non-Piloted ships.
Skill 2 (Fire Support): 2% Weapon damage for for Non-Piloted ships.  Lvl 5 Increase range for all weapons by 20% for Non-Piloted ships. lvl 10 Missiles reload 20% faster for Non-Piloted ships.
etc
It could be very similar to the "Good" tech trees for normally piloted skills but with generally lesser effects, maybe half or less, but more generalized such as instead of 50% increased range for ballistics and energy weapons, 20% for all weapons. Basically I would love to see a skill tree added that could make Leadership and that skill tree an effective way to progress like Tech and Combat are now.
The game in general and this Mod in particular REALLY needs something to make it feel worth while to get a fleet as something other than disposable decoys. (Again, personal opinion, feel free to disagree but lets keep it from derailing the thread if Uomoz doesn't like the idea)

I would like to see the Modular fleet or something very similiar added to the mod.

My only real complaint is that the end game gets a bit boring as you have one real skill progression, then you solo pretty much everything. That is why most of my suggestions/requests center around end game content and something to make running a fleet useful before you have maxed out the rest of the skills you wanted anyways.
End Request/Wishlist section



Uomoz, This is a great mod. My main complaint is that you have ruined vanilla for me because this is just too much fun. I love how the universe feels ALIVE and active.
Thank you for bringing this mod to us.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 24, 2013, 12:19:07 PM
Hi, I had a couple of things I wanted to mention.

In version 17 (haven't checked in 17.1) when you played as Tri-Tachyon the supply delivery went to your abandoned station rather than their station. That meant LOTS of free stuff.

In 17.1 if you are played as Interstellar fed the supply delivery would go to the Hegemony station with the IF stuff.



There are a few things I would like to see added to the mod (IE Request/ Personal Wishing section. Feel free to ignore)

I wish there was a token you could buy from somewhere (Omnifactory?) for some reasonably large price (1 million maybe?) that would start something like a hard mode. Something like fleets spawn more often and have a much higher chance to be larger and events happen more often. The sort of thing that makes the universe unplayable at the start but you start craving after you hit level 40. Maybe make it include new harder invasions led by the event fleets? Uomoz at the head of a nomad fleet filled with almost all cruisers or higher would be fun.

Another thing I would like to see is some method of calling specific events for a cost. Nothing huge but maybe have a token you can buy to challenge Uomoz for 200k, Costly enough you need to be well off to do it but not so much that there is no benefit to calling it. I personally wouldn't pay much more than 300k for a chance at the unsung unless it was a 100% drop into the omnifactory.

It is a bit of a different approach than vanilla has and a different type of mod than this includes at the moment, but I would like to see the unused skill category be used for non-piloted ship bonuses.
Something like
aptitude point (Automation): 1% flux dissipation and 1% armor for Non-Piloted ships.
Skill 1 (Armored Convoy): 2% armor for Non-Piloted ships.
Skill 2 (Fire Support): 2% Weapon damage for for Non-Piloted ships.  Lvl 5 Increase range for all weapons by 20% for Non-Piloted ships. lvl 10 Missiles reload 20% faster for Non-Piloted ships.
etc
It could be very similar to the "Good" tech trees for normally piloted skills but with generally lesser effects, maybe half or less, but more generalized such as instead of 50% increased range for ballistics and energy weapons, 20% for all weapons. Basically I would love to see a skill tree added that could make Leadership and that skill tree an effective way to progress like Tech and Combat are now.
The game in general and this Mod in particular REALLY needs something to make it feel worth while to get a fleet as something other than disposable decoys. (Again, personal opinion, feel free to disagree but lets keep it from derailing the thread if Uomoz doesn't like the idea)

I would like to see the Modular fleet or something very similiar added to the mod.

My only real complaint is that the end game gets a bit boring as you have one real skill progression, then you solo pretty much everything. That is why most of my suggestions/requests center around end game content and something to make running a fleet useful before you have maxed out the rest of the skills you wanted anyways.
End Request/Wishlist section



Uomoz, This is a great mod. My main complaint is that you have ruined vanilla for me because this is just too much fun. I love how the universe feels ALIVE and active.
Thank you for bringing this mod to us.

Though I think that the current skill-tree system already has all paths viable (I personally use leadership and tech without upgrading any combat until later) I believe that most of the ideas above would be great to have. In fact, the only thing I'm not sure about is the hard mode idea, which I'm not completely sure would work very well.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 24, 2013, 12:34:27 PM
Fixed the null errors thanks to LW :D.

Spoiler
175390 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
230921 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
233406 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_123_2531808363769163723...
239109 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
261765 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.A.?00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
   at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:531)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:124)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:669)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
17.2 ;p
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 24, 2013, 12:40:40 PM
Don't report stuff from DEV I'm COSTANTLY, changing it xD.

Well I'll just remove the link as it's mostly an issue at this point.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 24, 2013, 01:08:03 PM
Don't report stuff from DEV I'm COSTANTLY, changing it xD.

Well I'll just remove the link as it's mostly an issue at this point.


BLARG! i'm impatient cuz my current game crashed & i don't want to play older ver. :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cathair on March 24, 2013, 01:26:45 PM
Welp, that's two games now that have come to an abrupt end due to a consistent "Fatal: null." crash on the campaign map. Always happens at the same time, no matter how many times I reload the save, or what I do before it crashes. My starfarer.log is up to ~60 mb by now, so I'll just post the relevant part:

Quote
1173031 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

The error log is the same for both crashes. I've been part of the Corporate bloc in both games, staying on my own for the first game and acceding with Blackrock in the second. First game crashes on 207.4.23, the second one on 207.2.22, if that matters at all. I'm running Developer's Console 1.5, LazyLib 1.1, and Uomoz's Corvus 17.1 (the one from the big banner link, not the dev version). Any ideas? :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: robokill on March 24, 2013, 02:14:22 PM
 A real quasition it says my personel recourse fleet dropped off supplies and i continuasly find none over several files?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Gothars on March 24, 2013, 02:25:56 PM
@ Wavenarra: You have a PM.

OK, I selectively deleted the last ~2 pages worth of derailment, since nothing constructive seemed to come from it. I apologize to everybody who made a helpful post that got deleted. I hope we can carry on now.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 24, 2013, 03:14:22 PM
A real quasition it says my personel recourse fleet dropped off supplies and i continuasly find none over several files?

If you're using 17.1 it's because your personal fleet now delivers to the station of the faction you signed with
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 24, 2013, 03:38:57 PM
@ Wavenarra: You have a PM.

OK, I selectively deleted the last ~2 pages worth of derailment, since nothing constructive seemed to come from it. I apologize to everybody who made a helpful post that got deleted. I hope we can carry on now.

This doesn't change the fact ships in this mod are very overpowered.

"Desdinova class" one-shot-killed my ISF attack frigate, then is able to outrun my Toa and my Vixen class. It's shields easily absorb all of the shots I through at it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 24, 2013, 03:43:24 PM
@ Wavenarra: You have a PM.

OK, I selectively deleted the last ~2 pages worth of derailment, since nothing constructive seemed to come from it. I apologize to everybody who made a helpful post that got deleted. I hope we can carry on now.

This doesn't change the fact ships in this mod are very overpowered.

"Desdinova class" one-shot-killed my ISF attack frigate, then is able to outrun my Toa and my Vixen class. It's shields easily absorb all of the shots I through at it.

no clue what youre talking about. i made an honest fleet of medusas and i *** BRDY ships. if a desdinova kicked your ass, you most likely picked your fight wrong
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wavenarra on March 24, 2013, 03:45:49 PM
It moves faster than my ship, it one-shot-killed my attack frigate with.. something, and it's missiles do 1/3 flux to my shields.

Also I recommend you change fighters to be more like fighters and not insta-shield wreckers.

Fighters should be very weak and only useful versus other fighters, I'm tired of fighters easily overloading my shields, they should NOT be able to do that, they should have tiny weapons that can barely damage real ships, like most other games.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 24, 2013, 03:51:37 PM
look, everybody has a "rough" beginnings, once you got know the enemy you'll know how to pick a fights
& which ships and weapons to buy
i'll sugest to change the topic & move on
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: robokill on March 24, 2013, 05:01:14 PM
yeah your not realy talking about umozes corvus as much you are the regular game. also the blackrock drive yards ships are good at what he due and just that swarm desinova and it dies fast its hole perpose is the giant railgun it has also its a cruiser and i dont know if sabots i suppose if sabots due that much flux and fighters are as good as there guns the talon sucks because of its one vulcan the broadsword wrecks shields because of its overall 6 mgs.
no what im zipping my lip after this.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 24, 2013, 06:01:01 PM
It moves faster than my ship, it one-shot-killed my attack frigate with.. something, and it's missiles do 1/3 flux to my shields.

Also I recommend you change fighters to be more like fighters and not insta-shield wreckers.

Fighters should be very weak and only useful versus other fighters, I'm tired of fighters easily overloading my shields, they should NOT be able to do that, they should have tiny weapons that can barely damage real ships, like most other games.

Going to put this out here, you have a LOT of comments on things that should be changed in this game, so why not make a mod that has stuff how you want it?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: robokill on March 24, 2013, 06:08:09 PM
now real discussion. :D
my short counter example is unless you buff many of bomber aspects as then making fighters defeate other fighters and bombers and then bombers counter everything destroyer and up if just debuff them all then it would be futile for fighters to exist besides meat shield and point capper whitch a tempest with injectors, augmented, and insulated engine mods can due much better not to mention munch fighters even now.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 26, 2013, 05:16:58 PM
question/suggestion: is it possible to have items that unlock (certain levels of) a trade station?

My thought is this: I'm playing hardcore mode, but I really like the look of those ISF ships. Can I "bribe" (buy an item) the officials to let me buy ships? Furthermore, is it possible to restrict what is immediately available? Yes I bribed him but I'm still a security risk so he's only gonna sell me fighters/frigates at first, more bribes = higher tiers?

I have no idea how doable this is, but I think it would be really interesting if implemented

edit: also, I saw somewhere about a hotfix for the omnifactory, but the actual page just has straight downloads. can anyone point me in the right direction? thanks!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SlugMan on March 26, 2013, 05:39:49 PM
Are previous versions of 'Fleet Control' (such as .99) compatible with 17.1?  I was using .99 in 16.5 w/o any noticeable issues.
Also, what are the issues with Fleet Control in 17.1?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 26, 2013, 05:43:37 PM
Are previous versions of 'Fleet Control' (such as .99) compatible with 17.1?  I was using .99 in 16.5 w/o any noticeable issues.
Also, what are the issues with Fleet Control in 17.1?

The fleet control station appears around the wrong planet and does not sell anything due to the practice of wiping all but stations X and Y in the mod. it might possibly work if you choose vanilla: neutral to most of corvus option, but where's the fun in that? ;-)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 27, 2013, 12:08:10 PM
Just a suggestion - In hardcore mode the storage facility appears next to the omni factory, could you make it so if you chose the vanilla option it does the same?

I'm trying to play vanilla with the hardcore rules sans buying crew and marines from the other stations but im scared of *** off the antideluvians and thule legacy just because my storage station is next to their fleet spawns and im reluctant to risk them spawning a fleet on top of me when im ferrying ships and large amounts of supplies around.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 27, 2013, 12:14:15 PM
Personally, I find storage facility next to omni factory to be by far the most convenient location for it, whether hardcore, vanilla, or playing with a faction.  And have hacked my personal copy of Uomozu's Corvus to always put it there.  (A particular issue when trying to acquire large weapons in any sort of decent supply - since the factory stops producing them at something like two or three of a given type; if I want to outfit some of the larger capital ships, I have to make a lot of runs between factory & storage.  Still, a Sandstorm with 8x HIL is worth the trouble.)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 27, 2013, 12:37:17 PM
Personally, I find storage facility next to omni factory to be by far the most convenient location for it, whether hardcore, vanilla, or playing with a faction.  And have hacked my personal copy of Uomozu's Corvus to always put it there.  (A particular issue when trying to acquire large weapons in any sort of decent supply - since the factory stops producing them at something like two or three of a given type; if I want to outfit some of the larger capital ships, I have to make a lot of runs between factory & storage.  Still, a Sandstorm with 8x HIL is worth the trouble.)

I'm jealous that I dont know how to do that.

But I agree that whatever faction I start in i feel like it should be next to the omnifactory near the middle of the system
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 27, 2013, 01:16:37 PM
Personally, I find storage facility next to omni factory to be by far the most convenient location for it, whether hardcore, vanilla, or playing with a faction.  And have hacked my personal copy of Uomozu's Corvus to always put it there.  (A particular issue when trying to acquire large weapons in any sort of decent supply - since the factory stops producing them at something like two or three of a given type; if I want to outfit some of the larger capital ships, I have to make a lot of runs between factory & storage.  Still, a Sandstorm with 8x HIL is worth the trouble.)

could you please please please explain how to move the storage facility? :-)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 27, 2013, 03:03:32 PM
This discussion is pointing towards this: the omnifac is brokenly good. There is no risk in it's use and it actually diminishes the usefulness of vanilla features (convoys). I may need to modify UsC code so it can fail analisis and bring some risk factor in it.

Omnifac should be a support feature, not core.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on March 27, 2013, 03:18:47 PM
Slow internet users beware,

Spoiler
(http://i.imgur.com/5OpdfoY.jpg)
(http://i.imgur.com/8L2YcLF.jpg)
(http://i.imgur.com/FTLAYu8.jpg)
(http://i.imgur.com/J4TJy7h.jpg)
(http://i.imgur.com/0skD7bf.png)
[close]

Wish I had a better hosting/ larger size limit, lol.

Blah was just bored, lol thought might as well do a partial update of the ship chart, left out fighters sadly because there are soooo manyy Hnggh.
Ordered by Class, faction, and then ordered by how they appeared first in windows explorer,
Only ships that appear in campaign are included.

Apologies if mistyped something or left something out, I'll correct it upon request :P

Double apologies if you don't wish to have it on here, and I can remove it s well D:

Edit: Well what about an ability to buy a license at the station that permits you to manufacture certain levels of items, like say If you have a small weapons slot license, you can produce all forms of small slot weaponry,
Same for the ship classes,
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 27, 2013, 03:23:54 PM
Hm... One interesting alternative might be to have, instead of an omnifac, a "convoy beacon" - something where you put ships & weapons in the beacon station, and those ships/weapons are what the convoy selects from when it picks what it's going to deliver.

Obviously would need some fine-tuning - perhaps delaying the convoy by an amount of time based on size of ships it's going to deliver (so replacing a Paragon battleship takes longer than getting in a shipment of replacement Hound frigates), or using a random number generator so that, even if that battleship is the only thing in the beacon, there's still a chance you won't get it in every convoy.

Plus, you'd need a way to deal with the 50 hull limit - if a station has 50 hulls (ships + fighter wings), then convoys won't add more ships.  Maybe if you can attach a hook to the convoy delivery, and add ships / weapons at that point instead of setting them when the convoy launches?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 27, 2013, 05:23:45 PM
I like Flash's idea of buying a replication license. (basically, I like anything that is one part money sink and one part unlocking new content, see my previous post about bribes)

also still haven't found the omnifactory hotfix. anyone?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 27, 2013, 07:22:57 PM
There is the replication license for one option, but I was just thinking if you sold too much to the Omnifac it would have a small chance to forget a random blueprint if you give it too much to keep in memory.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on March 27, 2013, 08:11:01 PM
As starsector is thousands of years into the future, a computer could probably hold more or less unlimited amounts of data, running out of memory would be absurd. :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FireBlitz8404 on March 27, 2013, 08:12:35 PM
OK so i'm new to the whole modding stuff and i have the LazyLib 1.2 , the Interstellar Federation 1.24 , and the Uomoz's Corvus 17.1: Allegiance (all checked off in the mods box)
the game started crashing and giving me and error saying Fatal: null
this happens when the date in game changes to May 30
i don't know whats wrong, can someone please help!?!?!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on March 27, 2013, 08:14:00 PM
As starsector is thousands of years into the future, a computer could probably hold more or less unlimited amounts of data, running out of memory would be absurd. :P

at the same time, this happen after the fall of the domain of man as per the story, and starsector happens in a forgotten sector of the galaxy.
im stretching a bit but it could be explained that sometechnologies are lost, or not fully understood anymore or a number of similar problems.

but yeah, im stretching
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 27, 2013, 08:19:12 PM
I was thinking more about failed analysis as it would add a choice factor into the use of the omnifactory. Should you use the brand new BC that you just luckily captured or put it in a risky investment and be able to have infinite copies of that? As a vanilla concept, ships should be an amazing thing to find in SS, not some common merchandise.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kupan9 on March 27, 2013, 08:27:18 PM
Maybe rather the Omnifactory gambling, or making it a convoy, you can just reduce how much the Omnifactory pays to sell things to it? 1/4 sell price but learn to produce them or full sell price at another station. That would stop it being the one stop sales point it currently is, and make you think about what you want to sell where. If you are changing sales prices, i would also recommend making hostile stations pay half. Give you a reason to not sit on top of the pirates and farm them to sell them back gear to make fleets to farm. (I know this isn't how it works, but it is how I like to think of it)

My main problem with making it a random chance to produce is the chance of a scenario like this:
Fight my 5th Uomoz's fleet, and finally get an unsung.
I have enough fleet points that I could use two of them, so lets take it to the omni factory.
It analyzes it, but fails the check to make more.
I miss this message because, like many messages, it chooses to pop up right as I enter a station or a battle, and I have no method to see the message log.
I keep checking the Omnifactory for my prized Unsung to show up, getting increasingly frustrated with it.
Yay, random..

Being able to hire specific convoys would be nice, but to my understanding you can't implement any sort of new inv/dialog to hire specific, so it would have to be a new station, or a complete rework of the current station. Probably a new station because if you are hiring a fleet it would likely need to be a token you buy somewhere else and put someplace. The other problem I see is that unlike this current set up where you trade immediate access for production long term, hiring a convoy would what? Take away your current item and bring two? take away your current item and bring it back at a loss of time and money and potentially loosing the convoy? Add the item to a random pool of what the convoy brings, and do like the race stations seem to do and NEVER bring anything above a cruiser ESPECIALLY if you have the audacity to want to try fighters or frigates?  Adding the item to a random pool of what a irregular convoy brings seems like it would be less about hindering people who know what they want delivered (only sell 4-5 items to the convoy spawn station) and more about frustrating and hurting the gameplay of people who like diversified fleets, or new players that have no clue about what exactly they want delivered.

Uomoz, I think of the omnifactory less as replacing current mechanics, and more as a stop gap measure for mechanics that aren't in the game yet. It is, of course, your mod so feel free to change it as you desire. This is just how I think about it.

tldr:
I think lowering the price the omnifactory pays you is a good idea, the other solutions seem overly minmax-y (regular convoys), detrimental to play ( convoys for new players, gambling for anything unique or hard to get)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 27, 2013, 08:38:18 PM
If you get an Unsung should you REALLY risk it? That's the whole point.

Rare ship -> I'm not gonna risk it in the Omnifac -> Single rare ships are more "important", cheap ones are easily replaceable.

EDIT:

1)I can't change buy\sell prices atm.
2)Very good feedback about this whole argument, thanks.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kupan9 on March 27, 2013, 08:59:39 PM
How about a little different spin on it then? If it fails to analyze it you lose the ability to get that ship replicated entirely, but keep the ship itself? That would make the gambling system a little less biased toward lower ships and common weapons.

You could also do something a little closer to the Modular Fleet mod, and make it into two stations, one acts like the abandoned station, but chews up anything put into it, and items it hasn't seen before are added for production. That would remove just unloading everything into the station, while still having to pay for things that it produces in the other station. You can still sell to the omnifactory itself for cash, but it won't add for production that way anymore, so it has no real benefit as a selling point over any of the other races stations.

I can see the risking a rare ship arguement.
I guess my main complaint with that is the way the log system works you can easily get into a situation where you have to guess if that ship will ever show up. Combined that with the seemingly random picks of what to produce at any given time, and the amount of time you wait for the better stuff, it would feel more like having to just sell things you MIGHT want later, or only want in bulk rather than something you want one or two extra copies of.

I wonder how hard it would be for Alex to implement a per station modifier to buy/sell prices for the API.

Anyways, I am heading to bed. I will likely edit this or make a new post clarifying/expanding on what I said when I am a little more awake.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 27, 2013, 09:59:50 PM
I'm more inclined in removing the thing altogether. It just feel a better option then any other faction station, and this doesn't feel right at all.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on March 27, 2013, 11:48:35 PM
OK so i'm new to the whole modding stuff and i have the LazyLib 1.2 , the Interstellar Federation 1.24 , and the Uomoz's Corvus 17.1: Allegiance (all checked off in the mods box)
the game started crashing and giving me and error saying Fatal: null
this happens when the date in game changes to May 30
i don't know whats wrong, can someone please help!?!?!

You are probably getting the crash because the interstellar federation is already a part of Uomoz's corvus. The game is probably crashing at that time in-game when an interstellar convoy shows up to restock a station only to find that, because of the duplicate mod, the station is in the wrong place.

Just un-check Interstellar federation on the mod list and the game should work fine.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on March 28, 2013, 01:27:33 AM
You actually come very close to vanilla lore about non replicapable production chips.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on March 28, 2013, 01:45:11 AM
HC without omnyfac would be an amazing madness.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on March 28, 2013, 03:14:02 AM
I'm with you about the whole idea of adding a failure chance to the Omnifactory... Ideally one that is dynamic and increases sharply based on the FP of the ship or the OP of the weapon.
I actually disagree about the Omnifactory being essential. as of 17.1, yes it is... But if Crew and Marine shipments are made to your storage facility then I'd personally no longer use it.

I'd even propose if keeping the Omnifactory making each research success rate scale sharply based on OP and FP, require tons of goods/fuel and only have limited runs.
I guess making this many changes to the way it works means it's no longer the Omnifactory mod though.

One of the big issues with the game itself at this stage of development is that EVERY game no matter how difficult you make it for yourself eventually results in the same situation where you can beat 90% of all content without even taking personal command. The first hour or two are the best experience of the game in my opinion, the struggle to gain a couple of new ships, finding powerful weapons to strap onto them and earn the experience to use them better. This is essentially the game's game-play loop, unfortunately this loop starts strong but eventually becomes increasingly less rewarding each time you go through it. For me this mod is great because it extends that initial part of the loop, the Omnifactory, while essential for Hardcore mode as it stands does exactly the opposite, giving you access to unlimited amounts of anything, even with a research failure chance, means that you just need one good ship to succeed and you can build a practically unstoppable fleet. Cash is not a barrier for anything as it stand right now, without even selling anything I find I have millions just hanging around.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 28, 2013, 03:54:46 AM
HC without omnyfac would be an amazing madness.

It was and still is now that I fixed the omnifactory's crash :-D

also I like the idea of requiring ridiculous amounts of supplies and/or fuel (finally give that a use) to analyze and decent amounts of one or both to build, though the building would be hard to balance because if you're trying to fund the Paragon and you keep funding all the tac lasers, it'd get frustrating quickly.

edit: how do I add the latest Tore Up Plenty ships? I love the Talus but I was using your DEV and kept crashing so I just downgraded to regular 17.1
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FireBlitz8404 on March 28, 2013, 07:36:41 AM
You are probably getting the crash because the interstellar federation is already a part of Uomoz's corvus. The game is probably crashing at that time in-game when an interstellar convoy shows up to restock a station only to find that, because of the duplicate mod, the station is in the wrong place.

Just un-check Interstellar federation on the mod list and the game should work fine.

Thanks for the suggestion but I opened and played the game this morning and was preparing for another crash (with all three of the mods checked) but it ran just fine. If it does however crash again i will take your advice
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 28, 2013, 08:03:37 PM
Spoiler
83354 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 2
java.lang.ArrayIndexOutOfBoundsException: 2
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.OÒ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.private.String(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.Õ00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.A.Óô0000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
17.1 crash.

also it kept blocking me from posting this at all for a while. no idea why
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on March 28, 2013, 08:16:41 PM


edit: how do I add the latest Tore Up Plenty ships? I love the Talus but I was using your DEV and kept crashing so I just downgraded to regular 17.1

You can activate the downloads...
http://fractalsoftworks.com/forum/index.php?topic=5762.0
...alongside Uomoz's Corvus. They appear to be compatible. Just select "did something else" as a career path.

I'll be doing another update soon. A final tweak for the existing Tore Up Plenty ships.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 28, 2013, 08:53:19 PM
awesome, thanks! I love the Talus :-) I'd love to hear what else you're doing with the mod but I don't wanna derail the thread lol
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on March 28, 2013, 10:17:46 PM
Um.  Could we get a change to the Ciago event, so that, if you're a member of your faction, your faction won't try to kill the defenseless freighters?

...Unless, of course, that's already been done; I think I'm running on an old DEV version.  Still 17.1, though.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: zaszella on March 29, 2013, 08:36:02 AM
A little questions here.
I have download the mod from the big DOWNLOAD.But it is a zip file which named 'Uomozs Corvus 17.1.zip'.When I open it.There is 'Uomozs Corvus DEV'.
So,the file I have download.Is '17.1'? Or 'DEV'? Or 'DEV of 17.1'  ???
I really need to know it so I can tell the strange things in this mod....
And a more important thing.Can I translate this mod to other language?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 29, 2013, 10:09:02 AM
A little questions here.
I have download the mod from the big DOWNLOAD.But it is a zip file which named 'Uomozs Corvus 17.1.zip'.When I open it.There is 'Uomozs Corvus DEV'.
So,the file I have download.Is '17.1'? Or 'DEV'? Or 'DEV of 17.1'  ???
I really need to know it so I can tell the strange things in this mod....
And a more important thing.Can I translate this mod to other language?


The file you need to place in the Starsector/Mods folder is Uomozs Corvus DEV. Verify that data and the other folders are in it though. I can't speak to what strange things you're having or if you're allowed to translate it, though I would imagine as long as you give Uomoz credit it should be fine.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ZeroOne on March 29, 2013, 11:13:23 AM
I appear to be getting a null pointer access error and cannot continue for longer than 3-5 seconds in my save in 17.1.

Running Starsector 0.54.1a and consistently returning this error log on every load of my save.

Spoiler
29211 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
37790 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

EDIT: After reading through some of the past pages here I see that the Null issues have been addressed... is the download link updated so that I can continue my game or will this fix be reserved until 17.2?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: zaszella on March 29, 2013, 07:58:16 PM
A little questions here.
I have download the mod from the big DOWNLOAD.But it is a zip file which named 'Uomozs Corvus 17.1.zip'.When I open it.There is 'Uomozs Corvus DEV'.
So,the file I have download.Is '17.1'? Or 'DEV'? Or 'DEV of 17.1'  ???
I really need to know it so I can tell the strange things in this mod....
And a more important thing.Can I translate this mod to other language?


The file you need to place in the Starsector/Mods folder is Uomozs Corvus DEV. Verify that data and the other folders are in it though. I can't speak to what strange things you're having or if you're allowed to translate it, though I would imagine as long as you give Uomoz credit it should be fine.

 :)Thanks for answer my questions.I'm sorry for the 'strange things' because I think I should tell Uomoz ( or all of you mod creaters of mods ) , which version is the game,which version is the mod & What was happen during the game ?
How can I get the offical 17.1?Which version is the newest?
Ah,am I speak too much ? Please forgive me.Let's talk about the questions.Most of them are asked before me.But I want to know more clearly.By the way,you 'Omnifactory Trader' are too weak.Just few of ships and any one can 'help' you about your goods. :D @Uomoz
UsC DEV in 0.541a
Is these things is just because of an 'Old Version'.Or something else ????
1.The Bonuses.This is strange.
   a.The Bonuses are dropped by Boss Fleet.I need to totally destroy a boss fleet to get the bonuses.So:What is a 'totally destroy'? Kill all of them in one battle before boss fight with other fleets? Or Just kill all of them,whether boss fleet are already fight lots of times? Or What I need is only a 'final shoot',kill boss fleet by me JUST THE FINAL BATTLE? ???And Should I do these in a certain time? During the 'Boss time' before the boss said 'All this pillaging is tiring. I'm going home. YARR'?Or All the time that Boss appears on the map?
   b.What is 'Drop'?The Bonuses is not a weapon,a ship,a fuel,a cargo.Just a 'something'.When I defeat a boss,how can I get it?You said:The system will give you a bonus in your cargo and show a message to tell you.Yes.I have read the UomozScriptClock file.I can't tell whether it has a mistake.But there is no bonuses in game at all. :(No message,No bounses,Even I bought a bonus in the damned 'Dont touch me bro'.It doesn't work at all.This is a mistake ?Or just is a joke come from Math.random()??Or I have something forgot to do ?
2.PersonalConvoy
   PersonalConvoy give new goods to the station .Which station ? One of the Bloc that I join?Or Abandoned Storage Facility ? Why I have no PersonalConvoy in a Hardcore mod?
3.Internal Conflict
   Yes ,I am glad that pirates fight each other.But when 'The internal conflict has come to an end' ,It just a message.The conflict is continue.
4.'Dont touch me bro'
   Too Far Away !!!!!!!!!!!!!!!
Allright, these is the questions.This is really a good mod.I enjoy it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CrashToDesktop on March 29, 2013, 08:13:59 PM
Lord, a lot has changed since I last played 1.5. :) Very interesting compilation since then, tons of stuff added!  Slowly but surely getting out my of burned-out state from my last SS addiction...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kupan9 on March 30, 2013, 12:08:06 AM
I have a quick question about the event fleet rewards, Which of these scenarios would give them?
A: Totally annihilated the fleet in one battle.
B: It takes two or more battles but you finish them off, with the last engagement being a battle.
C: It takes two or more battles but you finish them off, with the last engagement being a surrender of a ship without any battle taking place.
D: You beat all but one ship which runs around till it disappears at a random spot.
E: You beat all but one or more ships and an AI fleet finishes them off.
F: An AI fleet almost beats the event fleet, but you finish them off.
G: Uomoz hordes all the event drops in a hidden station that isn't included in the upload. No one gets anything.  :D

I would assume that one of two scenarios is most likely.
1: As long as your engaging the enemy, regardless of if a battle takes place, results in the fleet no longer existing you get the reward.
2: Less likely, but just the fleet being wiped out period results in the reward being applied.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CrashToDesktop on March 30, 2013, 07:23:26 AM
So....how does one do those little side missions, like Ciago the Omnifactory trader? :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 30, 2013, 09:27:29 AM
So....how does one do those little side missions, like Ciago the Omnifactory trader? :P

Escort me to the omnifactory. Basically fly around me and make sure no one attacks me. Once there I will deposit a bunch of ships and weapons from different factions.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on March 30, 2013, 09:29:23 AM
By the way,you 'Omnifactory Trader' are too weak.Just few of ships and any one can 'help' you about your goods. :D

yes you can kill me and get some of my goods, but then you don't have any access to the ships I would have deposited had I survived to the omnifactory.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 30, 2013, 10:26:47 AM
When i 1'st attack Ciago transport with 2 hound & some fighter wing it felt just like Mangalores attacked Mondoshawan's in the movie
"5 element" & it was an GREAT feeling  ;D
but it's true that you better escort Ciago to the Omni so he can deliver "Stuff" along with ships  :)
                                                                                                                                   ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CrashToDesktop on March 30, 2013, 01:26:51 PM
I mean, I couldn't find them on the sector map. :P I went back a save and right as it popped up, I checked to make sure he wasn't already killed.  Couldn't find him.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Flunky on March 30, 2013, 10:07:24 PM
I mean, I couldn't find them on the sector map. :P I went back a save and right as it popped up, I checked to make sure he wasn't already killed.  Couldn't find him.

The one time I've had this event, I found I had to wait a couple of days before Ciago popped up-- I thought I had already lost him as well. He dropped off a boxenstein, ragnarok, some lesser ships, and a few weapons. Not bad at all.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 31, 2013, 01:09:54 AM
Ciago will spawn few days after the 2'nd msg. on the edge of the map, it will be on the map as the "small" fleet (but not as the smallest) 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CrashToDesktop on March 31, 2013, 05:13:43 AM
Does he have a different name on the map, or is he part of another faction?  I could probably look in the code and easily find it, but I'm testing you. ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on March 31, 2013, 05:22:22 AM
Does he have a different name on the map, or is he part of another faction?  I could probably look in the code and easily find it, but I'm testing you. ;D
i'm not sure but name it's just "Ciago" & it's just yellow :) like on every event there will be MSG. display nothing unusual
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on March 31, 2013, 08:47:42 AM
So I started getting those null pointer exception errors in my current savegame, the first one happened after I beat SirBoomalot and tried to screenshot it. Now they occur within a minute or less of loading my current save file. Is there something I can do tho the save file or the mod that will make it stop? I saw a few other posts in this thread and the general bugreports forum but I couldn't find any fixes or anything. I'm running the 17.1 version from the banner link although the folder extracted from the .zip says it's DEV.

I like the new boss battle fleets though. An 'endgame' of sorts was definitely what the game needed in it's current state.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FireBlitz8404 on March 31, 2013, 08:44:51 PM
So I started getting those null pointer exception errors in my current savegame, the first one happened after I beat SirBoomalot and tried to screenshot it. Now they occur within a minute or less of loading my current save file. Is there something I can do tho the save file or the mod that will make it stop? I saw a few other posts in this thread and the general bugreports forum but I couldn't find any fixes or anything. I'm running the 17.1 version from the banner link although the folder extracted from the .zip says it's DEV.

I like the new boss battle fleets though. An 'endgame' of sorts was definitely what the game needed in it's current state.

I have had this problem many times before and after a day or so of not using the save and/or creating and playing on a new profile for a while it usually stops. So...create a new character, play on it for a while, and wait a day or two and see if that fixes the problem.
If that doesn't work then I cant help ???. But in any case I hope it helps ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on March 31, 2013, 10:16:56 PM
Think that we will have boss loot implemented correctly in the next release? I keep killing the boss fleets and hoping for that one rare drop that some people have apparently been getting and I keep getting disappointed.

I will say that playing in hardcore mode with no omni-fac sounds like it would be REALLY fun, if we could get periodic supply drops of marines and green crew to our station or be allowed to buy them and only them from elsewhere. Or even only be able to gain them by raiding personnel convoys.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 01, 2013, 02:55:07 AM
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.

It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targetting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 01, 2013, 08:05:38 AM
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.

It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targetting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.

This is what I like to hear. ;)

I'll craft an experience towards something like that, as in the vanilla lore (big catastrophe, have to use what you've got, etc.).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 01, 2013, 09:29:13 AM
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.

It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targeting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.

I'm currently doing a playthrough like this and that moment when you finally board your first cruiser is heaven.

This as well as you constantly feel a crunch of pressure as I dont allow myself to buy supplies either, so I cant screw up and not fight anything for a while if i'm scared. Adds a nice time-pressure aspect to it, kind of like my ramshackle fleet is constantly falling apart and i need to raid others to keep surviving and expand.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Kaiser on April 01, 2013, 10:57:22 AM
Not sure if this has been addressed or not, but for some reason my crew aren't leveling up. Whenever I gain experience it says that crew gains experience as well but not a single one of my crew members has leveled up .
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 01, 2013, 11:02:18 AM
Not sure if this has been addressed or not, but for some reason my crew aren't leveling up. Whenever I gain experience it says that crew gains experience as well but not a single one of my crew members has leveled up .
Known bug in the game - will be fixed next release, but who knows when that happens.

Summary: if at any point you gain XP (i.e. win a fight) with no crew left alive, your save file gets corrupted and your crew never gain XP again.  Given that several neutrino frigates don't come with crew, this is fairly easy to accomplish.

If you want to fix this, it should be possible to edit your save file - look for "NaN" (not-a-number); there should be one in an obviously XP-related place that you can swap out with... I dunno, maybe a zero or something?  Not sure; I haven't had this issue, so I haven't had to try and fix it myself.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 01, 2013, 11:41:39 AM
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.

It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targetting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.

This. This so exactly. Everything. I love hardcore mode with no omnifactory-ing ships and weapons
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: maffo on April 01, 2013, 01:01:30 PM
Hmm i love this mod, although i dont like that the lotus have been exiled to event status, as i like their ships!.

Question though, will the pirates get some love sometime too? I know no-one has made a big/good/thorough pirate mod but there are enough low-tech sprites/ fully integrated ships going around so it could be possible to add those loose? Just a thought as pirates seem to be under-appreciated.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: doodlydee on April 01, 2013, 03:52:12 PM
Not sure if its been suggested before, I would like to suggest the confederacy of free stars as a boss. The sovereign class in that mod with a couple support ships is godly, it can pretty much destroy anything
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sproginator on April 01, 2013, 06:02:00 PM
HOW COULD YOU?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: doodlydee on April 01, 2013, 07:41:53 PM
Sproginator are you talking to me?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 01, 2013, 07:50:19 PM
I'd bet he's talking about this april fool's joke:
Why was flux implemented in the first place? Will never go back after this. Implementing in UsC.

...But will admit that, without any sort of posted quote, reference, or context... it's not exactly clear.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 01, 2013, 08:18:44 PM
Well it was clearly an april fool's.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 01, 2013, 08:53:36 PM
Well it was clearly an april fool's.

all of a sudden i feel like im the only one who got it outright lol...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on April 02, 2013, 12:13:47 AM
automated fix for NAN xp issue is ready and alive, poke Alex about black magic and using core files, if he will make exception for me, i will post fix or wait 560th version
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 02, 2013, 12:30:06 AM
automated fix for NAN xp issue is ready and alive, poke Alex about black magic and using core files, if he will make exception for me, i will post fix or wait 560th version
ROFL don't be like that man  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on April 02, 2013, 05:39:04 AM
next expected version is 560...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 02, 2013, 06:23:28 AM
next expected version is 560...
You did write "th" after number... And next one is .6  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 02, 2013, 06:07:56 PM
So I started getting those null pointer exception errors in my current savegame, the first one happened after I beat SirBoomalot and tried to screenshot it. Now they occur within a minute or less of loading my current save file. Is there something I can do tho the save file or the mod that will make it stop? I saw a few other posts in this thread and the general bugreports forum but I couldn't find any fixes or anything. I'm running the 17.1 version from the banner link although the folder extracted from the .zip says it's DEV.

I like the new boss battle fleets though. An 'endgame' of sorts was definitely what the game needed in it's current state.

I have had this problem many times before and after a day or so of not using the save and/or creating and playing on a new profile for a while it usually stops. So...create a new character, play on it for a while, and wait a day or two and see if that fixes the problem.
If that doesn't work then I cant help ???. But in any case I hope it helps ;D

Thanks, I'll give it a try.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Taverius on April 03, 2013, 09:53:52 AM
You know, I just realized there's some ships in here that are based stats-wise on ships from .53 (or earlier), and now aren't ... very good ... any more.

The Lotus Ajax, for example, was supposed to trade all the defence it loses on the Falcon for significant speed boost, but that was back when the Falcom had a combat speed of 60. Except now the Falcon goes 75, so the Ajax becomes a little pointless.

What's your policy about this kind of thing, do you just leave the stats untouched as made by the original authors?

Also, first post on board.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 03, 2013, 10:00:12 AM
You know, I just realized there's some ships in here that are based stats-wise on ships from .53 (or earlier), and now aren't ... very good ... any more.

The Lotus Ajax, for example, was supposed to trade all the defence it loses on the Falcon for significant speed boost, but that was back when the Falcom had a combat speed of 60. Except now the Falcon goes 75, so the Ajax becomes a little pointless.

What's your policy about this kind of thing, do you just leave the stats untouched as made by the original authors?

Also, first post on board.

if you mean the lotus pirates, they arent even in the current release of UsC anymore...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Taverius on April 03, 2013, 10:06:16 AM
Umh ... they are in the version linked in the OP :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 03, 2013, 10:12:47 AM
Umh ... they are in the version linked in the OP :)

uumoz must have forgotten to update the changelog then, cause i dont see it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 03, 2013, 10:20:15 AM
The Lotus are still around as one of the events.  Fairly rare, so, do what you can to capture ships when they show up, because you won't get too many chances at that.

...Incidentally.  Has anyone else tried equipping a Sandstorm with 8x Neutron Lance?  Just curious.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Ambient on April 03, 2013, 10:47:36 AM
So in the latest version the only way to get the Unsung capital ship is trough Uomoz fleet or the omnifactory?

I remember is was for sale at the Neutrino station in the older version.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 03, 2013, 12:02:00 PM
So in the latest version the only way to get the Unsung capital ship is trough Uomoz fleet or the omnifactory?

I remember is was for sale at the Neutrino station in the older version.

Yep.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 03, 2013, 12:04:19 PM
So in the latest version the only way to get the Unsung capital ship is trough Uomoz fleet or the omnifactory?

I remember is was for sale at the Neutrino station in the older version.

Yep.

you greedy monster ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 03, 2013, 12:08:15 PM
C'mon guys, you know that ship should be rare.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 03, 2013, 12:33:45 PM
C'mon guys, you know that ship should be rare.

personally speaking, i actually dont. theres no independant mission to try it out and due to its steep price in previous versions, ive never been able to actually testdrive it.
and im sure im not the only one like that
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 03, 2013, 12:35:59 PM
...Incidentally.  Has anyone else tried equipping a Sandstorm with 8x Neutron Lance?  Just curious.

No, but it sounds like something I want to try...

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 03, 2013, 02:11:25 PM
new crash
Spoiler
65571 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
66197 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.for.øo0000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.title.D.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

[close]


also I think I may have corrupted the UC files somehow, as I have a hound and the blueprints in my storage but its not converting. all the factions show up appropriately however. I'm going to redownload UC and see if that fixes it (I deleted the save that caused the crash unfortunately)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: spiderbait on April 04, 2013, 05:03:26 PM
The Lotus are still around as one of the events.  Fairly rare, so, do what you can to capture ships when they show up, because you won't get too many chances at that.

...Incidentally.  Has anyone else tried equipping a Sandstorm with 8x Neutron Lance?  Just curious.

I had one with six Neutron Lances. I didn't go for the full eight because of a lack of points so I could fit all of them. With six Neutron Lances you can almost finish off an Onslaught in a single barrage. Only problem is the Onslaught will not give you a chance to fire again so I placed some proton torpedoes on the middle portion for the necessary kill power. The ship has amazing kill power as long as you have something to support it since it goes through flux extremely fast.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Ambient on April 04, 2013, 06:33:27 PM
Uomoz fleet has recently popped up, but it didn't have the Unsung ship in it.

Is this normal?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 04, 2013, 07:12:55 PM
Eight lances will one-shot an Onslaught, at least with High Energy Focus active.  Does take a few sacrifices to get there, though; my current build requires maxed out tech & combat skills, and features 8 lances, 6 CEPCs (mostly covering the rear), 100 vents, Integrated Targeting Unit, and Advanced Turret Gyros.

Doesn't work well under AI control, though; it'll cheerfully fire all eight lances at whatever gets in range first... resulting in a very dead, say, wing of talon interceptors... and no firepower left when everything else comes in range.  Managing its guns has, for me, required splitting them into three separate weapon groups, and making careful use of pause, hold fire, and management of which groups are online - but the results are, uh, somewhat ridiculous.  Originally I put this thing together just with the intent of having a ship that could just plain kill schwarm wings; it's apparently capable of killing just about anything else, too.  (Neutrino ships with extended shields are really the only things that give it much trouble...)

And, of course, if you mismanage your flux, you just sortof implode as soon as the second enemy gets in range.  So... rather glass-cannon-ish.  For AI use, I'd tend towards HILs with advanced optics instead.
Uomoz fleet has recently popped up, but it didn't have the Unsung ship in it.

Is this normal?
Sadly, yes; there are several ships it can pick as its flagship.  So far, I've never seen the Unsung in game myself.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 04, 2013, 07:41:50 PM
Eight lances will one-shot an Onslaught, at least with High Energy Focus active.  Does take a few sacrifices to get there, though; my current build requires maxed out tech & combat skills, and features 8 lances, 6 CEPCs (mostly covering the rear), 100 vents, Integrated Targeting Unit, and Advanced Turret Gyros.

Doesn't work well under AI control, though; it'll cheerfully fire all eight lances at whatever gets in range first... resulting in a very dead, say, wing of talon interceptors... and no firepower left when everything else comes in range.  Managing its guns has, for me, required splitting them into three separate weapon groups, and making careful use of pause, hold fire, and management of which groups are online - but the results are, uh, somewhat ridiculous.  Originally I put this thing together just with the intent of having a ship that could just plain kill schwarm wings; it's apparently capable of killing just about anything else, too.  (Neutrino ships with extended shields are really the only things that give it much trouble...)

And, of course, if you mismanage your flux, you just sortof implode as soon as the second enemy gets in range.  So... rather glass-cannon-ish.  For AI use, I'd tend towards HILs with advanced optics instead.

I messed with it as a fun gimmick and just put all 8 in one group on alternating fire. Pretty easy to manage (for me anyways, I didn't try giving it to the AI like that, bet it'd still just wanna blow it's load immediately though)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: dEnamed on April 05, 2013, 05:11:59 AM
I've also got a crash with this otherwise great mod.

Spoiler
145162 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
150642 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It happens after loading a savegame (the game shows the system-map) and crashes shortly after (about 10 seconds, no mod message pops up). I use no other mods but this and LazyLib.
Can't really point out any odd behavior prior to that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 05, 2013, 05:15:30 AM
Yeah, it's a game-breaking bug. Fixed in dev.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 05, 2013, 10:26:55 AM
I have a question for you Uomoz, when you make a compilation such as this how much manual editing of the mods do you do to make them compatible with the others? Do the owners of the mods help with how they code them to make it easier to integrate and balance them with the others in the mod? And how do you choose to balance different ships/weapons in the mod?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 05, 2013, 11:06:41 AM
1) Not much.

2) Yes, some conventions were established so they are *mostly* very easy to integrate. Modders usually monitor this thread to get a lot of feedback (and get a better balance in their own mod).

3) I don't touch weapons and ships stats (all but 2 weapons).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 05, 2013, 12:35:06 PM
(all but 2 weapons).

I cant be the only one thats really curious as to what those two weapons are and what you did to them.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 05, 2013, 12:57:22 PM
(all but 2 weapons).

I cant be the only one thats really curious as to what those two weapons are and what you did to them.
Well he did explain (somewhere in this tread) what that weapons are and what he did to them. I think one of them is hardon accelerator. And i think that he halved their dmg.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 05, 2013, 01:02:15 PM
(all but 2 weapons).

I cant be the only one thats really curious as to what those two weapons are and what you did to them.
Well he did explain (somewhere in this tread) what that weapons are and what he did to them. I think one of them is hardon accelerator. And i think that he halved their dmg.

The weapons were the IF's Hadron accelerator and mass driver weapons, which he changed the values of to scale with an anti-matter blaster. Also, instead of lowering damage, I believe he increased the flux cost.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 05, 2013, 05:23:47 PM
not really liking the changes to the player convoy mechanics.
how is it any different from normal faction resupplying now ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 05, 2013, 05:50:22 PM
not really liking the changes to the player convoy mechanics.
how is it any different from normal faction resupplying now ?

People lamented that it was too easy. Now it's exactly like a faction convoy, and it'll probably stay like that until more features are implemented into SS (but I accept suggestions if you have any idea about this).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 05, 2013, 06:10:37 PM
not really liking the changes to the player convoy mechanics.
how is it any different from normal faction resupplying now ?

People lamented that it was too easy. Now it's exactly like a faction convoy, and it'll probably stay like that until more features are implemented into SS (but I accept suggestions if you have any idea about this).

well i dont have any personal suggestions, i just find it a bit sad. i liked receiving my own ships and i have a newbie buddy (who should join the forum soon) who said it would have been helpful to receive new stuff for free. not to mention he told me he was very confused to see a convoy his color but the thing just went to his faction station.

anyway, i dont have any good suggestion for that but i can only say that i like the feature (i havent updated yet)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CopperCoyote on April 05, 2013, 06:41:27 PM
What if you ordered the convoys with an item you purchase from your ally. The fleet control mod is where i got the idea from.

As an example you could have 5 items. Big & small weapons deliveries, and small medium and large ship deliveries. To balance it the token you buy could cost a fair amount and you could also need to have X amount of supplied and Y amount of fuel in your base for the item to trigger. The small ship could cost 12K credits need 250 supplies and 500 fuel, and if your departing, & then returning convoy makes it to your base you could get a random frigate. With like a 1/20 of a chance for a destroyer and a 1/20 of a chance for a talon wing just for variety.

I really like ordering fleets around from fleet control, and the random chance would make it more in line with this more challenging mod. Just throwing spitballs. If it doesn't stick no worries.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 05, 2013, 06:57:10 PM
Or possibly having a couple different tokens you could buy out of an allied station or the omni-factory that would spawn various sizes of defenseless convoys that are headed to your station with random amounts of random weapons / ships / crew. This would also take care of the personnel issue with hardcore mode as it is now.

Say a small, medium and large token, each costing a fair amount of credits and spawning a convoy with anything from one tarsus freighter to what Ciago has right now. It would be a more mid-late game item as you wouldnt have the credits to buy a token or the ships to defend it as it comes in.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Plasmatic on April 06, 2013, 03:40:57 AM
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..

Still love the mod :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 06, 2013, 03:43:16 AM
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..

Still love the mod :)

On it ;).

I'm just updating everything and adding stuff.

Soon (tm) release!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 06, 2013, 03:46:18 AM
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..

Still love the mod :)
Hi, I just wanted to pop in and say that Vanilla addon is working with UC if you preform little harmless modification to UC Corvus.java file. Its al explained in Vanilla addon thread.

edit: PM ninja'd by Uomoz! He will "legaly" implement vanilla addon in UC  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 06, 2013, 11:22:29 AM
Screenshot of the upcoming release, some info in it:

Spoiler
(http://i.imgur.com/SQfDNw7.png)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 06, 2013, 11:27:23 AM
Valkirians are in it! ;D How come? ;D Did "he" threatened you  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 06, 2013, 12:22:55 PM
I know nothing! ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Keirk on April 06, 2013, 02:57:48 PM
Hey i have a crash error every time i battle

628490 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
----------------------------------------------------------------------------
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
----------------------------------------------------------------------------
Sorry for my english i am not very good at it
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 06, 2013, 04:34:16 PM
Hey i have a crash error every time i battle

628490 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
----------------------------------------------------------------------------
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
----------------------------------------------------------------------------
Sorry for my english i am not very good at it
this is game bug,not mod bug, correct me if im wrong ;p
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on April 07, 2013, 04:11:41 AM
not really, stacktrace indicate issue with texture loader (that use unsafe), that load textures from mods, if some mod have extra large texture or corrupted texture it may trigger OOM.

There is 1022mb limit for 32 bit java application, it's extremely easy to hit it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 08, 2013, 06:26:46 AM
If there's anyone interested in giving early feedback on 17.3 the dropbox dev is stable atm: https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 08, 2013, 06:46:07 AM
Started a new Hardcore game, within first few seconds:

Quote
333728 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Station_Manager$(UomozScriptClock.java:528)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:129)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:665)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Also only a small thing but it's listed as 17.2 in the mod menu.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 08, 2013, 06:55:21 AM
fixed, try download again
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 08, 2013, 07:08:55 AM
Looking good! I'll give it a good play through today. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 08, 2013, 07:21:31 AM
Caught another:

Quote
1222316 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [brdy_squilla_wing] not found!
java.lang.RuntimeException: Ship hull variant [brdy_squilla_wing] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Wings$(UomozScriptPersonalConvoy.java:306)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:40)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 08, 2013, 07:31:09 AM
I also found one, picked invaders block and crashed a few seconds after session start.

Spoiler
Quote
891082 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Uglybetty_8566882671635657776...
892454 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
909122 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.util.OoOO.?0000(Unknown Source)
   at com.fs.starfarer.campaign.A.?0000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
   at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:521)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:119)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:666)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.??00(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: dEnamed on April 08, 2013, 10:36:06 AM
I'm new to this, sorry if I'm doing it wrong: Removed the old folder, copied over the Dev folder. Tested for only a short time (don't have a lot of it, will test more later). Will also try on a fresh Starsector install to make sure.

I found the following so far:
The Valkyrie Faction shipyard offers the ships and weapons from the Shadowyards Faction. Convoys will add Valkyrian Equipment over time. I tried this in both a Vanilla Start and a Valkyrian Start.
A small typo in the initialisation message for the Valkyrians "will deliver was assets".



Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 08, 2013, 12:42:32 PM
Not really familiar w/modding, but it looks like you've got broken references to resources. 1st one I encountered is graphics/uomoz/Bonuses.png not being found (because it's in graphics/Uomoz/).

Edit: So far making a symlink named uomoz is enough to get the game started at least.

Edit2: 58081 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant [neutrino_adventure_standard] not found!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 08, 2013, 01:34:05 PM
Alright, just played for a short time and found a couple'a bugs. First: I have no idea what happened to the fleet, but as the message that Zakastra's fleet is gone but might come back came up, I ended up with full credit for the kill. I was no-where near Zak's fleet at the time, and had not even tried to face the fleet.

A while later the game crashed with the following report:
Spoiler
2173751 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_floh_wing] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_floh_wing] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Wings$(UomozScriptPersonalConvoy.java:306)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:40)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 08, 2013, 03:45:17 PM
I believe I fixed everything reported, thanks a lot, everyone!

https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 08, 2013, 03:58:06 PM
Was just about to enter combat, though not sure if it's related.

Quote
455068 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 08, 2013, 04:03:25 PM
I have no idea what THAT is. Did you actually touched the other fleet? Which faction it belonged to?

Still I don't get it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 08, 2013, 04:07:44 PM
Latest DEV

Spoiler
Quote
531683 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Weapon spec [thule_light_flak] not found!
java.lang.RuntimeException: Weapon spec [thule_light_flak] not found!
   at com.fs.starfarer.loading.O0oO.?0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.ThuleLegacyConvoySpawnPoint.addRandomWeapons$(ThuleLegacyConvoySpawnPoint.java:67)
   at data.scripts.world.ThuleLegacyConvoySpawnPoint.spawnFleet(ThuleLegacyConvoySpawnPoint.java:42)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.??00(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 08, 2013, 04:09:02 PM
TL bug but I'll fix that. Thanks (the DEV is always ""stable"" and you can download it fixed in a few minutes).

EDIT: fixed.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 08, 2013, 05:42:34 PM
TL bug but I'll fix that. Thanks (the DEV is always ""stable"" and you can download it fixed in a few minutes).

EDIT: fixed.

Updated, but still getting these

Code
54160 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_adventure_standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_adventure_standard] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.corvus.RestockSpawnPoint.restockShips$(RestockSpawnPoint.java:413)
at data.scripts.world.corvus.RestockSpawnPoint.spawnFleet(RestockSpawnPoint.java:363)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

for various neutrino hull variants.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Falcon51 on April 08, 2013, 07:04:40 PM
Not sure if anyone's reported this. Playing as Blackrock, and occurs after a month ingame. Looks like it's related to war assets?

Spoiler
Quote
1366869 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

EDIT: And another one relating to variants (in the menu, actually, rather than ingame.)

Spoiler
Quote
118113 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [nirvana_|II_A] not found!
java.lang.RuntimeException: Ship hull variant [nirvana_|II_A] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Spoiler
Quote
249959 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [ms_shamash] not found!
java.lang.RuntimeException: Ship hull variant [ms_shamash] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.UomozScriptClock.Fleet_Loot$(UomozScriptClock.java:300)
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:242)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:107)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:680)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 09, 2013, 01:16:01 AM
I have no idea what THAT is. Did you actually touched the other fleet? Which faction it belonged to?

Still I don't get it.

It was a Thule fleet, honestly I couldn't tell you if I'd touched them yet or not since it throw me straight out. I've not had it occur since though.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 04:51:21 AM
Fixed everything, download again :D.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 09, 2013, 05:38:40 AM
I believe I fixed everything reported, thanks a lot, everyone!

https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ

Download from here or main page?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 05:43:12 AM
DEV link.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Falcon51 on April 09, 2013, 07:45:23 AM
Lolnope. Seems to be the same issue. Blackrock, personal convoy...

Spoiler
Quote
747277 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 07:51:26 AM
Still getting various hull variant not found errors. Usually neutrino, not always.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 07:58:40 AM
Still getting various hull variant not found errors. Usually neutrino, not always.

Reading your log, it's not an U'sC error. Restock- something is the issue.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 08:06:19 AM
Still getting various hull variant not found errors. Usually neutrino, not always.

Reading your log, it's not an U'sC error. Restock- something is the issue.

Okay, yeah, I had that enabled before and didn't think twice about it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 09, 2013, 08:17:09 AM
Error when downloaded from the link I quoted. lazylib 1.2 active, chose Valks as starting faction.

Spoiler
88740 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 08:24:23 AM
Yeah, I'm working on it right now. I think I got it all fixed very soon.

Ok grab the lates DEV, fixed the convoy and AI problems.

https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 09, 2013, 08:40:32 AM
Hm.  Probably too late to get it into this version, but could we get omnifactory status as a character starting choice?  I'd suggest a couple of variations: omnifactory offline, omnifactory online, omnifactory makes fighters only, omnifactory makes fighters & frigates, omnifactory makes fighters & weapons... maybe a few other variations like that.  Maybe even a mode where what things the omnifactory will make varies by time or player skill, so you get an early game where you have to make do with what you can find, but late game, you can start experimenting a bit more without the risk of losing irreplaceable ships or weapons.

Fighters in particular - in 17.1, I'd often pick up a few neutrino drone fighters, and just not worry when they got blown up; in 17.2, I can't replace those... which puts them into the category of "expendable items I'll never use."
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 09:01:45 AM
Hm.  Probably too late to get it into this version, but could we get omnifactory status as a character starting choice?  I'd suggest a couple of variations: omnifactory offline, omnifactory online, omnifactory makes fighters only, omnifactory makes fighters & frigates, omnifactory makes fighters & weapons... maybe a few other variations like that.  Maybe even a mode where what things the omnifactory will make varies by time or player skill, so you get an early game where you have to make do with what you can find, but late game, you can start experimenting a bit more without the risk of losing irreplaceable ships or weapons.

Fighters in particular - in 17.1, I'd often pick up a few neutrino drone fighters, and just not worry when they got blown up; in 17.2, I can't replace those... which puts them into the category of "expendable items I'll never use."

I don't like choices that are clearly related to game features, as I feel they kind of disrupt the immersion (after all you're creating a character, not a game session), while I like personalization for your character. I do believe that with the upcoming Omnifactory customization possibilities and the future Fighter update we will reach a sweet spot. As it is right now the Omnifactory is a bit too "strong" for vanilla gameplay, so i'ts not a good choice for the hardcore nature of U'sC.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 09, 2013, 09:27:44 AM
Hm.  Maybe tie it to Construction skill then?  Level 2 perk, allows omnifactory to replicate small weapons; level 4, replicate fighters; level 6, replicate medium weapons, level 8, replicate frigates, level 10, replicate large weapons?

...Not sure how well that'd work; it'd make construction go from a "eh, not worth it", to "need at least level 4" - and tech skills already have issues with the +ordnance point skills feeling mandatory.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 09:40:05 AM
Disabled all mods except this and LazyLib 1.2, started a new game, got a null pointer error after a few minutes:

Code
691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 09:51:28 AM
Disabled all mods except this and LazyLib 1.2, started a new game, got a null pointer error after a few minutes:

Code
691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I already fixed that, are you sure you just downloaded the DEV?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Solon on April 09, 2013, 09:58:38 AM
  First of all, love the mod, it has brought many additional hours of play into Starsector for me. Thank you all who contribute.

I have a couple of ideas for the omnifactory that may balance it a bit. Please note that I am not a modder of Starsector and know little of how it is set up.

  1) You could tie it to the unused attribute and add a skill tree. That would make having the factory's more advanced features available, at the consequence of losing those points. If you don't want to touch that tree I understand, I do not know the future plans for it.

  2) You could tie it to the Fleet tree, with a new skill, or better, two skills (one for ships, one for weapons). Fleet quartermaster, Shipyard procurement officer, Logistics technician, or something. That would still require investment into a tree I find I rarely use (maybe I do not play like everyone else, or don't know the secret yet), and still avoid using the empty tree.

  3) Make it so things purchased from the omnifactory have a very large price increase based on tech level of the item. That way your average newer character could still get a hound and some light autocannon, but someone purchasing an Unsung or some powerful weapon would pay 10-100x the normal cost. I've found that after midgame starts, money is easily found, this would put a huge credit sink in too.

  4) Put it into choices at the character select screen. "I was a Shipyard industry magnate." Would have Omni build ships. "I own a megafactory." Would make it build weapons, etc.

 Thanks again for the mods!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 10:29:17 AM
Disabled all mods except this and LazyLib 1.2, started a new game, got a null pointer error after a few minutes:

Code
691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I already fixed that, are you sure you just downloaded the DEV?

Yup, just redownloaded, deleted the existing UsC DEV folder in my mods directory, extracted the new one, loaded game, and got that error.

Edit: started a new game, and it seems okay so far, although I really thought I had already updated. Maybe not.

Edit 2: Kept playing, eventually got another null pointer error, although a different one:

Code
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 09, 2013, 11:52:16 AM
Hi all
First, thanks for the great mod. It's really fun to play with the large number of factions and boss fleets.

Anyway, I've been an observer until now but I have something I want to comment on.


I want to comment on the issue of the inactive omnifactory and the less related cheat protection.
I haven't played 17.2, but from what I see from other people's replies and playing 17.3, it seems that the omnifactory is permanently inactive and unable to replicate items and ships. As you know, the omnifactory is valuable in that it can replicate rare ships and weapons that are unattainable through other means. Examples include fighters (also frigates or weak destroyers), which are easily lost in battle, and certain weapons that are almost never resupplied in the stations and also very rarely dropped (e.g. Dual pulsed beam cannon of the Neutrinos). Consequently, it is almost impossible to maintain fighter/frigate oriented fleets, outfit ships with specific weapons, or create your custom fleet and etc without the omnifactory in the current version of the mod and SS. I believe these are basically the reasons why the omnifactory mod is popular and why it was initially incorporated into UCs.

However, I see that you also removed that function because 'it's too powerful for the hardcore nature of UCs,' which is also understandable since the omnifactory significantly reduces the risks of battle and may make game play more loose. But I'm not trying to say which is better or worse since that's the choice of the modder anyway.


The point I want to make is that a lot of people that play your mod wants the omnifactory, and the people that don't may simply ignore it. After all, UCs is a compilation of mods and the omnifactory is simply one of them. This goes the same with cheating: there are people who want to cheat and the rest that don't want to don't have to (for the record, I don't cheat). I feel that this is different from issues such as balance, which are always detrimental to any game and so always desired to be fixed. Back to the point: by making such restrictions, you force aspects of game play through your mod (although anti-cheat protection was eventually downgraded to a warning...), and the only reason you do that is because that's how you want the game played. Some people may like that, but remember that others that don't will be pretty sad.


To me, a collection of mods such as UCs is a bundle pack of bonus factions unlike Caelus or Ironclads, which are total conversions aiming for a whole new gaming experience. Most of the time, I enjoy playing the bundle freely, often with additional mods. I'm sure that the other modders also approve when you make those changes, but Please don't make hard restrictions to the mod, e.g. make the game crash if the user tries to circumvent your intended game play. If you have no intention of hard wiring prevention of certain functions, Thanks. I guess I just worry too much. So, I'll continue to use the omnifactory+other mods for my game.



ps1. for those who enjoyed using the omnifactory with UCs, just download omnifactory separately and run them together.

ps2. I'm still getting the null pointer exception with the dev version if you haven't fixed it while I was writing this.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 12:25:12 PM
Esactly, ps1.

The intentional crash stuff was sort of a joke and it lasted like 2 weeks.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 09, 2013, 01:55:02 PM
Just a criticism, after playing Hardcore for a while on the new dev update I feel like starting with the Tore up Plenty ships is a bit of a bad idea. This comes from a few points.

1. The single ship fleets will now run away from you instead of trying to fight you as they had before, which means it is a LOT harder to get started if you cannot fight them. This brings me to my next point

2. The ships are naturally SLOWER than the frigates they came from, and speed plays a much bigger role in the early game of choosing when to fight. Since single ships now run away from you you are too slow to catch them and the bigger groups are now fast enough to pose a threat to you as you go the same speed as them.

3. The ship systems the new starter ships have are better for fleet battles and not one versus many situations. The wolf upgrade loses its omni shields AND its teleporter, both of which were very good when flying solo and gains fast missile racks... which dont do very much early as you have a max of 10 missiles IF you have the upgrade on the hullmod. The lasher upgrade gives a burn drive in exchange for taking away greater speed in reloading, something allowing you to take advantage of a enemy ship venting or overloading.

In general, I would much prefer the original ships to the tore up plenty versions we spawn with now, I just feel like they add another unnecessary difficulty to the early game that was already the hardest part of the game, especially in Hardcore Iron mode.

EDIT 2: Just checked, the Lasher has 60 OP while the Striker only has 45 OP base despite having more hardpoints. Wat.

EDIT: The AI is also dumb. I order a full retreat and the upgraded lasher (Cant remember name, Striker maybe?) instantly activates its burn drive when i close the window, TOWARDS THE ENEMY FLEET. -_-

I checked and the arrow saying where it wanted to go was facing the outer edge of the screen, but it didnt wait until it turned to activate the burn drive.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 09, 2013, 02:02:05 PM
I always start a hardcore game with a Wrestler, it's a powerhouse and can dominate much larger ships if you catch them alone and add a few extra OP via science!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 02:09:10 PM
I always start a hardcore game with a Wrestler, it's a powerhouse and can dominate much larger ships if you catch them alone and add a few extra OP via science!

I do agree, they are hard to master but some of them are definitely a powerhouse, even in the earlygame.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 09, 2013, 02:10:24 PM
The problem for me isnt fighting single ships, Its catching the single ships or trying to fight two hounds that are faster than you with a frontal shield and no teleporter...

Its quite embarrassing to die to a hound... or three.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 09, 2013, 03:36:32 PM
is the crew problem with the starting neutrino ship fixed for good now ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 04:11:26 PM
The bug remains, if you get all you crew killed you've busted the save. I gave the neut starting ship some crew even if it didn't need any, as a temporary fix.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 04:50:05 PM
I saw UomozScriptClock.java had been updated so I redownloaded again, and so far the Null Pointer Exceptions seem to have stopped.

Edit: But if I play long enough I get a different Null Pointer Exception here though:
Code
395990 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 05:31:24 PM
Not happening on my side. It's pretty stable as far as I can see right now. Not having crashes and so.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 05:48:13 PM
I've been getting those errors on 2 PCs w/ 2 different OSs both w/ SS .54.1a, and no other mods enabled. Could there be an issue with the java version or something?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 06:01:21 PM
you should specify your choices then
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 09, 2013, 06:14:31 PM
I assume you mean the character starting questions?
Hired out as a gunner on a mercenary ship
Helmed a patrol ship operating in a backwater system
Supremacy
Tritach

Then I just play campaign, buy/sell some stuff, fight some hounds, save/load game a few times and eventually I get these Null Pointer Exception errors.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 09, 2013, 06:37:31 PM
It's a convoy related bug but if it doesn't happen immediately at the first convoy it make no sense.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FATT on April 09, 2013, 06:50:15 PM
I am getting the same null point error as Jeff.

About the 2nd or 3rd convoy it crashes, sometimes on the first.

Spoiler
67106 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

EDIT: I've found it happens quicker when you are valk, not sure if coincidence or causation.
Was able to play longer as Neutrino on average.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 09, 2013, 08:23:45 PM
Spoiler
165863 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_End$(UomozScriptClock.java:277)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:118)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:680)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I chose "Did something else" for each.  For block, I chose Vanilla.  After that, just messed with a Foxhound until this ruined my fun at about Dec 17th, Cycle 205 without fail... >:(
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 09, 2013, 10:56:57 PM
Started a new game, as valkyrian.  Got this:
Spoiler
ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
 java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:238)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:103)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:680)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.A.this.do$super(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:680)
[close]
Tracked that down to uscData.player_faction_base being null.  Guessing you need to add a line to Corvus.java, something like "uscData.player_faction_base = neutralStation;"?

Edit: Oh, and the Valkyrian station still gets no ships or weapons in stock at game start.

Edit-edit: Crashed again - apparently uscData.player_faction_color is also not initialized, which triggers a null pointer exception from UomozScriptPersonalConvoy, line 93.

Hm.  Looks like that *is* initialized in CharacterCreationPlugin, though.  So the value isn't being persisted?  Hm...  Does it just persist variables in spawn points?  Not sure what's going on there, and it's bedtime, so someone else gets to finish debugging.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 10, 2013, 03:34:13 AM
Alright guys, I think I fixed all those nullpointers. Serialization sheesh. Wyvern you were right, it does persist variables in spawn points only.
About Valk equipment, I'm waiting an official station cargo from the original Valkyrian mod before adding it myself.

EDIT: feel free to post any balance feedback towards the new faction as well. They're quite rough around the edges as far as balance is concerned (INQUISITOR ANYONE?).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 10, 2013, 05:57:27 AM
Link?  (I'd love to play without as many Null pointers)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 10, 2013, 06:06:15 AM
Here you go. https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Falcon51 on April 10, 2013, 06:57:02 AM
Found another one. Happened just after exiting combat and with one starfighter having spawned not all that long ago.

Spoiler
Quote
598874 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:240)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:107)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 10, 2013, 07:10:36 AM
Code
1819662 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [neutrino_theend] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_theend] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Cruisers$(UomozScriptPersonalConvoy.java:268)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:77)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Got this error after some time starting with Neutrinos. Ran only lazylib and UCs.
I was originally trying to check for the null pointer error so I moved my starting foxhound to the edge of the map and left it there for about an hour. Next time I checked the game crashed so I'm not sure when this error occurred.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 10, 2013, 07:16:00 AM
Small typo in a convoy list. Fixed.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cosmitz on April 10, 2013, 10:30:45 AM
Uomoz> I finally ended up with no marines on a Hardcore playthrough.. been a few months and no new marines in the Omnifactory. Anything i can do or should i pray for surrenders?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 10, 2013, 10:40:12 AM
Is there any way to edit the save file to add marines to the omnifactory?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 10, 2013, 10:58:40 AM
Uomoz> I finally ended up with no marines on a Hardcore playthrough.. been a few months and no new marines in the Omnifactory. Anything i can do or should i pray for surrenders?

Go for surrenders; you can manipulate that to some degree by taking a target ship down to a few percent hull, letting it go, waiting a bit for it to repair some, repeat until it's out of crew (or just randomly surrenders while running away from you again).

Crew you can get back by picking up some expendable frigate or fighter wing, dropping all your other ships, crew, supplies, etc., off at your station, and then go get blown up - you'll respawn with a new expendable frigate & some crew; drop the crew off at your station & repeat as needed.  Slow, tedious, and annoying, but doable.  Marines though... no such luck.
Is there any way to edit the save file to add marines to the omnifactory?
Hm.  Probably possible; for me, it'd be easier to hack one of the spawnpoint scripts to add marines, but I'm much more at home with java than xml.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 10, 2013, 11:25:22 AM
I actually added a resupply convoy for the omnifac in la test version and it carries weapons, ships and personnel.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Plasmatic on April 10, 2013, 01:15:04 PM
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..

Still love the mod :)
Hi, I just wanted to pop in and say that Vanilla addon is working with UC if you preform little harmless modification to UC Corvus.java file. Its al explained in Vanilla addon thread.

edit: PM ninja'd by Uomoz! He will "legaly" implement vanilla addon in UC  ;D

I saw that, and I tried it, but unfortunately, your mod still conflicts with Starsector plus.. and that mod adds features/things that I would rather have.

Figured that if your mod was intergrated with Uomoz starsector plus might play nicer with it :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FATT on April 10, 2013, 02:20:44 PM
Still getting nullpoint errors with new version.

Spoiler
726362 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:240)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:93)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 10, 2013, 03:30:29 PM
Quote
3073508 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_End$(UomozScriptClock.java:279)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:120)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

:(
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 10, 2013, 03:44:24 PM
do you remember the event that was on?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 10, 2013, 04:27:13 PM
Spoiler
981263 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:240)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:99)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Cycerin the Blackrock Turncoat appeared about thirty seconds ago. I actually saved shortly before this if you want the save file. Playing as Valkarians and this is a couple months into the game.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 11, 2013, 12:02:12 AM
Single playthrough or quitted and loaded?

Applied a little change, let me know if you guys still have nulls. Btw I'll be off 36 hours, have some fun without me!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FATT on April 11, 2013, 01:27:54 AM
Null pointer in new version.

Zakastra just spawned about a minute before this.

Playing as Valk.

Spoiler
109427 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:240)
   at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:95)
   at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 11, 2013, 08:08:11 AM
quit and load, I wish I had time for a long playthrough these days. hopefully we won't still have the error then but I can do a long playthrough next weekend if need be

edit: I don't know how well it would be balanced, but what does anybody think of an old vs new faction battle? Like Heg TT and Original Pirates on one side and all the mod factions on the other? I feel like it would be very difficult to balance but fun to play.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on April 12, 2013, 04:20:43 PM
why dont the bosses follow the rules of the game...they have waay too many ships and its not fair that they can have that and i cant which makes them impossible and virtually un-enjoyable and i do not approve of there massive amount of ships...people are wanting these giant fleets with 4 flagships...id have to use 75% of my ordinance points alone to get that with no other ships so not only do they have power but they have too many ships so they can wear you down then beat you to death with pure numbers....and its not even fair that they can do that...what people dont understand is they are spawns and they come back at full power anyways so i dont know why i should even have to see a boss fleet if you can never even fight one in the first place...why are they even there...get rid of them...there not benifiting anything but pain and torture or at least follow the max ordinance points which is 175.....i want to enjoy them...but we have to be real here...they are not doing anything but ruining the experience...they dont even have to buy fuel or supplies...in reality they would run out instantly and die....im going to get hit from everyone in these forums but im being as honest as i can for the sake of this mod. 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 12, 2013, 04:32:03 PM
im going to get hit from everyone in these forums but im being as honest as i can for the sake of this mod. 
Nah man, look I like you  ;D    That fleets are end game thingy, you know when you max out your character and rofl-stomp everyone (nobody can stop you). That's why you have that boss fleets so they can give you some kind of challenge much, much later.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on April 12, 2013, 04:44:23 PM
oh not i am much later...i have the best fleet i can legally in the rules build....and i cant win with the best tactics i have....they simply egoboosted the heck out of their own boss fleets with no regulations...its not a challenge...its a waste of your time >:(
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 12, 2013, 04:49:00 PM
Well... Hmmm... Errr... I know! You can always run away  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 12, 2013, 04:53:19 PM
Which fleet are you having trouble with?  There are several that are fairly vicious, yes, but even the worst I've seen are still beatable (even if I do find the thule meteor to be a ridiculous weapon - mostly the blast radius, really; a detonation from out of range of most of your PD guns shouldn't be able to kill you.)

If you give us a specific example, we may be able to help you with some suggested tactics.  (For example, I've designed a few variants specifically for the purpose of obliterating schwarm wings.  Perhaps unsurprisingly, such designs can usually mulch anything else foolish enough to get in their way, too.)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 12, 2013, 05:47:15 PM
4 flagships? Sounds like he encountered Uomoz's fleet. I can't actually help much there since I haven't actually fought Uomoz's boss fleet yet, but basically, for bosses overall, you want to be able to innovate. My boss fleet, for example, is meant to destroy anybody who is using the slow and stompy ships that a lot of end-game people use, but is completely vulnerable to swarms of smaller ships because of the way its weapons work. The thule meteor and hadron accelerator can destroy just about any one ship in a single or couple shots, but you can still win if all it destroys with that shot is one frigate out of 20. Uomoz's fleet is just about the opposite of this, from what I can tell. It uses several big stompy ships that can overpower any regular fleet, but I bet it could easily be taken out with some carriers and'a half dozen organized strike wings, or perhaps a player-controlled capital ship with all of those flagship specific boosts (which none of the boss fleets have)

Basically, the boss fleets are supposed to challenge end-game people with a fight that they can't just win with any fleet. The biggest boss fleets make sure to be larger, so that the player has to innovate and try new things to win. They are not meant to be fair, they are meant to give a challenge players who are no longer challenged by fair fleets.

As for the boss fleets ruining the game, I simply have to say that no, they do not, because you do not have to fight them. You can ignore them for all of eternity if you want to, and by ignoring them they ruin nothing. I believe that their presence in the mod to challenge those who want a challenge, however, is a boon to those who like such challenges.

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Flare on April 12, 2013, 05:48:19 PM
How do you guys deal with the Neutrinos and their insane shieds?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 12, 2013, 05:49:55 PM
How do you guys deal with the Neutrinos and their insane shieds?


And their *crappy* weapons placement \ aggressive potential? Slow and constant harassment.


Fixed the last batch of null, let me know if you guys spot more ;). https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 12, 2013, 07:04:14 PM
How do you guys deal with the Neutrinos and their insane shieds?


I usually just swarm'em with frigates. That tiny little shield that most of them have is near useless when it can only block one frigate at a time.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 12, 2013, 11:08:48 PM
why dont the bosses follow the rules of the game...they have waay too many ships and its not fair that they can have that and i cant which makes them impossible and virtually un-enjoyable and i do not approve of there massive amount of ships...people are wanting these giant fleets with 4 flagships...id have to use 75% of my ordinance points alone to get that with no other ships so not only do they have power but they have too many ships so they can wear you down then beat you to death with pure numbers....and its not even fair that they can do that...what people dont understand is they are spawns and they come back at full power anyways so i dont know why i should even have to see a boss fleet if you can never even fight one in the first place...why are they even there...get rid of them...there not benifiting anything but pain and torture or at least follow the max ordinance points which is 175.....i want to enjoy them...but we have to be real here...they are not doing anything but ruining the experience...they dont even have to buy fuel or supplies...in reality they would run out instantly and die....im going to get hit from everyone in these forums but im being as honest as i can for the sake of this mod. 

Well, it is extremely difficult to beat a larger fleet head-on assuming all of the ships fight at the same time. However, the mechanisms of starsector mostly don't allow this and quickly capturing and controlling strategic points allows you to temporarily dominate the map, and that's all you need. Once you dominate the map, the enemy really doesn't have much choice but to send in ship after ship just to be blown up. That's why even the largest fleets don't pose much of a threat to the end game player and why the boss fleets are designed to be extremely strong+many. If your having so much difficulty about boss fleets to the extent that you're hating them, you probably aren't using effective tactics or are not aware of some critical aspect of the game.

The boss fleets are meant to be a challenge and most people enjoy them and are able to beat them. I'm not sure why you're so negative about them but I can confidently say that boss fleets are now a popular feature of UCs and I'd personally be very disappointed if they were removed or weakened.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 13, 2013, 09:05:18 AM
Just had a good full 3 hour game with no null pointers, longest crash free so far, prospects are good. Will play again for a couple of hours later.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 09:32:32 AM
Nice.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: teh elgee on April 13, 2013, 09:38:41 AM
I keep getting an error when I try to load the mod.

(http://i.imgur.com/1EobyDR.png)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 09:42:34 AM
you don't have lazylib probably.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: teh elgee on April 13, 2013, 09:45:45 AM
I have it, but there is no mention of where to put it.

There is no installation guide.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 09:47:06 AM
It's a mod. Like usc.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: teh elgee on April 13, 2013, 09:50:44 AM
And so?

Does it need a folder?

None of this *** is intuitive, there is no 'how to' anywhere.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 13, 2013, 09:53:15 AM
You download lazylib like any other mod and put the "lazylib" folder among the other mod folders, and then activate it in the mods menu.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: teh elgee on April 13, 2013, 09:55:29 AM
LazyLib is downloaded as a single file, not a zip. Trying to created a LazyLib folder and put that file in it does nothing, it does not appear on the Mods list.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 09:58:28 AM
lazylib is a mod. http://www.mediafire.com/file/0684u2ovv17awcv/LazyLib_1.3.zip
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 13, 2013, 10:18:52 AM
@teh elgee , even if you got lazyLib as a "single file" you simple open that file with win rar (ect.) just right click on it choose "open with.." ( or something like that ) then select "choose program..." (or something like that ) & simply find your extracting program
i did have same problem with LazyLib so I know

 ::) Umm... Umz's... did you do ANYTHING with omnifactory ? cuz it have some problem with producting some weapons (always have 1 )
& big ups for changeing the player coluor when joining faction :)
i got other mods (like scrappers) & they are hostile to the hegemony but idle to the player but NOW they hostile to me :) thats awsome :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 10:24:11 AM
The Omnifactory is currently Inactive (as I feel there's no way to make it balanced with current controls).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 13, 2013, 02:31:16 PM
So I'm just randomly fighting a simulation against a stock buffalo Mk.II when...

http://imgur.com/1LKe74l

Suddenly harpoons...  Harpoons everywhere...

(Can someone tell me how to place a photo directly in the post?)

Edit: Further WTF moment...


[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 13, 2013, 02:49:32 PM
uuuuuhhh.... was there any other mods installed???
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 13, 2013, 02:55:16 PM
Just Omnifac and Lazylib.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 13, 2013, 03:08:27 PM
About 10 minutes later while I was hunting pirates

[attachment deleted by admin]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on April 13, 2013, 03:43:44 PM
lol those pictures remind me more of this, http://fractalsoftworks.com/forum/index.php?topic=5937.0
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 13, 2013, 03:47:34 PM
ohgodwhy.avi
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 13, 2013, 03:52:09 PM
@The Doctor  i saw this only in Lazy's console command
 http://fractalsoftworks.com/forum/index.php?topic=4106.0
about the images , you still need copy image to the any site (like imigur" thec opy image address (or something lsimilar)
 them just choose "insert image" from above (or manual write) [ img][ /img] (no space)
then copy image addres & voila, vola, vula...damnit ... & done
[ img]http://i.imgur.com/1LKe74l.jpg[ /img]
you can always hit "preview" to check if image is properly insert & dont forget about spoiler button pls
sorry for bad Anglisch , but its late

PS:Umz's , omnifac is anoying (as me)  but "wanted" contracts on Bosses works (so far) Even if player isn't the killer, but reward works (on cycerin, dunno know how about others)
                                                                                                                   ::)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 13, 2013, 04:18:40 PM
The only problem is the fact that this happens regardless of whether the ships had harpoons or not.  I would be doing fine, until suddenly I get swarmed with impossible numbers of harpoons.

P.S. Thanks for the image tip.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 13, 2013, 05:09:20 PM
YEAH, I was working on escape pods and my gf came to visit xD. They will be escape pods later xD.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: silentstormpt on April 13, 2013, 06:14:34 PM
YEAH, I was working on escape pods and my gf came to visit xD. They will be escape pods later xD.

http://fractalsoftworks.com/forum/index.php?topic=5426.0

Already made: 3rd link
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 14, 2013, 03:47:42 AM
Yeah I'm starting from that code but I need to make the sprites.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on April 14, 2013, 06:17:38 AM
boomalot i did use numbers...i was a titan carrier with a bunch of fighters anf frigates and that doesnt work..not enough damage and again...the boss fleets have WAY too many ships and it just brings them all out at once...these fleets are dumb...theres not joy in them
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 14, 2013, 06:31:26 AM
Don't fight em, they are supposed to be a feature for high-end skill players, not for everyone.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 14, 2013, 07:34:08 AM
boomalot i did use numbers...i was a titan carrier with a bunch of fighters anf frigates and that doesnt work..not enough damage and again...the boss fleets have WAY too many ships and it just brings them all out at once...these fleets are dumb...theres not joy in them

Well, if it's not fun for you, just leave them be as Uomoz says.
If you want another tactic, try using 2~3 really fast frigates or fighters (e.g. hyperion or drohne wing) at the beginning to quickly capture the comm relays. Since the boss fleet has way more ships, it should be near impossible to win after the enemy captures those stations and starts to bring in their main fleet. If that's not possible, use somewhat slow but strong ships to do that instead, but this doesn't work if the enemy sends in shwarm wings (almost impossible to kill them off quickly) which a lot of the boss fleets do. The last option is to make some hellishly strong capital ships that have long range and burst damage that can kill off anything smaller than a cruiser with confidence, and send those in at the beginning and just endure the fight until you can gain the highland. The first option is the easiest by the way, and most frigates and destroyers aren't a good choice because the AI isn't good at surviving against larger threats. Of course, all of this is relevant assuming you are near level 40.



Anyway, I got a stackoverflow error regarding hanger space after I fought the doctor with UCs+other mods, where the other mods are pretty stable. Can anybody confirm this with UCs+lazylib alone?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 14, 2013, 07:43:18 AM
Also, if I buy the boss fleet contract and the boss fleet goes home (without fighting), I get rewarded for it. Is this normal? Also, the valkyrians have no starting ships or weapons at their station (supplies come though).
I know I should really try all these with UCs alone but can't help it. I played the game too much these days...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 14, 2013, 09:39:47 AM
Is there a way to disable the "Escape pods"?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 14, 2013, 10:22:18 AM
Not really, it's dev stuff. Why you don't like em?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 14, 2013, 10:49:25 AM
The fact that they are still harpoons in my version.  A lone foxhound doesn't exactly have the PD or the maneuverability to avoid such a volume of missiles like that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 14, 2013, 10:50:39 AM
The current dev has perfectly working escape pods. PERFECTLY!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Hyph_K31 on April 14, 2013, 10:51:55 AM
Spoiler
(http://i.imgur.com/CJC9hMI.jpg)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 14, 2013, 10:53:46 AM
The current dev has perfectly working escape pods. PERFECTLY!
The poor souls on the ISS Nehebkau would like to disagree...

Spoiler
(http://i.imgur.com/N0QxN3h.jpg)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 14, 2013, 10:58:39 AM
boomalot i did use numbers...i was a titan carrier with a bunch of fighters anf frigates and that doesnt work..not enough damage and again...the boss fleets have WAY too many ships and it just brings them all out at once...these fleets are dumb...theres not joy in them

Against my fleet? sounds as if you didn't cap the points 'cause the boss fleets follow the same rules as the player when it comes to how many ships it can have out at once. Either way, though, I've tested my own fleet myself, and defeated it in my first try. I even posted the results of the battle on this very thread due to somebody claiming that my fleet was impossible to beat. Here is the quote:

Alright, time to put to rest any cases of my boss fleet being impossible to beat, I just defeated it. Game crashed when I caught the ships that retreated, but I have all the end-of-battle stuff for the main battle.

The fleet I used:
Spoiler
2 Langoustine destroyers: 1 destroyed
3 Jackle frigates: All destroyed
3 Stingray frigates: 2 destroyed
4 Relativity frigates: 3 destroyed
2 Wolf frigates: All destroyed
5 Locust frigates: 3 destroyed
1 Hound frigate; my un-shielded flagship: The only ship lost to the hadron accelerator
1 Byakuri carrier (destroyer class): Alive
5 Persephone wayfarer wings: Alive
1 Dahaki destroyer: Alive
1 Bit drone wing: Alive
[close]

The boss fleet was completely destroyed except for the following, which retreated:
Spoiler
1 Hyperion
1 Shade
1 Clam
2 Hounds
1 Schwarm wing
[close]

262 fuel, 625 supplies, and 30 various weapons were gained, including a Thule meteor.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on April 14, 2013, 11:08:55 AM
Uomoz: As Pirates, you are at war with your own Abandoned Station, meaning you cannot repair your ships at it!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jeff on April 14, 2013, 06:06:29 PM
Uomoz: As Pirates, you are at war with your own Abandoned Station, meaning you cannot repair your ships at it!

hard mode.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wyvern on April 14, 2013, 06:40:41 PM
Also, several of the boss fleets can be soloed with a good Paragon build - you need the right sets of skills & weapons (for example, you have to be able to vent flux fast to avoid taking too much armor / hull damage), but quite doable.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 15, 2013, 03:59:42 AM
Uomoz: As Pirates, you are at war with your own Abandoned Station, meaning you cannot repair your ships at it!

Also, if I buy the boss fleet contract and the boss fleet goes home (without fighting), I get rewarded for it. Is this normal?

Fixed and Fixed.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 15, 2013, 07:16:15 AM
Spoiler
(http://i.imgur.com/ffPhQxy.jpg)

For future reference, does the dropbox auto-update, or does it have to be manually updated and a new link has to be posted each time?
[close]

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 15, 2013, 07:25:20 AM
The dropbox link is always ok. Find it in any post I made.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EndersGaming on April 15, 2013, 07:29:38 AM
Thanks ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 15, 2013, 09:15:14 AM
Scuse me , is this yours ?
Spoiler
774079 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.?O0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager$O0.saveStatus(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.saveAllDeployedAndDisabled(Unknown Source)
   at com.fs.starfarer.combat.C.class.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
   at com.fs.starfarer.combat.F.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Fixed the last batch of null, let me know if you guys spot more ;). https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
im using more than YOUR mod so i really cant tell
PS: i got THIS ver.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 15, 2013, 12:38:07 PM
just out of curiosity, when was the last time mods were updated ?
im asking because i recently realized that the thule barbarossa cannon in thule's mod proper and in UsC 17.1 arent the same thing at all.
in the former, the barbarossa is a ballistic gun with energy damage and a wicked chargeup sound to boot.
in the latter, its just a lame high explosive gun without chargeup at all.

is this on purpose ? forgot to update ? did i found an error ?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 15, 2013, 01:45:49 PM
Official 17.1 is quite outdated.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 15, 2013, 03:17:33 PM
Latest build:
Quote
4980342 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Unfortunately was just flying through space so no real details as to what caused it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Teh_Wolf on April 15, 2013, 03:22:30 PM
I don't know, flying through spess can be pretty dangerous.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 15, 2013, 03:47:37 PM
Latest build:
Quote
4980342 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Unfortunately was just flying through space so no real details as to what caused it.

Well I have no idea what may have caused something like that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 15, 2013, 04:00:47 PM
wow, i kicked cycerin's event and after the battle report, the game crash stating a fatal null error.
the log barely mentions a StackOverFlow something and a reeeaaaaalllllyyyyy long (seriously, excessively long, even compared to some huge log report ppl have done here) error report
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 15, 2013, 04:14:39 PM
wow, i kicked cycerin's event and after the battle report, the game crash stating a fatal null error.
the log barely mentions a StackOverFlow something and a reeeaaaaalllllyyyyy long (seriously, excessively long, even compared to some huge log report ppl have done here) error report

vanilla bug
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 15, 2013, 04:30:46 PM
wow, i kicked cycerin's event and after the battle report, the game crash stating a fatal null error.
the log barely mentions a StackOverFlow something and a reeeaaaaalllllyyyyy long (seriously, excessively long, even compared to some huge log report ppl have done here) error report

vanilla bug

oh ? and does anyone know what causes it ? its the first time ever i see it. even with all the file tampering ive done before
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 15, 2013, 06:52:54 PM
what is the actual gameplay effect of evacuations?

also is it usable for players? what is the point of it I guess, other than looking cool?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: aliens555 on April 16, 2013, 06:40:55 AM
Latest build:
Quote
4980342 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Unfortunately was just flying through space so no real details as to what caused it.

Well I have no idea what may have caused something like that.
I also have this error. Potential cause is Sir Boomalot, who on his way out is "delivering resources to Corvus". When he reaches middle of Corvus (star), game crashes without fail.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 16, 2013, 07:50:45 AM
Well  I'm officially dumb xD. Gonna fix it as soon as I get back home.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 16, 2013, 10:29:26 AM
The real reason that the game crashes is because the bomb I deliver wipes out all of Corvus and the game can't spawn stuff.  :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Teh_Wolf on April 16, 2013, 10:32:10 AM
the bomb I deliver wipes out all of Corvus
Reminds me of Cuban Pete.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 16, 2013, 04:54:38 PM
Latest build:
Quote
4980342 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Unfortunately was just flying through space so no real details as to what caused it.

Well I have no idea what may have caused something like that.
I also have this error. Potential cause is Sir Boomalot, who on his way out is "delivering resources to Corvus". When he reaches middle of Corvus (star), game crashes without fail.

Fixd.

Edit: added graphic options at the character creation.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on April 17, 2013, 11:29:04 AM
Turning off the Omnifactory made the game feel much more vanilla (a good thing). I'm loading out my ships with sub-par weapons half the time, and I'm using a wider variety because I can't just use the best (10 tempests and a Cap, for example).

Also, I'm not sure if its fixed in the newest dev, but Valkyrians don't start with any ships in their station if you select them as your faction. Which, well, makes the game harder, but I *would* like to buy a Capital ship at some point. Cruisers just aren't the same, you know?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 17, 2013, 12:09:45 PM
well technically, you have a capital ship already, since my cruisers are the size of an onslaught. :3
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 17, 2013, 03:09:35 PM
Crash during combat, sounds like it might be related to escape pods. I was just obliterating a half dead NPC captured thule ship with no guns on it if that helps:
Quote
2002382 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
   at data.scripts.plugins.ActivateShuttleEffect.advance(ActivateShuttleEffect.java:37)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 17, 2013, 03:12:55 PM
Crash during combat, sounds like it might be related to escape pods. I was just obliterating a half dead NPC captured thule ship with no guns on it if that helps:
Quote
2002382 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
   at data.scripts.plugins.ActivateShuttleEffect.advance(ActivateShuttleEffect.java:37)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Yeah it's the plugin I'm most concerned about, I should just remove it altogether.

EDIT: actually I can fix this.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: silentstormpt on April 17, 2013, 04:44:12 PM
Trying to get a value from a arraylist with index 0, that had nothing inside, i used the weapons ammo count since it was a decorative weapon, but you can use hashmaps or arrays to save the amount set per hull size of shuttles
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 18, 2013, 04:18:23 PM
Crashes on January 2, 206 I think. whatever the "new year" is for starsector. latest download from dropbox dev

Spoiler
51418 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 2
java.lang.ArrayIndexOutOfBoundsException: 2
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.OÒ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.private.String(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.Õ00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.A.Óô0000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 18, 2013, 04:31:10 PM
Thanks for the report. New stuff I've never seen before.
What were you doing?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 18, 2013, 07:08:55 PM
just flying around, no combat or anything. I can upload the save if you want but I've been doing the compressed saves thingy so idk if that will mess with what you need

edit: I'm guessing it's some sort of AI/background interaction, as it didn't happen until Jan 3, 206 this time. I will enter combat and see if that changes anything

combat didn't change anything, no crash in it. additional helpful detail though: the Nomads are invading. Possibly related to them? Its not immediate, they're slightly distributed through the system, but they probably trigger less than four days before the crash.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sarducar_Dun on April 19, 2013, 02:07:55 AM
My thoughts on the mod.
I'm getting the always at the same time ish crash as well, within one day every time I load the file. Crashes 90% of the time  first time I start any combat, campaign or missions, re-loading lets it work fine, until it does or does not crash at the end of campighn battles, I think alex has passed you my .log Uomoz.
Neutrino are op IMO, pd shields are too efficient, a cruiser can tank a capitals firepower. Player driven with extended shields is just insane.
JP are underpowered, or atleast the event is, 1 small neutrino defense fleet took on all 3 large JP fleets in event with very few/no casualties back to back.

More to come when I have the time.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 19, 2013, 02:42:42 AM
Well the topic of Neutrinos being op has come up before, but that's because they are very highly specialized. the shield arcs are 30 degrees, which means that you can shoot exposed hull when you fight large neutrino ships. Even if you have extended shields, they have limited mobility and fall apart pretty quickly if shot from multiple directions. They also have somewhat under-powered weapon mounts which limits their fire power or range despite their high flux vent rate. Although less related, they are also extremely expensive.

But I do agree that some ships are pretty op, namely the schwarm fighter wings and the Unsung. The former is almost impossible to kill without a trigger happy capital ship (regenerates indefinitely) and the latter has too many ordinance points. But the schwarm fighter wing costs a lot of supplies to repair and the Unsung can only be obtained by beating a boss fleet.

The issue of Neutrinos being very strong in auto-resolve seems like it can't be helped.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sarducar_Dun on April 19, 2013, 08:33:28 AM
Back with more.
Neutrino Jackhammer super death beam OP?
JP probably weak because of their asymmetry?
Thule legacy weapons OP? Too efficient I find.
Antideluvian small supremacy turret better than its medium ballistic mount?
Andiduvellian adv. torps OP? too fast firing perhaps, damage potential is incredible.
I dislike the upgraded starter ships, late game with more op's to play with I'm sure they are awesome but at the start I sell whatever it is and buy a wolf or something.

Thanks for the mod! Might feel like I'm complaining but I'm just trying to be clear about my thoughts.
Maybe more to come of I think of anything else.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on April 19, 2013, 12:13:31 PM
Back with more.
Neutrino Jackhammer super death beam OP?
JP probably weak because of their asymmetry?
Thule legacy weapons OP? Too efficient I find.
Antideluvian small supremacy turret better than its medium ballistic mount?
Andiduvellian adv. torps OP? too fast firing perhaps, damage potential is incredible.
I dislike the upgraded starter ships, late game with more op's to play with I'm sure they are awesome but at the start I sell whatever it is and buy a wolf or something.

Thanks for the mod! Might feel like I'm complaining but I'm just trying to be clear about my thoughts.
Maybe more to come of I think of anything else.

I do appreciate the feedback :D
No Neutrino ship comes pre equipped with extended shields, that'll be only a player modification they can make at their leisure.
The known issues are the 0.2 affect autoresolve immensely as auto resolve doesn't take into account shield arc, so if you have a 0.0 eff shield with 1 arc, it'll probably beat a 1 eff 360 deg arc ship regardless, even if in a real battle that's not the case.

The Jackhammer, for 28 op, the main weapon was intended to be used against capital ships, but that makes it so the beam works well on lower tier ships too.. if you can stay on the target. But as a trade off, it is your Only direct fire weapon in the large size on the ship, it doesn't have any form of turreted large weapons, but do be careful near the missiles ;P

Title: crash and bug :(
Post by: chaincat on April 19, 2013, 06:28:09 PM
I keep getting some bugs. after an encounter, sometimes the screen goes white (space and fleet circles at least, the ships themselves are still visible) and that stays into battles making combat near impossible forcing me to reboot. also upon entering battle sometimes the game gives me a null crash if I've been playing for about half an hour. both of these problems have been consistent around the 30 minute mark of play time in one session. can you look into this or can someone tell me how to fix this? I'm only running this mod and the required mod
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on April 19, 2013, 06:32:46 PM
just started a battle, white background 5 sec after game srashed

(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=5529.0;attach=1708;image)


I assume it'll be like this?
It should already fixed in the coming update,
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 19, 2013, 07:04:42 PM
Yeah, I can't really do much about it, is some sort of vanilla bug.
Title: Re: crash and bug :(
Post by: sirboomalot on April 19, 2013, 07:25:20 PM
I keep getting some bugs. after an encounter, sometimes the screen goes white (space and fleet circles at least, the ships themselves are still visible) and that stays into battles making combat near impossible forcing me to reboot. also upon entering battle sometimes the game gives me a null crash if I've been playing for about half an hour. both of these problems have been consistent around the 30 minute mark of play time in one session. can you look into this or can someone tell me how to fix this? I'm only running this mod and the required mod

Yeah, as others have said that is basically a bug with the vanilla game that has something to do with memory management. We all get that, though some people can go longer before it happens than others, and it seems to happen faster the more modded stuff that you have in the game. It should be fixed in the next update, and the only current work-around is to save often and reboot the game once the white-screen of death strikes.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: senor on April 19, 2013, 09:41:22 PM
having an issue with a repeated crash while running this mod.  once i load the save game, about 15 seconds later the game crashes to desktop, pointing me to the "starfarer" log file.  This does not happen with my vanilla save version.  Here's the last chunk of the log file:

Code
23059 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading E:\Games\Starsector\starsector-core\..\saves

\save_KaranSjet_486419472381869914...
25569 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id

[graphics/backgrounds/background4.jpg]
25612 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
34204 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

also... faction stations in this mod (and in vanilla) seem to stop updating their inventories not long into a new game.  what ships they have for sale (and the one's that ive sold to the station) dont change either.  supply fleets are arriving just fine, but nothing changes that i can tell.  i think very rarely a small change occurs but it takes a long long time.  thoughts?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ganjou234 on April 20, 2013, 08:21:39 AM
daarrn lol! its soo good xD I edited some of the ISS ships though to my preference (but didnt made them OP)
I find the Antediluvians, Neutrino, Junk Pirates ships very hard to beat though xD. I had a carrier group of my own once: 1 Strike Carrier, 1 broadsword, 2 Talons(modded), 2 Draken, 2 Orion Hypertug(modded), 2 Scythe Frigates. And then I saw a Antediluvian carrier group with only a Destroyer and alot of the fighters that looked like sticks (xD sorry I dont use em). And I decided to go toe-to-toe fighter to fighter, man....got wiped out. LOL even my frigs died xD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: qwortec on April 21, 2013, 09:14:55 AM
Hey Uomoz, just wanted to let you know that I tried to play this mod last night, but after several tries I had to give up.  The reason is that there are not enough small fleets to tackle early on as a single ship.  A lot of the small fleets moving around are powerful frigates or destroyers that basically crush my poor little 5-6 FP ship.  The ones that I can take on are so few and far between that it takes 5 mins just to find one and then if I am able to disable the ship(s) and they don't retreat, I barely make enough money to be worth while.  It's really really tedious right now.

Any chance of getting the number of small point fleets to scale with your fleet?  Basically, increase the number of fleets made up of around the same number of Fleet Points as your own so that you can get a foothold a little earlier in the game?

Cool mod.  It's the first one I've tried so far.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 21, 2013, 09:19:49 AM
Hey Uomoz, just wanted to let you know that I tried to play this mod last night, but after several tries I had to give up.  The reason is that there are not enough small fleets to tackle early on as a single ship.  A lot of the small fleets moving around are powerful frigates or destroyers that basically crush my poor little 5-6 FP ship.  The ones that I can take on are so few and far between that it takes 5 mins just to find one and then if I am able to disable the ship(s) and they don't retreat, I barely make enough money to be worth while.  It's really really tedious right now.

Any chance of getting the number of small point fleets to scale with your fleet?  Basically, increase the number of fleets made up of around the same number of Fleet Points as your own so that you can get a foothold a little earlier in the game?

Cool mod.  It's the first one I've tried so far.

Thanks for the feedback. I agree that most of the mods focus too much on the late-game fleets and ignore the early-game. On the other hand, make the spawns scale with tha players is a super gamey solution and I don't like it at all (both small and big fishes should be present at the beginning).

Anyway, I find the early part of every gameplay the most entertaining, when you need to be careful and choose your preys wisely, so I'm not much inclined in changing that. This also slows the pace of the game and make it less arcade.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 21, 2013, 10:16:39 AM
Hey Uomoz, just wanted to let you know that I tried to play this mod last night, but after several tries I had to give up.  The reason is that there are not enough small fleets to tackle early on as a single ship.  A lot of the small fleets moving around are powerful frigates or destroyers that basically crush my poor little 5-6 FP ship.  The ones that I can take on are so few and far between that it takes 5 mins just to find one and then if I am able to disable the ship(s) and they don't retreat, I barely make enough money to be worth while.  It's really really tedious right now.

Any chance of getting the number of small point fleets to scale with your fleet?  Basically, increase the number of fleets made up of around the same number of Fleet Points as your own so that you can get a foothold a little earlier in the game?

Cool mod.  It's the first one I've tried so far.
sounds like Pirate alliance ;P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: qwortec on April 21, 2013, 02:19:49 PM
Thanks for the feedback. I agree that most of the mods focus too much on the late-game fleets and ignore the early-game. On the other hand, make the spawns scale with tha players is a super gamey solution and I don't like it at all (both small and big fishes should be present at the beginning).

Anyway, I find the early part of every gameplay the most entertaining, when you need to be careful and choose your preys wisely, so I'm not much inclined in changing that. This also slows the pace of the game and make it less arcade.

I get that.  I just feel like it's a little too hard right now to actually find targets that you can tangle with right at the very beginning; it takes forever to get anywhere.  There's essentially no weak singletons out patrolling for some early prey.  Maybe a few extra spawns of single Lashers or Hounds would fix it. 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CopperCoyote on April 21, 2013, 03:38:54 PM
To get going in this mod i make sure i have good frigate (or really fast destroyer), and i lure the big fleets into the huge fleets i'm friendly with. For example i'd lure a pirate armada into a hedgemony system defence fleet. Whatever survives is usually really hurting, and easy pickings. If it has a cruiser let it go unless you're very talented. The Superiority bloc is the only faction this is a painfully slow technique for. When i'm allied with them i just lure 2 large hostile fleets into each other.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kaamos on April 22, 2013, 01:26:33 AM
To my uber sadness, I have the same problem as senor.

The game crashes pointing to a (java?) error and I am unable to continue my save. And it is a pity because I worked my ass off to get my ships, equip them and make it through the mod.


having an issue with a repeated crash while running this mod.  once i load the save game, about 15 seconds later the game crashes to desktop, pointing me to the "starfarer" log file.  This does not happen with my vanilla save version.  Here's the last chunk of the log file:

Code
23059 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading E:\Games\Starsector\starsector-core\..\saves

\save_KaranSjet_486419472381869914...
25569 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id

[graphics/backgrounds/background4.jpg]
25612 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
34204 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

also... faction stations in this mod (and in vanilla) seem to stop updating their inventories not long into a new game.  what ships they have for sale (and the one's that ive sold to the station) dont change either.  supply fleets are arriving just fine, but nothing changes that i can tell.  i think very rarely a small change occurs but it takes a long long time.  thoughts?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: TcSagat on April 23, 2013, 06:44:47 AM
HI I got this error when I engaged one of the boss fleets:

5127203 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 575.26 MB of texture data so far
5127375 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
   at com.fs.starfarer.loading.specs.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.new.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÖÒO000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.preCombat(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

That error hapens at the cycerin boss event, and it crashes the game with the same error every time when that fleet engages an another fleet.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 24, 2013, 03:32:33 PM
Would you guys prefer me keeping Corvus or making it a vanilla balanced procedural created system?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: arcibalde on April 24, 2013, 03:36:20 PM
Would you guys prefer me keeping Corvus or making it a vanilla balanced procedural created system?
Procedural thingy  ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 24, 2013, 04:02:06 PM
Would you guys prefer me keeping Corvus or making it a vanilla balanced procedural created system?

Procedural would be awesome as long as it kept all the factions in it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: FlashFrozen on April 24, 2013, 04:03:08 PM
I demand a position around the sun! lol I kid, I'm fine with either.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on April 24, 2013, 04:07:01 PM
I'l hog a terran planet then. ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Brainbread on April 24, 2013, 04:26:23 PM
Procedural! Sometimes its frustrating to play as Tri and Shadowyard because they're so bloody far away. Same goes for Corp block =P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 24, 2013, 06:55:11 PM
I could probably go for procedural too. Also are you still adding the new tore up plenty ships?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: valefore on April 24, 2013, 06:56:50 PM
Procedural meaning integration with exerelin?

I would guess changing corvus would make it incompatible with other mods but the exerelin mod really looks like something.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on April 24, 2013, 08:10:14 PM
exerelin isn't the only mod that has used procedural generation, vacuum had it first as far as I know
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: NITROtbomb on April 25, 2013, 06:51:36 AM
Sounds like great fun, procedural that is
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cosmitz on April 26, 2013, 10:08:00 PM
Procedural. Though i'm sure it'll be a bug filled mess for a decent while until it'll be fully playable.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Fantastic Chimni on April 27, 2013, 01:29:26 AM
Procedural, would add a new factor to every game instead of knowing where every faction bloc was, in certain orbits.

I feel like it also allows for more changes later on that would be hard to fit in the current system.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 27, 2013, 02:09:38 AM
I'm opting for custom but not random right now. Handcrafted is always better then procedural, quality wise.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on April 27, 2013, 09:41:23 AM
I'm not sure the contracts are working perfectly. I bought the contract on theSONY and waded into battle. Kill most everything, captured some, and two titans escaped. Do I need to go back and buy it again? Because after pursuing the two titans and destroying them I got no reward. Possibly of note: saved, exited, and loaded later after contract purchase but before first battle. Is it one of the errors due to not being able to save certain data on save and exit? I remember reading a suggestions thread and saw something like that in the stuff that hopefully will be added to .6
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 27, 2013, 02:50:09 PM
HI I got this error when I engaged one of the boss fleets:

5127203 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 575.26 MB of texture data so far
5127375 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
   at com.fs.starfarer.loading.specs.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.new.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÖÒO000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.preCombat(Unknown Source)
   at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

That error hapens at the cycerin boss event, and it crashes the game with the same error every time when that fleet engages an another fleet.


As no-one seems to have answered this guy, this crash appears to have happened because of a bad variant file. Oddly, the weapon mount in question appears to exist. So I'm not sure what has caused this error. If it happens again, it might be a good idea to go into the variant file and delete the entry for the 6th weapon slot. It'll gimp the variant slightly, but it's better than having crashes all the time.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: lindsay lohan on April 28, 2013, 03:28:21 PM
Anyone have a crash that deleted a saved game? Just happened to me not sure how to recover it. Or perhaps I just messed up
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sproginator on April 28, 2013, 03:57:36 PM
I have never heard of this happening before
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: lindsay lohan on April 28, 2013, 05:28:04 PM
Probably just me then. Bummer, I had a heck of a storm crow that I was running around in
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: NinjaPirate on April 28, 2013, 07:23:04 PM
Anyone have a crash that deleted a saved game? Just happened to me not sure how to recover it. Or perhaps I just messed up

This happened to me just the other day.  I check in the starsector folder and the save showed up, but the game wouldn't read it when I clicked to load a save.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: cp252 on April 28, 2013, 07:39:51 PM
You probably crashed while the game was saving, causing it to corrupt your file. It's happened to me once or twice, because my computer tends to crash under high load.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LazyWizard on April 28, 2013, 08:59:15 PM
Starsector keeps your last two saves, so you should be able to recover from before the savefile was corrupted. Open the folder saves/save_<charname>_##########/ and rename campaign.xml.bak to campaign.xml.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 28, 2013, 09:55:57 PM
On a non-bug fixing topic, are the player convoys meant to ship to the faction you started with? I was under the impression that player convoys would occasionally deliver to the abandoned station so, after a ton of killing and looting and other such pirate-y scavenge-y things, I'd come back to a new shiny frigate or two to bring with me. And that wasn't the case, so I escorted the next convoy thinking that maybe one of the factions are intercepting them (they're only 3 Tarsuseseses, after all) and I noticed that instead of landing at my station, they landed at my faction's station. At which point I thought "huh.... well that's redundant..."
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Team Michael on April 28, 2013, 10:03:51 PM
Great Mod!!

One thing i would like to see if it has not been touched on yet is an allegiance indicator during game play, perhaps in the system map, so you can see who likes you and who doesn't at the touch of a button.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 29, 2013, 12:54:20 AM
Basically, if you choose a bloc, everyone except the factions in that bloc are hostile. Pirates are always hostile. Hard mode makes everyone hostile, I hope you got dat scavenger pro, you gon' need it. And vanilla makes everyone friendly, except pirates of course. Pirates just hate your guts.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 04:33:09 AM
i see the lazy lib thingy download but not a download for the actual mod.. i downloaded lazy and installed it and everything but i have no idea how to get this mod
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 29, 2013, 04:43:10 AM
i see the lazy lib thingy download but not a download for the actual mod.. i downloaded lazy and installed it and everything but i have no idea how to get this mod
read few last post in lazylib topic ,everything is there 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 04:48:59 AM
looked at the lazylib one and nothing was there other than people reporting bugs
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on April 29, 2013, 05:00:09 AM
ok fine, lets take this step by step
1#- did you download a zip/rar file ?
2#- did you extrack it ?
3#-did you put extracted files to the Mod folder in the starcestor game ?
4#- did you check in LazyLib mod before running the game ?
PS: remember when extracting the mod use "extract here" not "extract to ..."
IF you done so correctly everything should be working fine & dandy if not well you better post your problem at the lazy lib topic
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 29, 2013, 05:02:23 AM
Click on the download image.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 05:21:31 AM
what im trying to say is there is no link... i know what it should look like and where it should be i have had nearly every previous version of this mod what im saying is its just not showing up for me at all... i tried internet explorer and firefox but the only link that i can see is the lazylib like i downloaded and installed lazylib but no uzmos and theres no link on your front page atleast as far as my computer is concerned to the uzmos mod... could you link the download page here plz. im not that stupid that i cant see it cause i checked the entire page 5 times over its just not there for me for some reason.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on April 29, 2013, 05:26:34 AM
what im trying to say is there is no link... i know what it should look like and where it should be i have had nearly every previous version of this mod what im saying is its just not showing up for me at all... i tried internet explorer and firefox but the only link that i can see is the lazylib like i downloaded and installed lazylib but no uzmos and theres no link on your front page atleast as far as my computer is concerned to the uzmos mod... could you link the download page here plz. im not that stupid that i cant see it cause i checked the entire page 5 times over its just not there for me for some reason.
There's an image with a huge text that reads DOWNLOAD on the opening post.

(http://img4.imageshack.us/img4/1614/usclogodl.png) (http://www.mediafire.com/download.php?m3z4u98dte09oud)

Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

This is the link: http://www.mediafire.com/download.php?m3z4u98dte09oud
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 05:28:20 AM
yea i downloaded that... installed that... activated that.... tried to run a game... nothing just vanilla
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 05:31:39 AM
and there is no image for me that says download as i previously staded i know what that image looks like and where it should be i have clicked it countless times before ITS NOT THERE for me. there is ONLY the lazylib download link. thats why im asking for the link to that image which i cant see because its NOT THERE ON MY COMPUTER and i cant figure out why
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on April 29, 2013, 05:38:06 AM
Look at the bottom of my previous post. I put a link there, in case you couldn't see the image.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on April 29, 2013, 05:40:02 AM
oh thanks sorry X3 i have a small screen with 1900 by 1080 so everything is really tiny and that was extra small. thankyou for that and sorry for the more yelling i was starting to lose my head.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on April 29, 2013, 05:40:57 AM
Just glad that it is solved now.  8)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Undefined on April 29, 2013, 07:19:38 AM
I have to say the download image has never shown at the top of the OP for me either using Firefox but does in Chrome.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: TranquilRage on April 29, 2013, 07:55:52 AM
Crash report for you

Code
665791 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
667360 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
667363 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
669696 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
669697 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
709791 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 30, 2013, 06:27:14 AM
Heh, I saw Uomoz in the error and I almost thought it was the "YOU CANNOT AUTORESOLVE THIS FLEET" error.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 30, 2013, 06:45:48 AM
Crash report for you

Code
665791 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
667360 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
667363 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
669696 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
669697 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
709791 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Can't do much about that, it was a latent bug in 17.1. Fixed in future versions though.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: TranquilRage on April 30, 2013, 07:35:49 AM
Where can I get the latest version? The download link at the start of the thread still links to 17.1

Great work on the mod btw, Iv had access to this game for ages but never played it because there just wasn't anything very much to do.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on April 30, 2013, 08:39:01 AM
Latest version is till in the works. Will link to that as soon as I'm ok with it :D.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 30, 2013, 09:46:45 AM
On a non-bug fixing topic, are the player convoys meant to ship to the faction you started with? I was under the impression that player convoys would occasionally deliver to the abandoned station so, after a ton of killing and looting and other such pirate-y scavenge-y things, I'd come back to a new shiny frigate or two to bring with me. And that wasn't the case, so I escorted the next convoy thinking that maybe one of the factions are intercepting them (they're only 3 Tarsuseseses, after all) and I noticed that instead of landing at my station, they landed at my faction's station. At which point I thought "huh.... well that's redundant..."

Is this how it's meant to be, Uomoz? If so, then why?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on April 30, 2013, 10:21:56 AM
On a non-bug fixing topic, are the player convoys meant to ship to the faction you started with? I was under the impression that player convoys would occasionally deliver to the abandoned station so, after a ton of killing and looting and other such pirate-y scavenge-y things, I'd come back to a new shiny frigate or two to bring with me. And that wasn't the case, so I escorted the next convoy thinking that maybe one of the factions are intercepting them (they're only 3 Tarsuseseses, after all) and I noticed that instead of landing at my station, they landed at my faction's station. At which point I thought "huh.... well that's redundant..."

Is this how it's meant to be, Uomoz? If so, then why?

that is how its meant to be. as to why, uomoz judged that free stuff was too powerful, so instead of an odd faction supply convoy here and there that might get intercepted, you get a monthly delivery that most of the time other faction simply ignore
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on April 30, 2013, 10:42:36 AM
But the player convoy comes almost as regularly as the faction ones do.  ???

Trying to hunt around for some HILs. I know the SHI have them on their carriers, but the SHI seem to be shy. That, and one of those events turned them against the TT, so you can imagine how that's worked out for both of them. Trying to turn a Hildolfr into a beam ship, the idea being that it'll put my flux/s through the floor, which'll then allow me to utilize (read, exploit) the awesome Neutrino shields with some hardened shields and 20% shield flux dissipation. Right now my flux/s is in the region of 7k flux/s.... I only have 2k/s venting. ;~;


EDIT:
So what does everyone's game look like with this modpack?
http://scr.hu/0zoz/wd95h
http://scr.hu/0zoz/vnlfp
http://scr.hu/0zoz/yqfpp

I discovered that the IFed have had an upgrade to one of their weapons. The Thunderchief, a frag-based PD weapon that sprays pellets everywhere now sprays explosive pellets. Think a Dual Flak with almost double the DPS and more range. Hell yes, it's wondrous. I noticed it when I when and poked the IFed and saw them spraying white stuff (hue hue) everywhere, zoning out my two fighter wings. At the time, I didn't know it was the Thunderchief, but when I bought my Venator, I had to find something to put in those universal slots. So I put the thunderchiefs there for giggles because my PD lasers were more than enough for the most part. The 800 frag DPS was appealing. Then I saw they were the flak guns the IFed were using.
On the topic of my loadout, it's fairly defensive. HV100 Autoguns are my only real offense, though the Thunderchiefs LOVE to join in and max out my flux and leave it up there. I plan to replace the Autoguns with Cains when I can. There are a pair of laser cannons up the front, those are the universals. They're built into the Venator. Thunderchiefs and PD lasers are my missile and fighter defense. The Neutrino missile launchers are nice, but for once I decided against giving them unlimited ammo, so they run out pretty quickly. You might notice I've got a ton of OP left over. Can't find anything to do with it. The missile launchers were just to try and fill it out a bit. Else I'm about half-full on OP. May remove them and invest 100 into vents once I get that skill to 10 (it's at 0). Venator also comes with an escort of fighters. Pretty sure it deploys two wings worth of fighters to look after itself, those fighters have a burst laser and a laser cannon. 8 of them at a time on free roam have a really long reach. They start to engage targets almost the same instant they wander in range of the Autoguns. Great at distracting ships. Watching the Gedune waste their nuclear bursts on tiny fighters hasn't gotten old yet. The Serkets, never used them before this playthrough. Definitely gonna use them more. Their phase cloaks make them incredibly survivable. The only thing that seems to kill them is the Thule spam launcher. Lead pilot in the Serket wing never seems to like cloaking away from those missiles, so although it takes a while, those missiles can eventually kill off Serkets. Also, am I the only one who pronounces their name like "circuit"?...

DOUBLE EDIT:
Heh. That was a lengthy edit....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Thaago on May 01, 2013, 08:02:03 PM
Quick question: was boarding disabled on the Hardcore (hostile to everyone) setting?

I've played for about 3 hours and am sitting on about 120k credits, and I'm still tooling around in a Hound because I've gotten 0 boarding chances (~150 battles, several hundred ships/fighters destroyed).

If its off, its still fun, but it gets kind of old after a while... even capturing just 1 ship would mean a fleet cause of the omnifac, but without that its just same old.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dark on May 02, 2013, 03:48:02 AM
not sure if someone has already posted this error but i literally cant get into a single battle without it crashing my game

Spoiler
367510 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.N.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sarducardun on May 02, 2013, 05:22:03 AM
Mine does that, same with minimash though.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on May 02, 2013, 12:56:29 PM
not sure if someone has already posted this error but i literally cant get into a single battle without it crashing my game

Spoiler
367510 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.N.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

That is a glitch in the vanilla game that occurs more often with more stuff. It should be fixed in the next version of starsector.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 02, 2013, 01:24:00 PM
Sirboomalot, your boss fleet in this modpack is god damned annoying. I lost my Venator to that thing. I beat almost the entire fleet, was instantly rematched by a destroyer that literally died in two hits from an IR pulse laser, and some frigates that retreated almost immediately. I lost because of a hyperion fitted with Bulwarks. My Venator took some damaged and wasn't fully manned, so it was just up to my two Serket wings. And they died because the lead pilot would never phase out to protect against the Bulwarks. Retreated my Serkets when I knew they just weren't gonna win because they wouldn't force an engagement on the hyperion, always wanting to flank even though it turns fast enough to always look at them so they never finished their flanking maneuver. Died because my Serkets were being idiots. Venator was sabotaged after the fight.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: silentstormpt on May 02, 2013, 05:21:48 PM
OutOfMemory shouldnt happen much if u got the 64bit java client installed.

The possible fix i found so far would be to restart the pc, and make sure the first game u run is star sector with the mod
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Kristian on May 04, 2013, 02:22:58 AM
I've really been enjoying this mod (finally got my hands on my favorite ship Paragon :D)... But I've run into an error that keeps happening at the same point over and over:

Spoiler
46953 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Is it related to the mod or the regular game? I only run this mod + the required Lazy Lib.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 04, 2013, 03:44:17 AM
17.1 bug, I'm sorry but not much can be done bout that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 05, 2013, 09:54:24 PM
With how many ships there are, and how powerful some of them are, I might suggest you make it so TriTachyon isn't so stingy with their ships.  XD  I mean, I've got this massive Titan-class carrier, but, sometimes, I want to switch up to an Astral or something.  Something less explode-everything.

Now, I've edited it so the init spawns and such have a couple things around, as well as adding it to their supply fleets, but I think it makes sense, considering.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 06, 2013, 09:50:51 AM
So i decided to download this mod because:

1 - It's several mods i never tried in one.
2 - They are (presumably) vanilla balanced.
3 - I was lured by the "player shipments" that might ease the pain of the first several levels of constant running from powerful enemies (most fleets).

So it keeps the promise #1 the amount of ships is easely 5 times more than vanila.
I'm not really sure about promise #2 where a lone pirate destroyer blitzed through my fighters and blew my gemini to kingdom come in less than 5 seconds.
It totally falls flat on #3 because not only my shipments come to my allies istead of me but also they go to the WRONG allies.
I was allied with the Hegemony and "my" shipment docked at the Federation Station giving them a wing of Broadswords and some weapons.

Basically the only benefit for becoming an enemy for most of the sector (and being unable to buy their ships as it seems) is a little more ships/equipement) in your fastion shipyard.
that's hardly a good trade... especially early game where you'd want to grind on pirate scouts WITHOUT running into a An...ante... green things that instafry your FF or DD.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cosmitz on May 06, 2013, 10:47:34 AM
This is vanilla balanced in the sense that if a ship is stronger, it's usually compensated by being more expensive, but, as a player of this mod for a decent while, i can say that there are no 'game breaking' ships and everything can be overcome with strategy.

The verdict is still out on player-owned Neutrino ships with Frontal shield generator and Extended shields giving them an inpenetrable 45-60ish degree shield, but that's an outlying case.

Antedeluvians, while initially strong, can easily be tore down with long range anti armor weaponry and decent speed or shield focus.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 06, 2013, 12:02:05 PM
Ok i mesesed in UtmozGen and i think i redirected personal transports to the player station.
I have no coding experience and no idea if i broke something in the long term but at least the personal convou goes where it's supposed to.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 06, 2013, 12:10:09 PM
Ok i mesesed in UtmozGen and i think i redirected personal transports to the player station.
I have no coding experience and no idea if i broke something in the long term but at least the personal convou goes where it's supposed to.

Supposed to?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 06, 2013, 12:13:05 PM
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!

Since the last patch my "bosses" force me to buy my rewards from them :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Augure on May 06, 2013, 05:06:48 PM
I've really been enjoying this mod (finally got my hands on my favorite ship Paragon :D)... But I've run into an error that keeps happening at the same point over and over:

Spoiler
46953 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Is it related to the mod or the regular game? I only run this mod + the required Lazy Lib.
17.1 bug, I'm sorry but not much can be done bout that.

Same thing here..
I get the bug in 17 uomozs and 1.3 LazyLib. I update to 17.1 and 1.4 but i still have this bug.

What am I supposed to do?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 06, 2013, 06:18:54 PM
Nothing really, U'sC 17.1 is broken.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Cronixia on May 07, 2013, 07:55:59 AM
Nothing really, U'sC 17.1 is broken.

I've got the same problem

Code
118900 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:40)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)


Seems like everyone is having this problem. Right now I can't even play the mod because every game I make I keep getting this error.
Any ETA on the fix?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 07, 2013, 08:33:27 AM
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!

Since the last patch my "bosses" force me to buy my rewards from them :P

Uz doesn't like the idea of "free stuff". So either the convoy will carry on going to the wrong spot, or it'll just disappear because it's serving no real purpose.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 07, 2013, 12:13:34 PM
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!

Since the last patch my "bosses" force me to buy my rewards from them :P

Uz doesn't like the idea of "free stuff". So either the convoy will carry on going to the wrong spot, or it'll just disappear because it's serving no real purpose.
If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.
Basically you become hostile with 6 factions and THEIR stations will NOT sell you any ships/items (it appears to be empty no matter how many convoys come and go).
And what do you get in return?
For 80% of all stations in the sector becoming innacessible you get a secondary convoy to the base you selected (untill the said bese becomes full making the convoy even more useless) so you basically trade the supply convoys from ALL factions outside of your bloc for 1 extra convoy to the faction you selected in your bloc... that's not only a far lesser ammount of items to pick from but also far less of everything in general.

The convoy going to the player station makes the start when joining a bloc far easier (from tethclenchingly annoying to just annoying) BECAUSE of the free stuff.
It's not vanilla where your only problem at the start were large (easy to evade) pirate fleets.
Nope here you have 6-7 vicious mod factions to evade while trying your damdest to catch a normal pirate patrol with your flimsy frigate.
Oh and the regular pirate farming spot also spawns Junk Pirates (hard to kill) and Gedune (Downright Lethal) so it's not nearly as safe as it were before.

And my personal leveling strategy (condor + 5 talon(replaced with foxbats) wings) falls flat here because all mod factions have some form of insane PD (my fav being Neutrino blasting waves of projectiles at insane ranges that devastate everything with low armor).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 07, 2013, 12:17:45 PM
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!

Since the last patch my "bosses" force me to buy my rewards from them :P

Uz doesn't like the idea of "free stuff". So either the convoy will carry on going to the wrong spot, or it'll just disappear because it's serving no real purpose.
If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.
Basically you become hostile with 6 factions and THEIR stations will NOT sell you any ships/items (it appears to be empty no matter how many convoys come and go).
And what do you get in return?
For 80% of all stations in the sector becoming innacessible you get a secondary convoy to the base you selected (untill the said bese becomes full making the convoy even more useless) so you basically trade the supply convoys from ALL factions outside of your bloc for 1 extra convoy to the faction you selected in your bloc... that's not only a far lesser ammount of items to pick from but also far less of everything in general.

The convoy going to the player station makes the start when joining a bloc far easier (from tethclenchingly annoying to just annoying) BECAUSE of the free stuff.
It's not vanilla where your only problem at the start were large (easy to evade) pirate fleets.
Nope here you have 6-7 vicious mod factions to evade while trying your damdest to catch a normal pirate patrol with your flimsy frigate.
Oh and the regular pirate farming spot also spawns Junk Pirates (hard to kill) and Gedune (Downright Lethal) so it's not nearly as safe as it were before.

And my personal leveling strategy (condor + 5 talon(replaced with foxbats) wings) falls flat here because all mod factions have some form of insane PD (my fav being Neutrino blasting waves of projectiles at insane ranges that devastate everything with low armor).

The game is way too easy in its current form.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 07, 2013, 12:29:16 PM
The convoys still serve no real purpose.

If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.
Basically you become hostile with 6 factions and THEIR stations will NOT sell you any ships/items (it appears to be empty no matter how many convoys come and go).
And what do you get in return?
For 80% of all stations in the sector becoming innacessible you get a secondary convoy to the base you selected (untill the said bese becomes full making the convoy even more useless) so you basically trade the supply convoys from ALL factions outside of your bloc for 1 extra convoy to the faction you selected in your bloc... that's not only a far lesser ammount of items to pick from but also far less of everything in general.

The convoy going to the player station makes the start when joining a bloc far easier (from tethclenchingly annoying to just annoying) BECAUSE of the free stuff.
It's not vanilla where your only problem at the start were large (easy to evade) pirate fleets.
Nope here you have 6-7 vicious mod factions to evade while trying your damdest to catch a normal pirate patrol with your flimsy frigate.
Oh and the regular pirate farming spot also spawns Junk Pirates (hard to kill) and Gedune (Downright Lethal) so it's not nearly as safe as it were before.

And my personal leveling strategy (condor + 5 talon(replaced with foxbats) wings) falls flat here because all mod factions have some form of insane PD (my fav being Neutrino blasting waves of projectiles at insane ranges that devastate everything with low armor).
I personally cheated the system by having Davidoff's ship addon (he really needs a name from his mod...). So I played with a Relativity for a bit, then traded it for the Slave 1, then traded that for the Millenium Falcon. Then a Venator MkII, then a normal Venator. And, if you ever need fighters, get Serkets. By God, get Serkets. Their phasing lets them duel battleships and expect to fly away. Maybe not in one piece, maybe with a bit of damage, but they will fly away. They are incredibly good fighters.


On the topic of the Gedune, I was killing them and picked up Phase Repeaters. Was shooting blue lasers at me, seemed like an upgrade for normal repeaters, I thought great, replace all my repeaters with phase versions. Can't mount the phase versions on my ships. Are they for the Gedune only?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 07, 2013, 12:36:41 PM
The game is way too easy in its current form.
i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).

The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).

Later when you get to the top of your game those probably won't matter anyway.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 07, 2013, 12:44:30 PM
The game is way too easy in its current form.
i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).

The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).

Later when you get to the top of your game those probably won't matter anyway.

It's annoying for you maybe.

The convoy purpose is to give players more stuff to buy since they only have 1-2-3 stations to buy from.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 07, 2013, 12:58:02 PM
The game is way too easy in its current form.
i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).

The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).

Later when you get to the top of your game those probably won't matter anyway.

I have to agree with this, to be honest.  It's like enlisting in a military.  You SHOULD get some free stuff.  What captain buys their own ships?  If you were to say they were a privateer, fine, but I imagine they'd still get PAID.  Instead of free ships, why not a salary based on player level or fleet points of your fleet?  Maybe basic supplies, such as some relatively trained crew/marines and supplies?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 07, 2013, 01:02:57 PM
The game is way too easy in its current form.
i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).

The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).

Later when you get to the top of your game those probably won't matter anyway.

It's annoying for you maybe.

The convoy purpose is to give players more stuff to buy since they only have 1-2-3 stations to buy from.

I can safely assume the beginning is annoying for everyone who ever lost their starting ship or their fleet without earning the spare credits to rebuy it.

Anyway chill man no need of going all elitist on me... especially in a game that's mostly a work in progress.

I already noticed how to reroute those convoys so it's not that much of a deal for me.

I have to agree with this, to be honest.  It's like enlisting in a military.  You SHOULD get some free stuff.  What captain buys their own ships?  If you were to say they were a privateer, fine, but I imagine they'd still get PAID.  Instead of free ships, why not a salary based on player level or fleet points of your fleet?  Maybe basic supplies, such as some relatively trained crew/marines and supplies?

Exacly my point.
The current state of the mod makes enlisting to any faction pointless.
And if not...
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
The at least change this text because it's false marketing.
I'm not recieving anything... my bosses do.
It's exacly like the old slavic joke about cars being given away at the Red Square...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 07, 2013, 01:35:02 PM
The game is way too easy in its current form.
i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).

The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).

Later when you get to the top of your game those probably won't matter anyway.

It's annoying for you maybe.

The convoy purpose is to give players more stuff to buy since they only have 1-2-3 stations to buy from.
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 07, 2013, 01:43:04 PM
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.
Because the station can hold only so many ships.
After the limit is reached you can still sell them excess ships you manage to board but the convoy won't deliver anything else.
(a good reason to sell ships/items to enemy stations instead)

The first 2-3 convoys usually deliver some small weapons (vulcans autocannons ETC) and 1-2 wings/frigates.
The shipments increase over time maxing at the 7'th shipment (often containing 1 capital and several large weapons of all kinds) and stay at that level.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 07, 2013, 02:46:01 PM
    Honestly, depending on the Bloc, I would think you should get a free ship every so often, after so many "victory points" or "wins", so to speak.  It would make sense.  It'd be like getting a promotion.  A slightly larger ship to fly in, like a career mode basically.  Maybe I could add that myself...  Hmm...

    It's probably too much hassle for the current state of the API. (I'm not sure, of course.  Haven't done any from-scratch modding for Starsector yet.)  A salary and crew, on the other hand, should not be too difficult, and would make more sense, in my opinion.  Granted, the extra supply fleet every so often might be useful if you bought nearly that many ships, but rarely do I lose that many, except against the event fleets, sometimes.

    Not saying the mod is bad, of course.  It's fantastic fun.  I love the variety.  I just think it could be improved on the Bloc allegiance front, making it feel more like you really are part of that bloc/faction.

    Maybe a bit of non-player controlled diplomacy would be pretty neat, too.  I may take a crack at that myself for *** and giggles.  Have random Bloc diplomacy changes so you can buy something from the other blocs every now and then (maybe have it run a station stock init script on a new peace agreement to load some basic stock, then remove all stock when war's declared again).  Would make it feel a lot like space Mount and Blade.  XD
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 07, 2013, 03:10:39 PM
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.
Because the station can hold only so many ships.
After the limit is reached you can still sell them excess ships you manage to board but the convoy won't deliver anything else.
(a good reason to sell ships/items to enemy stations instead)

The first 2-3 convoys usually deliver some small weapons (vulcans autocannons ETC) and 1-2 wings/frigates.
The shipments increase over time maxing at the 7'th shipment (often containing 1 capital and several large weapons of all kinds) and stay at that level.

I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 07, 2013, 03:22:04 PM
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.
Because the station can hold only so many ships.
After the limit is reached you can still sell them excess ships you manage to board but the convoy won't deliver anything else.
(a good reason to sell ships/items to enemy stations instead)

The first 2-3 convoys usually deliver some small weapons (vulcans autocannons ETC) and 1-2 wings/frigates.
The shipments increase over time maxing at the 7'th shipment (often containing 1 capital and several large weapons of all kinds) and stay at that level.

I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.

It's a bit insane, and absurdly difficult to find some ships sometimes.  Finding a Wolf is especially difficult, since one doesn't spawn default in the station (which I've happily changed).  Actually, most of the Tri-Tachyon ships are hell to find.  I've done a bit of modification with the supply fleets, but they're still a bother because of the random chance of it all.  And, since it seems the stations cap (which is probably something vanilla does), most of the station is full of ships you don't even want.  Definitely a dilemma.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Sonlirain on May 07, 2013, 03:35:12 PM
I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.
Well i only looked at the code of "personal convoys" and since convoy 7 (and onwards) it looks like this.

Spoiler
else if (convoyNumber >= 7) {
                Frigates(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Destroyers(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Cruisers(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                Capitals(fleet.getCargo(), (int) (Math.random() * 1f));
                Wings(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Generic_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Generic_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                Generic_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                fleet.getCargo().removeSupplies(fleet.getCargo().getSupplies() - 500f);}
        
[close]
I don't know exacly what all this means but basically you can randomly get... just about anything.
However 1 of each class of ships seem to be guaranteed (+ a chance for a second one? Dunno i'm guessing here)
Earlier convoys are of course much smaller.

I'm quite sure the station is just capped on ships/items (note that fighter wings also count as ships) so if you want extra ships to appear just buy them off and sell wherever you don't care about.
i'm not sure if items share slots with ships tho... and if they do...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 07, 2013, 04:01:17 PM
I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.
Well i only looked at the code of "personal convoys" and since convoy 7 (and onwards) it looks like this.

Spoiler
else if (convoyNumber >= 7) {
                Frigates(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Destroyers(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Cruisers(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                Capitals(fleet.getCargo(), (int) (Math.random() * 1f));
                Wings(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Generic_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Generic_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
                Faction_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                Generic_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
                fleet.getCargo().removeSupplies(fleet.getCargo().getSupplies() - 500f);}
        
[close]
I don't know exacly what all this means but basically you can randomly get... just about anything.
However 1 of each class of ships seem to be guaranteed (+ a chance for a second one? Dunno i'm guessing here)
Earlier convoys are of course much smaller.

I'm quite sure the station is just capped on ships/items (note that fighter wings also count as ships) so if you want extra ships to appear just buy them off and sell wherever you don't care about.
i'm not sure if items share slots with ships tho... and if they do...

I know this!  I don't know what it is with code, no matter the language, I just live for this ***.

Those functions it calls are just a bit below.  It sends in the personal fleet's cargo object and count of that type of object.  He has a file of data elsewhere that has a bunch of arrays of string with id names in 'em and, for each object type in the convoy (such as Frigate or Faction_Small_Weapons), adds a number of item types of that object into the cargo object.  The calls above, the ones you quoted, the frigate basically give a +1 minimum and a random which makes it a max possible of +3 frigate class hulls.

The only issue is that I can't find anything specific about the arrival scripts, other than the sector message.  That may be something either untouchable with the current API or something handled by LazyLib.  Just as easily, it could be that I just don't see or understand it, since I'm fairly new to messing with the Starsector API.  I see a few references to different SectorEntityTokens, which may be setting up all that arrival stuff that I don't quite get yet without going into the documentation.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 07, 2013, 04:27:21 PM
I'm gonna rework the factions for the next version (renegade). Since there's no point in being part of a faction in vanilla right now, the faction enlisting will be out and the mod will play out similar to how HC works now. Faction stuff is handled way better in Exerelin anyway. ETA, with 0.6.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: LostInTheWired on May 07, 2013, 04:37:49 PM
Thanks actually a bit sad.  While Exerelin is cool and all, it also doesn't have my favorite group (the Interstellar Federation).  I just loved the look of the ships.  My favorites sprites out of them all.  ;-;  I may have to give Exerelin a shot anyways, since I generally don't like to play on hardcore mode.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 07, 2013, 04:52:20 PM
Thanks actually a bit sad.  While Exerelin is cool and all, it also doesn't have my favorite group (the Interstellar Federation).  I just loved the look of the ships.  My favorites sprites out of them all.  ;-;  I may have to give Exerelin a shot anyways, since I generally don't like to play on hardcore mode.

Go for it, it's pretty awesome.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 08, 2013, 02:47:13 AM
I hope there is at least going to be a vanilla option if I have to survive through 6-7 faction's deathfleets not including JP or Gedune deathfleets.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: kupan9 on May 09, 2013, 09:57:26 PM
Thanks actually a bit sad.  While Exerelin is cool and all, it also doesn't have my favorite group (the Interstellar Federation).  I just loved the look of the ships.  My favorites sprites out of them all.  ;-;  I may have to give Exerelin a shot anyways, since I generally don't like to play on hardcore mode.

I had posted in the Exerelin thread about, among other things, wanting the interstellar federation. He said :
Intersteller Federation is coming soon :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: WKOB on May 10, 2013, 08:54:44 PM
Your mod has come a long way, although I've forgotten which subtitle was the last version I played.

All in all, your mod feels very finished compared to how it used to. It's really quite great.

Is it possible for each station to get a defensive fleet, though? I find that using my Bloc's stations is nigh impossible due to them being covered in enemy siege fleets. Actually, there may be defense fleets, based on their names but they have to tendency to, well, wander off.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 11, 2013, 07:34:27 AM
A lot of guard dog fleets seem to have a very long leash. The Hegemony SDF is usually way out of place, like, near the sun or something like that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Lopunny Zen on May 11, 2013, 12:18:45 PM
Whats the HC stand for...is that a mod?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 11, 2013, 12:21:16 PM
HC? Hardcore. Everyone's hostile to you. The only friends you'll find are in your abandoned station and mod factions you may be using.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: BrickedKeyboard on May 24, 2013, 08:59:03 AM
Hardcore Mode : Found 2 issues, one of which is somewhat game-breaking.

1.  The Omnifactory doesn't seem to regenerate crew.  I'm slowly running out of crew.  It's true that I could manually play each battle, and win with minimal losses, but that is slow and boring because of problem #2.

2. In general, HC mode has a lot of boring grinding because the % chance that a ship is even capturable is far too low.  There needs to be a way to capture a ship intact - disable it with ion weapons or something.  I think the % chance is about 5% at best, which means you need 20 encounters to get a good ship if that ship has 1 spawn on average in a fleet.  That doesn't reward skill, and it's very boring.

IS there a game mechanic to capture a ship intact?  I have noticed that the odds seem a lot better if I use second in command, but of course my second in command gets people killed pretty often....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on May 24, 2013, 11:52:32 AM
It's not supposed to reward skill, it's just luck of the draw. If you -really- want a ship, savescum over and over.

There's no mechanic to catch intact ships. Well, there is.. If a ship is uncrewed, you can capture it in whatever condition it's currently in. There's also the possibility of the ship being sabotaged, which is the typical outcome.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on May 25, 2013, 10:02:03 PM
of course, if you want to cheat, just increase the enemy ship repair rate in I believe it to be settings.json. if that is not the location please correct me, but that's the idea. you can also raise your repair rate if you want your disabled ships to be repaired more often (tho they still lose most of their weapons etc)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Plasmatic on May 28, 2013, 02:03:37 PM
Somebody needs to seriously change the spawn location depending on what faction you align with.. as it is if you align with say Shadowyards you spawn on top of a MASSIVE warfleet that is so big you cannot escape and you get pulled into combat that will turn you into spacedust in milliseconds.

You could engage and then retreat, but why should I have to? that also means I will use up extra supplies repairing my ship from the damage I get.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: flashydragon on May 28, 2013, 05:01:09 PM
Uomoz = amazing

Uomoz's Corvus = best mod collection evar!! :-*

I would love for the next update to be out tomorrow, but I'm patient. I know it will be amazing when it does drop, should be interesting to see what you cram inside!

any thoughts on the .6 update? :o
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 28, 2013, 05:55:08 PM
I'm waiting to see what happens in .6 to upgrade the collection! It will still be as much vanilla friendly as possible :).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Jmdelrio on May 28, 2013, 06:25:26 PM
Uomoz, I'm really enjoying your compilation and a big thank you to all the contributors!

I am crashing however and I was wondering if anyone can read log lingo:

158697 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
   at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: joey4track on May 29, 2013, 07:32:25 PM
Any chance of integrating trade and fuel use? Something similar to what the awesome Fairy Empire mod does?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on May 29, 2013, 07:48:35 PM
No, i feel like integrating stuff that WILL be vanilla is just a waste of time.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: flashydragon on May 30, 2013, 01:48:35 AM
No, i feel like integrating stuff that WILL be vanilla is just a waste of time.

not to be snarky, but the fleet control mod is quite popular, and it has features that are slated to be in the final game :-X...again, not trying to say anyone is wrong, just that i don't believe a small, clever trade system would be a bad thing! it could be used to give the player some direction, even if it's something as simple as each faction having a unique trade good, and letting the player buy and sell it at other stations... 8)

As it stands right now, when you fight fleets, you usually get a crap ton of fuel and supplies, the latter being worth 5 credits a piece, while still taking up a ton of cargo room. :( you can definitely do what you like, it's your collection. but as a player, i know i would like sifting through lewt more if i knew there was a chance of my getting some cool rare drop, gear, or good! :-* it can only add to the experience. /2?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: joey4track on May 30, 2013, 06:36:33 PM
Who knows how long it will be before we get economy and fuel in vanilla? I haven't heard any mention of it in the upcoming patch. I see your point although it may be some time before these features are added.

 And they sure make the game a lot more fun ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on May 31, 2013, 02:36:58 AM
the "fuel" idea isn't working properly because it will eat fuel per day not per distance
so you will loose fuel even if fleet is at the full stop
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Reshy on May 31, 2013, 04:24:17 PM
Is "The Sony" supposed to turn neutral to you?  It happened with me and I found it rather odd.


Second, why does the mod turn off Dev Mode?  When I turn that on it's on for a reason.  I don't appreciate the equivalent of a child that wants to show me his shiny new game taking the controller away from me and saying I'm not playing it right.  It's just plain disrespectful to the player base.



Another thing is that the convoys don't seem to actually give you items (at least when I was playing the Blackrock Bloc), which is irritating.  Furthermore they don't stock up on the wide variety of weapons I'd expect them to, making money mostly useless as there's hardly any weapon restocking and unless you salvage it from an enemy ship you can't get other faction's weapons.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on June 01, 2013, 06:13:12 AM
It turns off Dev mode because there is a cheat protection in U'C, so you won't just give yourself the best ships and limitless money and instead play the game like its supposed to be played, it's VERY annoying however if you are trying to fix something or make changes.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 01, 2013, 08:27:55 AM
Second, why does the mod turn off Dev Mode?  When I turn that on it's on for a reason.  I don't appreciate the equivalent of a child that wants to show me his shiny new game taking the controller away from me and saying I'm not playing it right.  It's just plain disrespectful to the player base.

Because it's a single player game and you must respect the grind to the good stuff just like everyone else.
Wait. Hang on a minute. There is no-one else. It's single player, not multiplayer.

Really, Starfarer's a sandbox game, not a competitive multiplayer game like CoD, Battlefield, World of Tanks, Planetside and many others. Why is that cheat protection there?

If someone wants to give themselves an Unsung and cover it in Mjolnirs, let them. If someone wants to play a game without ever buying a ship or weapon from stations, let them. It's their game, let them play it how they want.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 01, 2013, 10:32:56 AM
Then dont play UsC.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Rec on June 01, 2013, 11:22:58 AM
Then dont play UsC.

*clap clap*
Quote
It's their game, let them play it how they want.
no it isnt. let me get...picky
the game is from Fractal Softworks, technically it is THEIR game, they own it...but if we want to use the same language...

the mod is from Uomoz, his mod, his rules.

Uomoz grabbed and got all the mods to work together, (and he may have his own work in here too, i dont recall really), so he got all these mods to conveniently work together and not to overly complicated, and just  under one mod, and one click of a button, so he does get to choose something like this. its like if you were to go to a friend's house to play DnD with them, they set the rules, you follow them. like Uomoz said, if you dont like the rules, dont play/visit said friend.

if he wants to use cheats and so, he is free to find a way to make it work or even request a "friend" to try and crack it if he doesnt have the skills or knowledge to do it himself, just dont complain if then it stops working properly.

if he doesnt want to risk that, he is free to gather up together the individual ship mods and put them together himself, excluding any from Uomoz since that may be in any or all of his mods.

also with the "superior attitude" he is making his comment about the dev mode, well, he got quite the apropiate response, i applaud you sir.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Reshy on June 01, 2013, 11:58:50 AM
Quote
It's their game, let them play it how they want.
no it isnt. let me get...picky
the game is from Fractal Softworks, technically it is THEIR game, they own it...but if we want to use the same language...

the mod is from Uomoz, his mod, his rules.

Uomoz grabbed and got all the mods to work together, (and he may have his own work in here too, i dont recall really), so he got all these mods to conveniently work together and not to overly complicated, and just  under one mod, and one click of a button, so he does get to choose something like this. its like if you were to go to a friend's house to play DnD with them, they set the rules, you follow them. like Uomoz said, if you dont like the rules, dont play/visit said friend.

if he wants to use cheats and so, he is free to find a way to make it work or even request a "friend" to try and crack it if he doesnt have the skills or knowledge to do it himself, just dont complain if then it stops working properly.

if he doesnt want to risk that, he is free to gather up together the individual ship mods and put them together himself, excluding any from Uomoz since that may be in any or all of his mods.

also with the "superior attitude" he is making his comment about the dev mode, well, he got quite the apropiate response, i applaud you sir.


Except it's NOT 'his' mod, he's simply a content congregate of other people's work, if they don't want him to use his stuff then he's not allowed to. 


Also yes it is my game, I bought it and the feature is in the game by default.  I don't appreciate mods taking away features that should be in there by default.  If I wanted a mod that removed dev mode I'd download that separately, it shouldn't be pre-packaged as bloatware onto a mod which purpose isn't clearly stated to cause that effect.  Imagine if Uomoz put in an advertisement that played every time you started the mod.  Saying that it's 'His' mod and 'his' choice to put in whatever he wants is foolhardy.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 01, 2013, 12:23:45 PM
It is my mod, I have been granted all permissions to use other modders content i use.

I don't appreciate mods taking away features

Don't play my mod, as easy as it is.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 01, 2013, 01:09:31 PM
I'd simply like the option to remove it..
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: flashydragon on June 01, 2013, 02:33:18 PM
Then dont play UsC.

*clap clap*
Quote
It's their game, let them play it how they want.
no it isnt. let me get...picky
the game is from Fractal Softworks, technically it is THEIR game, they own it...but if we want to use the same language...

the mod is from Uomoz, his mod, his rules.

Uomoz grabbed and got all the mods to work together, (and he may have his own work in here too, i dont recall really), so he got all these mods to conveniently work together and not to overly complicated, and just  under one mod, and one click of a button, so he does get to choose something like this. its like if you were to go to a friend's house to play DnD with them, they set the rules, you follow them. like Uomoz said, if you dont like the rules, dont play/visit said friend.

if he wants to use cheats and so, he is free to find a way to make it work or even request a "friend" to try and crack it if he doesnt have the skills or knowledge to do it himself, just dont complain if then it stops working properly.

if he doesnt want to risk that, he is free to gather up together the individual ship mods and put them together himself, excluding any from Uomoz since that may be in any or all of his mods.

also with the "superior attitude" he is making his comment about the dev mode, well, he got quite the apropiate response, i applaud you sir.

Very well said, I have nothing further to add good sir. *tips hat* 8)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Zaphide on June 01, 2013, 03:22:38 PM
Except it's NOT 'his' mod, he's simply a content congregate of other people's work, if they don't want him to use his stuff then he's not allowed to. 

Except in order for the 'content congregate' to work he needs to write/build quite a lot of content himself, so it is his work. If (a includes b and c) then (a doesn't just equal b and c).

Also yes it is my game, I bought it and the feature is in the game by default.  I don't appreciate mods taking away features that should be in there by default. 

So only play the game you brought. The base game.

If I wanted a mod that removed dev mode I'd download that separately, it shouldn't be pre-packaged as bloatware onto a mod which purpose isn't clearly stated to cause that effect.  Imagine if Uomoz put in an advertisement that played every time you started the mod.  Saying that it's 'His' mod and 'his' choice to put in whatever he wants is foolhardy.

It isn't 'pre-packaged as bloatware', it is part of the mod. 'Mod' = modification, which can both add and remove things, completely at the mod authors discretion.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on June 01, 2013, 03:59:22 PM
I think everyone has said their piece and managed to express their opinion on the matter. Let's all agree to disagree, since I don't think Uomoz will change how he has it set up in UC at the moment. Everyone seems pretty adamant in their opinion. :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Reshy on June 01, 2013, 04:08:13 PM
It is my mod, I have been granted all permissions to use other modders content i use.

I don't appreciate mods taking away features

Don't play my mod, as easy as it is.


Why do you need to have it in in the first place?   What is the point in having it in there?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Vinya on June 01, 2013, 04:48:11 PM
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.

If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.

/facepalm
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 01, 2013, 05:06:32 PM
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.

If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.

/facepalm

Totally agree!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Reshy on June 01, 2013, 08:17:56 PM
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.

If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.

/facepalm


Why does a single player game need cheat protection when it is effectively a sandbox?  There's no reason for it and you're only saying "Well change it!"except that not everyone here knows how to program and regardless of my capabilities it shouldn't be there in the first place because it's like telling someone to stop having fun 'their way' and to have fun the 'right way'.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on June 02, 2013, 06:46:58 AM
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.

If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.

/facepalm


Why does a single player game need cheat protection when it is effectively a sandbox?  There's no reason for it and you're only saying "Well change it!"except that not everyone here knows how to program and regardless of my capabilities it shouldn't be there in the first place because it's like telling someone to stop having fun 'their way' and to have fun the 'right way'.

If you can't handle going into notepad and changing devmode from off to on, you need to quit doing everything you are doing right now, which is complaining, and just focus on breathing, his mod, his choice, either suck it up, or go away, cause it ain't changing.

Besides I already had that discussion with him, you are effectively beating a dead horse with another dead horse.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on June 02, 2013, 06:52:48 AM
But thats the thing, you cannot turn dev mode on, the cheat protection forces dev mode off. so checking for abnormal activity in the campaign is just not possible unless you know how to turn it off.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Upgradecap on June 02, 2013, 07:04:47 AM


Except in order for the 'content congregate' to work he needs to write/build quite a lot of content himself, so it is his work. If (a includes b and c) then (a doesn't just equal b and c)

Except it kinda does.  As it stands right now, _most_ of the files are simply merged by a copy-paste. Note that i said _most_. Campaign integration and such will likely require _slightly_ more work yes, but that is still no reason for a NOT to equal B and C.


regardless of my capabilities it shouldn't be there in the first place

Kinda agree and disagree there. A feature might be in regardeless of your capabilities, whether you like it or not, yes. But a feature that has such a big impact on the game shouldn't be there if it actively stops you from having fun and FORCES you to boringly grind your way to the top.


If you can't handle going into notepad and changing devmode from off to on, you need to quit doing everything you are doing right now, which is complaining, and just focus on breathing, his mod, his choice, either suck it up, or go away, cause it ain't changing.

Except from the obvious fact that it is much more than such. It's actively looking IN THE GAME for devmode, and then turns it off, which hints at it actually being a script or more, rather than "just" going and turning devmode back on.

If you really think it's just a matter of opening notepad and changing a false to true, then you are then one who needs to contemplate on what you're doing.


Sorry for any offense i might've caused, but i've just simply had enough of *** cheat-protection ruining all the goddamn fun one can have. This isn't far-off from always-online DRM.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Etfaks on June 02, 2013, 07:34:25 AM
Sorry for any offense i might've caused, but i've just simply had enough of *** cheat-protection ruining all the goddamn fun one can have. This isn't far-off from always-online DRM.

Please do not even attempt to compare the scourge that is DRM and gameplay design :( They are quite radically different things.

And to the general forum public:
It really is up to Uomoz to decide what he wants to include in his modpack. You should see the work he does as a favor for you, and something to be appreciated. He has stated that it will not change, so you should respect his choices whether you like them or not. Besides, I am sure Uomoz doesn't mind a bit of healthy competition. So if it truly is a dealbreaker for some, they should arrange a team to build a similarly vanilla-esque balanced modpack more to their liking.

Anyway, let's stick to constructive criticism. I'm looking forward to the 0.6 patch and a reason to redownload UsC. Though it seem like it may take some time to fix everything according to the new mechanics and wait for new releases from the respective mod creators. Are there any mods that have retired that won't make the next version btw?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Upgradecap on June 02, 2013, 07:42:51 AM
Please do not even attempt to compare the scourge that is DRM and gameplay design :( They are quite radically different things.


And good gameplay design =/= ruining fun. Always-online DRM does the same thing, no? Ruin fun.

And to the general forum public:
It really is up to Uomoz to decide what he wants to include in his modpack. You should see the work he does as a favor for you, and something to be appreciated. He has stated that it will not change, so you should respect his choices whether you like them or not. Besides, I am sure Uomoz doesn't mind a bit of healthy competition. So if it truly is a dealbreaker for some, they should arrange a team to build a similarly vanilla-esque balanced modpack more to their liking.

With this, you assume entirely that the people who don't like this mod can:

1) Code and sprite

2) That they have the free time to do so
 
3) That they actually want to spend time doing so.

As i've always said to myself, assumptions can only lead to bad things.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 02, 2013, 07:52:54 AM
Play with cheats ruin fun for me so I cut it.

Please do not even attempt to compare the scourge that is DRM and gameplay design :( They are quite radically different things.


And good gameplay design =/= ruining fun. Always-online DRM does the same thing, no? Ruin fun.

And to the general forum public:
It really is up to Uomoz to decide what he wants to include in his modpack. You should see the work he does as a favor for you, and something to be appreciated. He has stated that it will not change, so you should respect his choices whether you like them or not. Besides, I am sure Uomoz doesn't mind a bit of healthy competition. So if it truly is a dealbreaker for some, they should arrange a team to build a similarly vanilla-esque balanced modpack more to their liking.

With this, you assume entirely that the people who don't like this mod can:

1) Code and sprite

2) That they have the free time to do so
 
3) That they actually want to spend time doing so.

As i've always said to myself, assumptions can only lead to bad things.

Complaining about a free product that I spent time compiling is not a good way to give feedback.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: K-64 on June 02, 2013, 07:57:21 AM
With all due respect to Uomoz, I must also disagree with the whole "cheat protection" thing he's got in the mod. Why should people who use the devmode be penalised just because there are people out there that have so little self-control they can't play a game without cheating? While, yes, it is his mod there is a reason it's called DEVmode, instead of CHEATmode. It's for developer testing purposes, or alternatively for user testing as well, since it allows people to try things they may not normally be able to in a timely manner. And such things could mean better feedback in terms of balance issues and whatnot.

All-in-all, I see it only being in Uomoz' best interests to keep devmode accessible since it assists with getting feedback on testing, keeps the players happy (and therefore they will continue to use the mod) and will prevent any drama like this from happening down the line again.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Upgradecap on June 02, 2013, 08:06:41 AM
Complaining about a free product that I spent time compiling is not a good way to give feedback.

Making a free product =/= you can do everything you want with it. If you kept it for yourself, or even just said "Here you go, i made a quick mod that i don't care what you say about" i would've let it go without even bothering. But you made something, that you want feedback back on, and expect people to have fun with.

Simply saying "Don't play my mod" isn't going to cut it, really. You want people to play it, not scare them away by cheat protection.

I think, if anything, that K-64 Summarized my opinion better than i could voice it - cheat protection doesn't benefit anyone.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Alex on June 02, 2013, 08:31:13 AM
I think everyone has said their piece and managed to express their opinion on the matter. Let's all agree to disagree, since I don't think Uomoz will change how he has it set up in UC at the moment. Everyone seems pretty adamant in their opinion. :)

I think that's an excellent idea.

So, everyone, please refrain from continuing that aspect of the discussion - it's bordering on thread derailment at this point. Any further posts on the subject of devMode in U'sC will be removed.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on June 02, 2013, 02:48:01 PM
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 02, 2013, 03:40:11 PM
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.

The next version will have dynamically created fleets with random ships chosen from lists, so the concept of Factions wont be very appropriate for most ships. Heg will use modded faction ships (probably stolen) as will TT and indepedents.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: eViLe_eAgLe on June 02, 2013, 05:36:00 PM
So, for the life of me, I can't seem to find the download link for this mod.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on June 02, 2013, 05:45:28 PM
Try this:

what im trying to say is there is no link... i know what it should look like and where it should be i have had nearly every previous version of this mod what im saying is its just not showing up for me at all... i tried internet explorer and firefox but the only link that i can see is the lazylib like i downloaded and installed lazylib but no uzmos and theres no link on your front page atleast as far as my computer is concerned to the uzmos mod... could you link the download page here plz. im not that stupid that i cant see it cause i checked the entire page 5 times over its just not there for me for some reason.
There's an image with a huge text that reads DOWNLOAD on the opening post.

(http://img4.imageshack.us/img4/1614/usclogodl.png) (http://www.mediafire.com/download.php?m3z4u98dte09oud)

Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

This is the link: http://www.mediafire.com/download.php?m3z4u98dte09oud
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: eViLe_eAgLe on June 02, 2013, 05:47:34 PM
Thank you for the fast response, and sorry for the trouble.
It's probably my browser, but, again, thanks.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 02, 2013, 05:55:12 PM
No I put the DL link down because I was discussing a feature of mine with Alex but it will soon be back online :).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on June 02, 2013, 08:08:12 PM
Oops! Sorry for undermining you Uomoz. I just remembered someone had this problem before and I just copied the response I gave then.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: flashydragon on June 02, 2013, 10:04:15 PM
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.

The next version will have dynamically created fleets with random ships chosen from lists, so the concept of Factions wont be very appropriate for most ships. Heg will use modded faction ships (probably stolen) as will TT and indepedents.

...yes.......yes........YESSSSShttp://www.youtube.com/watch?v=P3ALwKeSEYs (http://www.youtube.com/watch?v=P3ALwKeSEYs)

!seY !seY !seYhttp://www.youtube.com/watch?v=WUboAV5m9FM (http://www.youtube.com/watch?v=WUboAV5m9FM)

I. Can't. Wait.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Plasmatic on June 02, 2013, 10:38:53 PM
the whole part where when you choose a faction to work with, but spawn right on top of their enemies biggest fleet needs to be fixed.

I chose blackrock and was spawned right smack ontop of a massive fleet I could not get away from fast enough.

I died, making the entire choosing a ship to start with process completely wasted..
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 02, 2013, 10:45:06 PM
The default spawn is next to the Hegemony station, not on top of it....
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Vinya on June 03, 2013, 07:41:59 AM
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.

That's pretty much what one of my side projects is- a merc faction based off of redone vanilla ships.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 03, 2013, 07:43:22 AM
I dont see why Hegemony shouldn't use TuP ships.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: MrKittens on June 05, 2013, 10:18:01 PM
I hope I don't sound too silly asking this question but... how do I download this thing?  All the other mods I've seen have a link to download them very visibly posted.  This one doesn't seem to have one; at least, I can't find it.  I could download each constituent mod individually, but I'd miss out on the balancing that's apparently been done.  Every other link I've found for this thing online just directs me back to this thread, or is curiously shady. 

Can anyone help?  What am I missing?  I got LazyLib just find, but can't find the group mod, itself. 
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on June 05, 2013, 10:24:23 PM
The download link was taken down i think, because it was apparently rather buggy, you can download the 17.2 DEV i believe a few pages back.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on June 07, 2013, 05:34:08 AM
Can't seem to find that link to 17.2 you are mentioning. Do you know about which page it was on? Also is 17.1 bugged to the point of being unplayable?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 07, 2013, 06:47:06 AM
There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on June 07, 2013, 07:27:25 AM
Thank you very much! Hopefully all the kinks get worked out soon.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on June 07, 2013, 09:45:26 AM
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on June 07, 2013, 09:54:41 AM
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.

I for one am intrigued by this. Can't wait to see how this frontier system turns out. I am hoping that distances between planet and stations will be increased (wider orbits).

You have also inspired me to work on a campaign mode for Tore Up Plenty. The system map will mimic the story driven missions in its layout. So you can actually freely fly through the parts of space you've visited in the missions. Including locations such as the Maas Asteroid Belt and the Aurora Moon. Which in turn will spawn familiar factions, like the Maas Belt Mining outfit.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on June 07, 2013, 02:34:04 PM
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.
drool! I am pretty excited by this, cannot wait to try it out! if you need a beta tester sign me up lol
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on June 07, 2013, 03:44:08 PM
Woah, huske system ehh? Nice.  ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: flashydragon on June 10, 2013, 04:17:34 PM
Whoa, Eric and Uzmoz both dropping bombs, and I'm just sitting here thinking "i like eggs"... ???

really excited! ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on June 13, 2013, 04:54:07 PM
I was looking through the codex today and I noticed there are some Lotus ships in there as well as at least one of the valkyrian shps from Project Valkyrie at http://fractalsoftworks.com/forum/index.php?topic=5066.0
I didn't look all the way through it as I was just looking up cruisers but I know I saw the Nirvana MK II from that mod as well as the Lotus ship that looks like the Astral. I am being a bit vague I know but I'm not able to open the game up to check it right now.
I don't know if it is supposed to be in there or if it is leftover data from something but I figured I'd mention it here. This is the 17.1 version btw.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 13, 2013, 08:10:31 PM
They're some of the rarer events. A Lotus or Valkyrian armada sometimes spawns on the warpath.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Danthar on June 23, 2013, 09:10:24 AM
Ok, I need some help.

I got a wolf class frigate, and an blueprint to upgrade it to the timberwolf class. However i cant figure out how to apply the upgrade. I tried going to the abandoned storage facility and dropping both items into the facility. But nothing happens...

So any pointers?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: theSONY on June 23, 2013, 09:21:20 AM
as far as i remember you need to drop both ship & (right)blueprint & wait a day
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Schnoob on June 24, 2013, 04:17:58 PM
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 24, 2013, 08:20:53 PM
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?

Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.

There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Schnoob on June 25, 2013, 05:34:31 AM
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?

Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.

There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.

Thanks for the help :D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: maximilianyuen on June 27, 2013, 10:09:45 AM
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?

Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.

There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.


i keep getting fatal null...

it all working until it randomly get to that fatal null in system map. than even i load back to the previous save it will still back to that and can't find source from the log :\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Zantiszar on June 27, 2013, 12:46:00 PM
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?

Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.

There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.


i keep getting fatal null...

it all working until it randomly get to that fatal null in system map. than even i load back to the previous save it will still back to that and can't find source from the log :\


Weird Im currently using it and Ive been playing for 2 days straight without no problems at all

Also I just went neutral with all empires quit black rock so now if I want to join another faction or buy stuff from others can I ? 
Or must I feed their station supplys and crew cause when I go to them they are all empty not even frigates for sell >_<
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 27, 2013, 02:23:29 PM
I believe enlisting with a faction at the start of the game enables code that stops stations being supplied. The idea being that you use the faction's ships and weapons. I don't know if said piece of code is disabled upon your leaving the faction. I assume not. I would not chuck crew or supplies into the stations of other factions as the code to remove supply drops works each day. If you REALLY wanted to, you could stalk a faction's convoy all the way to the station. That way, when it reaches the station and dumps it's cargo, you can check the cargo out in the short window you have. It's a small window, only a few seconds, as once the day passes, the script triggers and cleans out the inventory again. In short, stations DO get supplies, you just need to be fast to have a look.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: maximilianyuen on June 27, 2013, 08:39:38 PM
I believe enlisting with a faction at the start of the game enables code that stops stations being supplied. The idea being that you use the faction's ships and weapons. I don't know if said piece of code is disabled upon your leaving the faction. I assume not. I would not chuck crew or supplies into the stations of other factions as the code to remove supply drops works each day. If you REALLY wanted to, you could stalk a faction's convoy all the way to the station. That way, when it reaches the station and dumps it's cargo, you can check the cargo out in the short window you have. It's a small window, only a few seconds, as once the day passes, the script triggers and cleans out the inventory again. In short, stations DO get supplies, you just need to be fast to have a look.

i did exactly what you said before and that's not the case for me.

I was in Intersteller Fed and except the initial stock of their HV50, HV100 turrets, their weapon will never resupply and i am talking about 2 months in game time.

than i get the fatal null and all gone..

Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: shopping cart for brains on June 29, 2013, 12:32:10 AM
Okay. I love this mod. Only one problem with it though. Do stations resupply destroyers? I really really really want two of the Zypher(?) class carrier destroyers in my fleet and I've literally sat at the station holding shift for almost an hour and a half now waiting for a resupply or something. Is there any way for me to get two of them?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Flare on June 29, 2013, 01:42:53 AM
If I recall correctly, the omnifactory in the mod will analyze and fabricate whatever you put in it other than crew and supplies. This includes weapons and ships.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: chaincat on June 29, 2013, 01:43:50 AM
uh bit of a problem, i cant seem to find a download link
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 29, 2013, 01:56:20 AM
uh bit of a problem, i cant seem to find a download link

I almost feel I need to put this in obnoxious size 72 block caps for everyone now.

I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?

Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.

There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...

https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: chaincat on June 29, 2013, 02:02:49 AM
you would think he'd have a backup of a working version in such an event. i had the mod for a while then uninstalled it then i come back and no download link. anyway, thanks for that.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 29, 2013, 02:16:53 AM
the backup of the working version would be the 0.53 version from a while ago, methinks. Uomoz says that the .54 version is broken beyond all repair and he'll just keep the updated and fixed version for himself till he has to redo it all for the next patch.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: shopping cart for brains on June 29, 2013, 04:07:35 AM
If I recall correctly, the omnifactory in the mod will analyze and fabricate whatever you put in it other than crew and supplies. This includes weapons and ships.

okay, so I dropped the Zypher off at the omnifactor, it gave me some sort of a message that I can't exactly remember what it said, something along the lines of it was analyzing it and whatnot but now it's gone. do I just have to wait?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 29, 2013, 04:33:57 AM
If I recall correctly, the omnifactory in the mod will analyze and fabricate whatever you put in it other than crew and supplies. This includes weapons and ships.

okay, so I dropped the Zypher off at the omnifactor, it gave me some sort of a message that I can't exactly remember what it said, something along the lines of it was analyzing it and whatnot but now it's gone. do I just have to wait?
Yes. Preferably, you should strip the Zephyr of it's weapons and sell those seperately as I'm not entirely sure if those are taken into account when the ship is analyzed. You probably should of taken note of the message that came up.
As a destroyer-sized ship, I imagine the Zephyr will take just over a week, perhaps around 10 days. At which point, the analyzing will be finished and a message will appear saying that production has begun. After another 10 days, a Zephyr will be produced and ready to be bought. The Omnifactory will produce several Zephyrs, probably around 3 of them before stopping.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SainnQ on June 30, 2013, 10:09:00 AM
So I stop playing for awhile.

We're still on release 6.0a, and uomoz has killed his mod?

So they'll be no 6.0a compatible mod release?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: CrashToDesktop on June 30, 2013, 10:35:49 AM
He's waiting for the next SS version to be released.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on June 30, 2013, 11:44:53 AM
Actually, we're still on 0.54.1a and this mod is up to date for 0.54.1a. Uomoz has retracted the ability to download the mod on account of some random crash that people can have. Uomoz has effectively abandoned the mod until 0.6, at which point he'll give out the mod once it's up to date again.
In the meantime, if you need the mod to play right now, I'm sure you'll find my link scattered through several posts these last few pages. Almost tempted to put it in as a sig.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Toughbrook on July 01, 2013, 08:15:19 PM
Is said link up to date?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on July 02, 2013, 06:32:28 AM
Yes, the link is up to date. It's the same one that was available before Uomoz retracted it.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: unlimitfai on July 07, 2013, 08:10:57 PM
Can anyone teach me how to download it :\ I am sorry for being like a idiot
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on July 08, 2013, 04:07:02 AM
Can anyone teach me how to download it :\ I am sorry for being like a idiot

Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: unlimitfai on July 08, 2013, 08:06:36 PM

Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).
[/quote]

Thank you so much ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on July 08, 2013, 11:39:48 PM
A new wild error appears!

687755 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.super.A.return(Unknown Source)
   at com.fs.starfarer.campaign.super.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.super.A.Õ00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on July 09, 2013, 07:51:44 AM
Gotta love them null pointer exceptions.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Dutchs on July 16, 2013, 10:15:57 AM
it would have been nice if the op had made a mention in the first post that there was no download for this time being, it would have saved me 15+ minutes reading through the whole post multiple times while trying to locate a download link.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on July 16, 2013, 10:48:51 AM
Mmn, if you're still having issues then-....

Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).



Uomoz, really, people are still playing this. Either put a download link back up or mention there's no download in the OP and direct people to the end of the thread where they'll find any number of download links.

Tempted to put a post on every page in big block capitals saying "DOWNLOAD" for easy reference.  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Gothars on July 17, 2013, 02:30:44 AM
It's your good right to pull the download if it currently doesn't live up to your standards, Uomoz . But I too think it would be wise to either put a visible note that there's no download atm on the front page, or put the link back up with a warning about instability.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on July 18, 2013, 04:42:02 PM
Quick DEV update, in the current system every fleet is dynamically created: each one (player and AIs) start with a single frigate from the border. They then try to move to the stations around planets to purchase upgrades. The ships they purchase actually remove the them from the station. There's no scripted death for a fleet, it either grow in time or die fighting (or from accidents). The variants are randomly selected from    
Vanilla addon - variants mod V2.1 for vanilla ships. System domination is unpredictable as the fleet compositions. I'm working towards themed fleets (miners/carriers/transports/mercs) and themed AI personalities.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Thaago on July 18, 2013, 07:37:06 PM
Hey Uomoz - are you using the straight up vanilla addon or did you clean up its code? The variants are fantastic, but the whole duplicate ship files for each faction thing could be completely eliminated with a bit of code changing. (Don't get me wrong, I love the mod and use it every game that has vanilla, but it could use some cleaning to be more other mod/space friendly.)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on July 18, 2013, 09:29:52 PM
I removed the duplicate stuff :)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SoulsSin on July 27, 2013, 10:10:26 AM
I'm probably just blind but I can't seem to find a way to download this mod compilation. Can anyone help me?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on July 27, 2013, 10:12:21 AM
I'm probably just blind but I can't seem to find a way to download this mod compilation. Can anyone help me?

you're not blind, uumoz really did take down the download link and ha sputted his work on hiatus until next patch. search the last few pages, i remember a few people posting a link of theire own to download the mod
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SoulsSin on July 27, 2013, 10:14:56 AM
Oh ok, thanks a lot. Now I feel stupid for beeing too lazy to read through 177 pages of posts ;D.
But thanks again for the fast answer.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on July 27, 2013, 12:02:11 PM
Oh ok, thanks a lot. Now I feel stupid for beeing too lazy to read through 177 pages of posts ;D.
But thanks again for the fast answer.

you're all excused, the problem with the whole DL link for this mod has been around for a while and 177 pages is indeed a very long read when you dont know where the link can be found
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on July 28, 2013, 06:05:11 PM
Quick summary of my recent thoughts towards the next SS release: I will be asking modders for lore about the homesystems of their factions, and with that I'll build up the mod (Working Title, Uomoz's Sector). This will integrate my scripts for dynamic growing fleets. I'll start with 2-3 extra system and see how it goes. I will not force complicated scripts into the game as I've had my dose of nulls for memory issues. Thoughts?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on August 04, 2013, 07:45:21 AM
So is there any way to change the position of my station?
A new planet would be best but I'll settle for just its orbit. I need to change it because, for some reason, the antediluvian station is in the same exact spot as my own. I can access mine just fine but I can't get to theirs as it selects only mine.
I'd like to move over to the planet the federation and hedgemony are on as I'm planning to wage war on pretty much everyone else including thules and antediluvian. It'd be kinda awkward to wage war on your next door neighbor.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Gotcha! on August 04, 2013, 07:57:34 AM
It'd be kinda awkward to wage war on your next door neighbor.

On the contrary. In real life neighbours often can't stand eachother, often leading to undesirable situations. And there have been an ungodly amount of wars where a country decides to attack its neighbour.
Aaah, humanity...
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on August 04, 2013, 08:24:12 AM
I suppose if they are in the same position they aren't really my neighbor, they're my roommates.
Would be kinda problematic to get home again if I *** them off, which I would have done already if they weren't on top of my *** haha.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShamblerDK on August 13, 2013, 02:37:42 PM
I am not sure where to ask this question, so I'll ask it here; How do I implement these mods in my unmodded map? Or, how do I transfer my fleet/character to a new map? I downloaded all the mods, and they're all working fine in a new map.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: sirboomalot on August 13, 2013, 04:25:24 PM
Unfortunately, I don't think that there is a way to do that. You'll have to start a new game with the new mods for them to work properly.  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ShamblerDK on August 13, 2013, 06:43:13 PM
Unfortunately, I don't think that there is a way to do that. You'll have to start a new game with the new mods for them to work properly.  :-\

I was afraid of that. Ah well, thanks for your reply.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: EvilWaffleThing on August 14, 2013, 08:22:24 PM
I suppose you could see if there is a way to copy your player data from the existing file into the new one which would essentially be the same thing.
No idea if that is possible because I'm dildos with modding of any kind but if I can modify my stats and FP with a simple text editor I'm pretty sure there must be away to do what you want.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: RawCode on August 15, 2013, 07:54:48 AM
mod must implement special methods to inject new stuff into existing save, if mod does not have such methods, it wont run on existing saves properly.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: namp007 on August 17, 2013, 08:37:50 AM
What benefit is there to joining a certain bloc?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: namp007 on August 18, 2013, 04:41:50 PM
Quick summary of my recent thoughts towards the next SS release: I will be asking modders for lore about the homesystems of their factions, and with that I'll build up the mod (Working Title, Uomoz's Sector). This will integrate my scripts for dynamic growing fleets. I'll start with 2-3 extra system and see how it goes. I will not force complicated scripts into the game as I've had my dose of nulls for memory issues. Thoughts?

Perhaps for the mods that lack ideas/sprites/concepts/time for their own "homesystem" designate an empty shop with a stargate look to make it seems as if warp in from there?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on August 18, 2013, 06:20:33 PM
I already received info and detailed specs from all the main modders.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on August 19, 2013, 04:42:43 AM
Even me? =O
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on August 19, 2013, 07:43:50 AM
Even me? =O

Valks are not included in the next version of UsC.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ValkyriaL on August 19, 2013, 10:13:14 AM
Aww =( Wai u no liek meh mooodz???
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: HELMUT on August 19, 2013, 10:58:51 AM
Uomoz always stated that he wasn't really fond of heavily kitbashed ships (correct me if i'm wrong). Too bad, Valkyrians were pretty fun to play with.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on August 19, 2013, 11:07:09 AM
It always come down to vanilla parameters.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Debido on August 21, 2013, 07:53:52 AM
No Valk???

(http://s23.postimg.org/kwnn16yhz/Whyyyy.png)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Shield on August 25, 2013, 07:09:11 AM
Just play exerlin
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on August 25, 2013, 09:44:01 AM
Just play exerlin

This.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Axiom on August 28, 2013, 01:53:46 PM
hmnn, maybe im just dumb but I cant seem to find a working download link for this mod.  :-\
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Silver Silence on August 28, 2013, 02:58:50 PM
Huh, it's actually been a couple pages since someone asked for a download. But.....



Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: phyrex on August 28, 2013, 05:08:13 PM
you know uomoz, i think at this point you should write in godzilla-big, flaming letters on your OP that this mod is closed and all that stuff and just leave a back-up download somewhere easy to find.
Youre mod is obviously too popular for you to just stop people from playing it until 0.6 :P
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Axiom on August 28, 2013, 06:01:02 PM
Well the first post has "DOWNLOAD" in Godzilla big letters, it then has updates and information about the mod. Pictures and credits even.

Why would I read through 160? pages of posts looking for an announcement that its not open for download, when by all indications the problem is simply user error? ::)

So yeah, big flaming Godzilla sized "not available for download" sign might be a good idea if you want to avoid confusion.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on August 29, 2013, 12:25:59 AM
fixd.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: angrytigerp on August 29, 2013, 09:27:36 PM
I realize that it may be a way to make the game feel a bit deeper, but with the whole "choose your faction on new game" thing it's hard to get a good loadout (I'm left fumbling for scraps, granted the Omnifactory lets me rebuild stuff but ship captures are few and far between). With the resignation form you can 'buy', it does seem to reset my faction status (all vanilla-neutral factions go, well, neutral), but there's nothing to buy in their stations.

I'm guessing/hoping that I can start buying stuff on the next convoy arrival? Or am I always consigned to getting hand-me-downs in this mod?
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Erick Doe on September 13, 2013, 06:28:56 AM
As 0.6a comes out, I will make the Iota System (from the Tore Up Plenty mod) ready to be added as an additional system for the Uomoz's Corvus mod.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wriath on September 14, 2013, 06:16:07 PM
Ermahgerd. Uomoz I am so amped to see what you do next.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 14, 2013, 06:25:28 PM
For the moment I'm playtesting the new version to get the feeling. Also helping out modders to get 0.6 versions :).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Wriath on September 15, 2013, 07:47:25 AM
Ah yeah, hadn't thought about that. I guess you're sorta limited to when everyone else catches up since you've got a compilation deal going.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 16, 2013, 05:38:35 PM
(http://i.imgur.com/1U9FEQa.png)


THIS IS OUR STATION SCRUB! YEAH, BEAT IT!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: SpaceRiceBowl on September 16, 2013, 05:45:21 PM
Ohhhh... shiny
 ;D
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: ciago92 on September 17, 2013, 05:04:50 PM
I have to say, watching all the mods work on updating for .6 is just making me really excited for this mod

 it's the calm before the storm but you can feel the tension growing ......Uomoz's Sector is coming
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 17, 2013, 05:18:44 PM
It's coming indeed :D. Helping 50% of the community takes time, but I'm super happy that everyone is getting a hold onto it. Yay for this amazing community (+ Alex&co ofc).
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: NikolaiLev on September 17, 2013, 06:43:52 PM
So, is it going to be renamed?  Because your mod doesn't apply to just Corvus anymore.   ;)
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 17, 2013, 06:49:42 PM
Ad erick said, uomoz's sector!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: NikolaiLev on September 17, 2013, 08:07:21 PM
Ad erick said, uomoz's sector!

But what if the game world expands?  What if Alex adds Superhyperspace?  :O
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Blackout1943 on September 18, 2013, 04:47:30 PM
i cant wait to play this !!!!!!
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Krelian on September 19, 2013, 04:16:40 PM
Uomoz any chance to add Hiigaran Descendants??
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 19, 2013, 04:42:35 PM
Uomoz any chance to add Hiigaran Descendants??

No. I may add that I do like em, it's just that I don't like crossovers.

EDIT: I'm out of town for the next 3 days, when I come back hopefully we will have stable mods releases so I can start the engine for UsS 1.0. Many gameplay systems are already working or in progress.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Thule on September 20, 2013, 02:35:23 AM
Uomoz any chance to add Hiigaran Descendants??

No. I may add that I do like em, it's just that I don't like crossovers.


I have the same problem ;) as how much as i like your mod i can't imagine playing it in any other fashion then as a total conversion.
Title: Re: [0.54.1a] Uomoz's Corvus 17.1: Allegiance (Factions Collection)
Post by: Uomoz on September 26, 2013, 09:28:59 AM
PM me for DEV.

No new factions or systems atm.

- Integrated Vanilla addon - variants mod.

- Rebuilt from scratch the ship picker, more variegated fleet types and roles. Very easy to add ship ids to the random fleet generator, ex. adding asp ships to random independent fleets.

- Added Attitudes and Skills to all fleets. Their name now show a symbol representing the skill level of the Admiral.

- Traders now pick trade destinations and go back and forth friendly stations. Added a lot of them for pirate players.

- Mercs grab jobs and help patrol systems with friendly stations.

- Miners go and mine asteroids (defenseless when mining for a few days).

- All this features are generalized and are effortlessly applicable to modded fleets.

Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: SpaceRiceBowl on September 26, 2013, 11:01:44 AM
Very nice job so far, it adds some spice to the vanilla game play. It has lots of potential once factions start being added in.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on September 26, 2013, 02:57:28 PM
Wheeezzeee. I may start a LP on this, so eagerly awaiting a public launch.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on September 26, 2013, 03:11:21 PM
Bugs so far: i didn't notice any weapons delivery at any station, just fuel & supplies
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 26, 2013, 03:41:30 PM
Bugs so far: i didn't notice any weapons delivery at any station, just fuel & supplies

Not a bug, they are not implemented right now :).

EDIT: tinkering on the mod right now. The dev will be unstable for the next hour or so (if you are downloading right now).
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on September 27, 2013, 01:44:30 PM
What i've noticed so far, the AI is MUCH more aggressive, they fire off all their missiles at start and just sit on your face 24/7. did you trick with the AI Uomoz? or set all AI behaviour to suicidal/aggressive?

also, the fleet compositions the AI is given, together with their variants, is going to absolutely murder any casual player out there, you will never get past the starting ship unless you know how to fly that hound properly, due to the AI being so aggressive with some really decked out variants.

also noticed i cannot buy anything from hostile stations, which makes early game unforgiving as it is now, but that was there in the last version of U'C so no surprise there, will probably get much easier when the other factions are added in and you have more allies.

will play some more to find more funnies.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ssthehunter on September 27, 2013, 07:10:25 PM
Hows the modding going Uomoz?
Wish you luck!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 27, 2013, 07:35:02 PM
The framework is completed, systems populated. Finished adding PACK, JP and ASP. Tomorrow will be SHI &/or BRDY &/or Gedune time.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on September 27, 2013, 10:27:41 PM
I think you meant ISF because that mod is just beautiful.

Looking forward to the next full release!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 29, 2013, 12:55:08 PM
Soon.

Spoiler
(http://i.imgur.com/TntktHQ.png)
[close]
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Shield on September 29, 2013, 01:03:53 PM
Hmm that looks like an awful lot of stuff I do not understand





Carry on.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Bladehawk on September 29, 2013, 02:26:17 PM
Looks like he organised every ship by race and by category (frigate, destroyer, cruiser, wing, etc...).
My wish is that he is brining back the window in the stations were the ships were divided into their categories when you were shopping back in .54.

But well have to wait until he releases it!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: CrashToDesktop on September 29, 2013, 02:45:30 PM
I'm fine with what the stations look like now - it's already organized by capital/cruiser/destroyer/frigate/fighter.  I think that he's adding back all the other factions. :)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Shoat on September 29, 2013, 03:00:44 PM
I wish my projects were that organized...

Really looking forward to your sector.


Just a question on the side:
Which factions are you planning to put in? Which are you considering to maybe put in?
When they're done, you'll put the reworked nomads in, right?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 29, 2013, 09:00:09 PM
DEV on the front page. What is it? The backbone of the mod, most of the top-quality factions are in, many others will be soon. Includes dynamic fleet spawner with random variants, admiral level and crew level: you will not be able to predict what a pirate armada will use against you this time :D. I didn't touch much of the campaign other then the fleet composition and the new factions, so the work on stations and events is still missing. Fells like vanilla but with all the new guys and a lot more stuff flying around. I will re-add faction choice pretty soon.

Ah, one more thing: there will be NO convoy coming from outside. There is no outside. This is the sector, we are locked in. (there will be way to find and buy stuff, soon, but not by convoys).

As always, any form of feedback is hugely appreciated. I guessed a lot of parameters building the fleet spawner, some fleets may have weird compositions, report me what you find strange! I decided to put some fighter strategies for the pirate raiders for example, so they will use a few more condors and talons. That's it for now, cya!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: MShadowy on September 29, 2013, 09:10:48 PM
ahem.  Ahem, ahem.

Woohoo!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 29, 2013, 09:13:22 PM
As always, first public version will crash and ruin your pcs forever.

EDIT: Shadow, or any other modder, if you feel that your faction is missing some key fleet type (like a carrier fleet or such) just post it and I will edit it immediately. Right now the fleet types are pretty basic (3-4 "types" for each faction) but much more variegated in composition then in vanilla. I tried to shift the focus to the admirals, imagining that every admiral would want his peculiar composition (therefore much more variation).
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on September 30, 2013, 08:04:02 AM
Am I missing something? I follow the Dropbox link for "DEV VERSION" and I get nothing.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 30, 2013, 08:12:25 AM
That's weird! It works on my side. Don't you get to a page with the mod to download?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on September 30, 2013, 08:22:11 AM
Dropbox has been really flaky for me, so maybe that's the cause, but when I go to the download page [in Firefox] I have a barebones HTML page with no stylesheets, with a Download link that has no effect. I'll shot it:

Spoiler
(http://www.jtgibson.ca/images/Dropshot.png)
[close]

[edit] Arr harr... it works in Internet Explorer. Curious. I wonder if this is a side effect of having redirects disabled, after a particularly nasty run of pop-ups nailed me with a Trojan one time. [edit2] Nope, the cause of Firefox being flaky with Dropbox is yet a mystery (regarding the poster below me: no, Java/JavaScript are all fine and up to date, CSS is enabled, and I specify my own (minimalist) blacklist for AdBlock instead of using a public blacklist). But through IE I have the download at least! [edit 3] Aha! Java 64-bit is up to date, but Java 32-bit is not, and is disabled by Firefox thanks to their "do as we say" policy on disabling plugins with published vulnerabilities. I'll see if that fixes the problem. [edit 537] Nope, still nothing after updating to Firefox 24, updating Java 32-bit, etc. Sigh. Firefox and Dropbox do not friends make, apparently.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on September 30, 2013, 08:40:25 AM
hmm... i didn't have any problem with downloading  BUT...
Umz's didn't put files in the folder so for now remember to Extract filen TO<folder name> not extract here,because all the files will be loose ;P
JT, on your screen it looks like you have problems with display page properly (java missing ? ) or maybe some ADblock features
[Edit1#] i also have FireFox

& Uomoz, is it meant to be that player cant Refit in abandoned station? also abandoned station receive free supplies & fuel
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on September 30, 2013, 09:37:47 AM
What immediately strikes me is how much of the basic essentials the stations get, and how few weapons are available at all of the stations. The Hegemony station is absolutely loaded with dozens of thousands of supplies, several thousand fuel, and nearly hundreds of thousands of elite, veteran, regular, and green crew put together.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on September 30, 2013, 09:54:17 AM
JT have you cleared your cache recently? I've found that websites' caches will become corrupted and make everything look crazy. Clearing the cache has fixed similar issues for me in the past. It is especially likely if it is a website you visit a lot
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 30, 2013, 02:44:00 PM
What immediately strikes me is how much of the basic essentials the stations get, and how few weapons are available at all of the stations. The Hegemony station is absolutely loaded with dozens of thousands of supplies, several thousand fuel, and nearly hundreds of thousands of elite, veteran, regular, and green crew put together.

I haven't touched the station cargo yet, so it may be pretty messed up! :) Will fix it pretty soon.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on September 30, 2013, 05:06:27 PM
Alright, fixed a bunch of bugs. Edited the loot and credits gain, let me know if they are too low! Players are now able to properly join factions. Added back the cosmetic smoke plugin when a ship is disabled.

https://www.dropbox.com/sh/luczkngw0hy288y/skOe6Y5Rqa
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Vayra on September 30, 2013, 08:21:00 PM
I don't know about too low, but it's definitely a much slower start than Vanilla. I might say just a little more credits from fights would be nice -- it's very possible to hunt down some pirates and end up making less than you'll have to spend on supplies to regain the CR from deploying two frigates to do said hunting. I think the supply drops are just about perfect though, as is the lowered price on them.

Edit: I think a better and more interesting option, actually, would be to increase the weapon drop rates instead. vOv

Edit edit: Whoops, got a crash trying to enter the Anar system:

Code
6564938 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/anarbg.jpg into existing tex id 316
6565221 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/backgrounds/anarbg.jpg] resource, not found in [C:\games\Starsector\starsector-core\..\mods\Vayra,C:\games\Starsector\starsector-core\..\mods\LazyLib,C:\games\Starsector\starsector-core\..\mods\Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/anarbg.jpg] resource, not found in [C:\games\Starsector\starsector-core\..\mods\Vayra,C:\games\Starsector\starsector-core\..\mods\LazyLib,C:\games\Starsector\starsector-core\..\mods\Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]

looks like the background file is missing

Edit edit edit: Upon some more play, I think the supply drop rate could actually stand to be increased a little as well. If you get unlucky with pirate spawns (not enough buffalo IIs!) you can find yourself starving for supplies and having to sell off ships just to keep flying around looking for stuff... and that's with a fleet of a Wolf, a Hound and a Lasher, not exactly capital-class ships that you would imagine requiring a supply chain. Not by a lot, because it seems like you're going for a "hard-mode" experience here, but just a little. Either that, or a spawn point that only spawns the "easy" pirate fleets -- i.e. 1-2 Buffalo IIs, 0-2 Lashers, 0-2 Piranha wings? :v
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 01, 2013, 08:55:12 AM
Thanks for the feedback Varya! Yeah I went for the SUPERDROPNERF approach, with the intention to gradually tune it upward. I'll double the chance of buffalo spawns and increase the supply drop a little.

About the crash, that's super weird, it works on my local copy. I'll upload it again and see if something went wrong there. Adding some mild supply\fuel generation due to trading\mining fleets carrying some stuff.

You know what's weird? I didn't change the supply price, there is no resources.csv in my mod O_o. What the heck?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 01, 2013, 09:27:49 AM
Remember when installing mods, everyone, to delete the old directory first! Sometimes files get moved or deleted, and the old ones can actually cause problems. I've seen quite a few posts related to errors wherein just deleting/re-extracting a mod was the solution.

Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 01, 2013, 09:59:08 AM
The hard work you guys are putting in is appreciate. Waitin' on 6.1a and the official Uomoz. Just saying. :)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 01, 2013, 10:09:52 AM
The hard work you guys are putting in is appreciate. Waitin' on 6.1a and the official Uomoz. Just saying. :)

I think they will be pretty much simultaneous. Thanks for the appreciation! :)

EDIT: thinking again, I'd like to make sure that the best way to get supplies is by purchasing them. This adds to the planning/setup stage in the station, instead of managing your fleet on the way. It should feel a bit more interesting and less arcadey. To do that I'll keep the horrible supply drop chances and up the credit gain a little.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Vayra on October 01, 2013, 02:27:31 PM
You know what's weird? I didn't change the supply price, there is no resources.csv in my mod O_o. What the heck?

I must be tripping, then. Or just the lower supply drop rates and therefore much less credits gained from selling supplies in total had me confused. heh. :v

Also just gonna mention that Uomoz's Sector is pretty much all I play now (with everything else thrown in, but still.) :)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 01, 2013, 02:34:47 PM
The weird fact is that you are no tripping and supplies do value 80 creds each. Super weird behavior.

Anyway, any suggestion about mods to add? I have my ideas but im super open to new stuff as well! I'm putting Kadur in the flawed gem list. Any other?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on October 01, 2013, 04:20:28 PM
You can always put mine back in if you run out of options. ::)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sotales on October 01, 2013, 06:43:55 PM
On character creation, I have 2 aptitude points to use due to my choices. For some reason, I can't assign one at a time. Any Skill line I choose gets 2 aptitude points. Am I doing something wrong?

Edit: Hmm.... after alt-tabbing back to the game, everything is fine. Only posted here as it is the only active mod, other than the LazyLib, and it was the first time trying it.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Psycho Landlord on October 01, 2013, 06:49:29 PM
Anyway, any suggestion about mods to add? I have my ideas but im super open to new stuff as well! I'm putting Kadur in the flawed gem list. Any other?

I would definitely vote for Kadur's inclusion, it's a really well done faction with some fun gimmicks and Vayra seems more than open to making adjustments.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 01, 2013, 06:52:35 PM
Yeah, I was talking with Cyc about that. He sure know how to generate balanced and Interesting gameplay. His ship design is inspired, and works without being generic. I only have some small gripes about some sprite quality details, like different depth and shading for each ship. With a graphic quality pass it would 100% in.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ssthehunter on October 01, 2013, 09:54:44 PM
On character creation, I have 2 aptitude points to use due to my choices. For some reason, I can't assign one at a time. Any Skill line I choose gets 2 aptitude points. Am I doing something wrong?

Edit: Hmm.... after alt-tabbing back to the game, everything is fine. Only posted here as it is the only active mod, other than the LazyLib, and it was the first time trying it.
Your shift key was sticking.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Vayra on October 01, 2013, 11:34:53 PM
Yeah, I was talking with Cyc about that. He sure know how to generate balanced and Interesting gameplay. His ship design is inspired, and works without being generic. I only have some small gripes about some sprite quality details, like different depth and shading for each ship. With a graphic quality pass it would 100% in.

My heart is so full of joy right now. I actually avoided asking because I didn't want to get shot down, and I figured there was next to no chance of the Kadur making it into Uomoz's Sector. :') The graphics are very much a work in progress and will continue to improve, and balance is also something I plan on continually striving for both as I receive feedback and as Starsector updates.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 02, 2013, 05:47:20 PM
6.1v
Spoiler
Code
6.1v. 
[spoiler]66812 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
67296 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.missions.unleashed.MissionDefinition]
java.lang.RuntimeException: Error compiling [data.missions.unleashed.MissionDefinition]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/missions/unleashed/MissionDefinition.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/missions/unleashed/MissionDefinition.java, Line 18, Column 59: "DEFEND" is neither a method, a field, nor a member class of "com.fs.starfarer.api.fleet.FleetGoal"
[/spoiler]
[close]
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on October 02, 2013, 05:51:16 PM
Its the new update, the DEFEND assignments for missions doesn't exist anymore, set to ATTACK instead.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: LiquidStang on October 02, 2013, 06:07:43 PM
This is a funny conviction ... It looks fun to, this means there are "recipient surface pulse around dams default though, they did not see the properties that was convicted, please ... But, no since I turned .. a DRAM once visited again, later after a while loss Hammerhead's mind to the one Ninja at evening 8 pm. . (hoan whole bushwhacked because. those are needlers, ...)

I'm 30k or longer, because I'm there and recently received a TT boat, beautiful. and. gradually, gradually return against themselves, above the map residue. Lotus effects cunning ...
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Axiom on October 02, 2013, 06:32:06 PM
Errr... your probably going to want to be a little clearer. While I think I understand the thrust of your gibberish, I am uncertain others will have the patience to wade through it. :-\
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Vayra on October 02, 2013, 06:32:28 PM
what

edit: i can't tell if that was poetry or english as a second language, but it's going in my sig.

it was the only post he's ever written, too. i feel like we're watching history being made
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on October 02, 2013, 10:20:26 PM
It's not so much gibberish as it is a sufficiently inadvanced technology that is quite distinguishable from the magic of bilinguality. ;-)

What I'm more curious about is what native language it was machine-translated from! It looks like it follows an SOV style, but it's a tough one to decode since the translation tool made a strong effort and actually translated every word instead of leaving any residual transliterations. I want to say Japanese, though that's just gut instinct.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: sherpajack on October 03, 2013, 01:00:24 PM
Could be a bot.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 03, 2013, 01:49:41 PM
Could be a bot.

I don't think so. He talks about Hammerheads. Why would a bot author care about the actual topics present in a forum he's having his bot post in? It's just a hilariously-bad machine translation.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Shoat on October 03, 2013, 02:03:10 PM
I am now REALLY curious to find out what story LiquidStang was trying to tell.
Too bad I can't decode it, though. :/

Hidden somewhere in there is an epic story about a Dram, a Hammerhead, a Tri-Tachyon Ship, the Lotus Conglomerate and 30000 credits... just waiting to be uncovered.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: LiquidStang on October 03, 2013, 02:19:08 PM
what

edit: i can't tell if that was poetry or english as a second language, but it's going in my sig.

it was the only post he's ever written, too. i feel like we're watching history being made

 :D Well, I try to, anyway!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 03, 2013, 02:55:13 PM
Alright guys, new release in about 15-30m. Will edit with link.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 03, 2013, 04:59:20 PM
Oh no you don't.. i'm supposed to go to work in 7 hours! :(
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sproiet on October 03, 2013, 05:08:54 PM
6 hours is plenty of time :P
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 03, 2013, 05:45:40 PM
Alright guys, new release in about 15-30m. Will edit with link.

Spoiler
(http://images3.wikia.nocookie.net/__cb57886/spongebob/images/c/c5/Three_hours_later.jpg)
[close]

Uomoz is a master of suspense.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Gotcha! on October 03, 2013, 06:04:36 PM
Time flows differently in Uomoz' part of the universe. :D
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 03, 2013, 06:10:17 PM
Got stuck with things I thought were easy. MEH.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 03, 2013, 06:15:43 PM
I was thinking that.

"Alright, only one more paragraph and I'll be done with this paper! Easy!"

*Five frustrating hours later"

"I have less of a paper than I began with."

Oh wait. We're talking about Uomoz, not me.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Erick Doe on October 03, 2013, 06:20:27 PM
Got stuck with things I thought were easy. MEH.

I know the feeling Uomoz. I know the feeling.  ::)

There's always something unexpected lurking around the java corner.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 03, 2013, 06:24:04 PM
Trying to create something new can result in unexpected behaviours xD.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: MShadowy on October 03, 2013, 07:13:28 PM
Quite.  And of course, sometimes it just don't work, but that's more a "me" problem than a Uomoz problem.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 03, 2013, 07:18:35 PM
As always I had to stole someone else's implementation to fix it. But nonetheless is being uploaded while I let it run to check stability.

';';';';';'EDIT';';';';';'

Ok the version is up. What changed? Publicly, all the factions are up to date. A lot of stuff under the hood in preparation for real features. Trading hubs in every system buy and sell weapons (only, for now, I have to create the scripts for the ship market). The market is dynamic so a weapon you want may disappear if you don't purchase it quickly!

All the numbers are placeholders ofc! Report what you think about this mess and you will be given a superfunken special hero fleet with your name! (are the loot numbers right? They should make for a more hardcore experience compared to vanilla, but I hope not too much though!)

The general direction is: if you are a neutral guy you will be able to purchase only at trading hubs, while if you are inside a faction you will be able to purchase faction stuff directly in their stations.

There are no convoys! You have to use what you find\capture, ships will be "generated" in future releases.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 03, 2013, 07:54:41 PM
Checking it out now. Try to post some feedback tonight but also have a paper I'm supposed to be writing. So. May be tomorrow evening. Thanks!


P.S. - Have you had any contact with keptin regarding ISF? I must admit they've always been my favourite faction of the collection.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: rithfung on October 03, 2013, 08:17:45 PM
dear Uomoz
may i try the updated dev version of your mod?
at first i want to wait until your offical release, but this mod sound so much fun!

p.s. is it for 0.6 or 0.61?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 03, 2013, 08:32:35 PM
Rithfung, the Dev version is available on the first post of the thread. Should be immediately visible!  :)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: rithfung on October 04, 2013, 12:00:18 AM
thx~ i finish the download and start playing
but.....why is that everytime i engage a pirate the game suddenly crash to desktop
and mention something "Hold vs strong" error....
so i can't play this mod.....

is it because this is still dev version? or something i miss?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 04, 2013, 12:10:18 AM
I've had no such error, I'm afraid. I presume you are running 0.6.1a of SF?

Uomoz, I've spent about three hours playing. Other than getting slaughtered because I'm still not used to 0.6's mechanics, things seem fine thus far. My main issue has been supplies - I go through them insanely quickly, and they're very expensive to buy. Furthermore, catching prey that I can actually eat is damned near impossible, which only compounds the supply situation: Sure, I may start with 50+ supplies, but say I decided to buy a Hammerhead to add to my two lashers (Maybe not the best decision but hey, didn't have much else to buy with what I had)? Now my burn is down to 4, and my supplies deplete at about 6.5 per day. Now not only do I have trouble catching fleets that I can actually fight, I'm hemorrhaging supplies.

Part of my issue is that I'm quite accustomed to having ISF in-game. Not nearly as familiar with the other factions and that, combined with learning the new CR mechanics (chiefly the supply problems!) is making it a bit difficult to get off the ground, and thus I've been able to do very little in the way of using the trade hubs and etc. Unfortunately it's 3AM, and I've class at 11.

Will check back in the evening for any updates, and continue my play then.

Hope that helps, and thanks again!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 04, 2013, 12:20:25 AM
Had a quick romp around and its shaping up pretty well. Will base my future Lets Play on the public release once its up. But damn do i need to relearn this mod with 0.6 changes.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: rithfung on October 04, 2013, 01:03:25 AM
actually i am running 0.6a, haven't update since i don't know this mod need which version......

and these are the error log...


93437 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at com.fs.starfarer.loading.StarfarerStrings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.getString(UsSFleetInteractionDialogPluginImpl.java:1387)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.updatePreCombat(UsSFleetInteractionDialogPluginImpl.java:1113)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:353)
   at com.fs.starfarer.ui.D.private$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)

will someone please help me  ???
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 04, 2013, 01:20:53 AM
Just update to 0.6.1a. Link is on the blog. Should solve any issues. In theory.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 04, 2013, 02:55:31 AM
Uomoz, maybe some missions ?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on October 04, 2013, 09:21:54 AM
Now my burn is down to 4, and my supplies deplete at about 6.5 per day. Now not only do I have trouble catching fleets that I can actually fight, I'm hemorrhaging supplies.

I get the same trouble, but I don't think it's Uomoz's fault. (I did two ragequits on the latest version, both times after glorious and extremely thrilling Lasher-on-Lasher battles causing me to come out something like 6000 Cr in the hole after supply and repair costs.) I think the problem here is that we have a vanilla campaign system designed to punish combat and make it extremely difficult to sustain as a lifestyle, but no supporting economy yet to act as an alternative. Heck, even a cursory look at the vanilla unit list, let alone the mod-pack's, shows how many combat units there are compared to economic units. Compare reality and the number of types of ocean-going liners, yachts, rigs, and other craft versus frigates, battleships, and cruisers.

What Exerelin did, in my opinion, is brilliant: giving the player the basic means to acquire resources through skimming and asteroid mining (although at 50 supplies (4000 Cr) a pop it's a smidgeon imbalanced ;-)). While I love how Starfarer (or whatever it's called) has focused on getting a fantastic battle system in place, the slow pacing of the incremental improvements to the campaign system is really beginning to hurt: there's no game yet, just a particularly advanced combat simulator.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 04, 2013, 10:16:24 AM
Well said, JT.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: MShadowy on October 04, 2013, 10:22:02 AM
I completely, concur, JT.  I'm currently in the process of planning out at making a number of utility ships; mining vessels, cargo haulers and the like.  I've perhaps over focused on the combat side of things, particularly considering that SHI is supposed to be Industry focused.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 04, 2013, 10:51:40 AM
Very VERY good feedback. I think the problem is indeed the lack of true vanilla non-combat features. Basically vanilla SS relies on fighting to support more fighting. Exerelin solution is very clever and interesting BUT it gives incentive to what I think is boring gameplay. Right now there are no stats or skills or anything to really make me want to create a mining/trading system. In my opinion, mining is just a boring way to grind money, that is invested in the combat anyway. A way better solution would be missions, like making the player to escort and defend a fleet in exchange for money or a part of the supplies carried over. Anything that's not sitting near an asteroid immobile is acceptable :D

EDIT: I'm doing a playthough as pirate. Hunting down merchants is really fun, totally suggested. Also Updated the DEV with a few changes to the spawnrates and spawnchances.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Magician on October 04, 2013, 01:00:47 PM
Most used solutions to make mining interesting in games:
- make different mine zones with different mine rates
- different types of guards for each zone
- different types of equipment and skills (ships and skills) to mine in particular zone
- every type of mined material is used for some purpose
So if mining will require skills, ships development and will require battling for resources, it may not be anymore just grinding for credits.
Also if every material can be used for either craft, spawning, buying, improving something, it will become integral part of the combat path. In other words to reach highest combat potential it is required to invest into mining.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 04, 2013, 05:45:36 PM
Anything that's not sitting near an asteroid immobile is acceptable :D 

Just want to re-suggest something in another context that should be dirt-easy to implement.

Make 'garbage/junk' fake-ships that fly in space, eventually give them burn 1 and almost no turning speed, 0 crew so no boarding and a good OP cost so they always engage. Long story short, 'fleets' of 'ships'/junk that you destroy for money. Space janitor. I think credits are given out on OP cost anyway so it will work. Still combat, still CR to recoup and such, but it's a way to make money easy and cheap while also getting a hang of flying your ship.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 04, 2013, 06:37:21 PM
That's a cool suggestion. I'll work on it. It could be a new and more interesting way to try a ship instead of using simulation.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: bluntfang on October 05, 2013, 10:18:57 AM
Right after joining the pirate faction
Spoiler
207772 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolveEngagement(UsSBattleAutoresolverPluginImpl.java:272)
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolve(UsSBattleAutoresolverPluginImpl.java:189)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 11:24:29 AM
What? xD

.isMothballed()Z?

Never seen anything like that before! Also I didn't touch the autoresolver plugin. Will take a look but it sure is weird!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: bluntfang on October 05, 2013, 01:45:29 PM
Dunno, I was only running this mod and lazylib. Sorry!  ???
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 02:21:32 PM
Have you tried to play again? Does this happen frequently?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: bluntfang on October 05, 2013, 02:51:09 PM
It is to me.  Before this I was running Shadowyards, Gedune, and Junk pirates. All of those were disabled while I was trying to test this though. The mod crashes for me just a couple of minutes in, every game. I tried three new ones. I have not modified other Starsector files (and have never seen this error when playing other mods). Is it something I can just delete (like bad variants)?
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 02:54:41 PM
Try downloading the DEV again, maybe some files were corrupted in the process!
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: sirboomalot on October 05, 2013, 03:10:16 PM
I just downloaded and started up the mod, nothing else but lazylib activated, and from the start of the new game I went to the hegemony station, left the hegemony station towards the pirate station, left the pirate station without trying to join them, and had the very same mothball crash occur when I was almost back to the hegemony station. Never bought anything, never really did anything other than change the amount of capacitors and vents on my starting frigate.

I then loaded the exact same save, went to the hegemony station, sold 5 marines and bought 5 regular crew, and then repeated my actions as before. This time I made it back to the general area of the hegemony station, saved my game, flew around a bit, and had just started to head north when the game yet again crashed.

I then loaded THAT save, flew around just a tiny bit, and had the exact same crash a third time.

Checking to make sure that I was using the most recent version of lazylib, I discovered that I had been using 1.5 instead of 1.6b. After updating and yet again loading the same save, I was met with the exact same crash. I also noticed that the crash might correlate with an independent fleet warping into the system, though that might also just be a coincidence.

I then started a new game, sold 5 marines and bought 5 regular crew, and started to attempt to copy the actions I did in my first run, flying to and from the pirate base, when I encountered the following crash after accidentally running into one of the larger pirate fleets and attempting to dis-engage.
Spoiler
java.lang.RuntimeException: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at com.fs.starfarer.loading.StarfarerStrings.Ó00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.getString(UsSFleetInteractionDialogPluginImpl.java:1387)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.updatePreCombat(UsSFleetInteractionDialogPluginImpl.java:1113)
   at data.scripts.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:412)
   at com.fs.starfarer.ui.D.private$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   ... 15 more
[close]
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 03:21:20 PM
I think Dropbox messed up greatly somewhere, I'm having 0 crashes on my copy. (Reuploading! Give it 5 minutes!)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: sirboomalot on October 05, 2013, 05:24:35 PM
Still got the same error, this time just after reaching the pirate station.
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 05:34:44 PM
Have you updated SS?  ???

(or maybe the 0.61a that I have is different...)
Title: Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 05, 2013, 05:38:58 PM
also dont overwrite any mod (or game)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: sirboomalot on October 05, 2013, 05:56:42 PM
Oh, its meant for .61a, not just .6? Thread title said .6, so I quite simply hadn't updated yet, thought the mod wasn't updated for that yet. That probably explains everything.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 05, 2013, 05:57:23 PM
Oh, its meant for .61a, not just .6? Thread title said .6, so I quite simply hadn't updated yet, thought the mod wasn't updated for that yet. That probably explains everything.

Sorry my bad. I've been lazy, but the title is now updated.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: bluntfang on October 06, 2013, 09:24:32 PM
Ok, I have played for several hours (with your new upload) with no crashes. My thoughts:

You get far less supplies.  My haul is maybe a quarter of what I get with the normal game. The net result is I am often on the verge of bankruptcy, even running a small fleet of just two or three frigates and picking off enemies.

Fleet changes.  Where did all the buffalo's go? The pirate fleets are basically all combat, where are the buffalos, the tarsus freighters? It is tough to prey on the pirates. The small fleets are all hounds and lashers (with minimal rewards as noted above).

I cant repair my ships at the abandoned station anymore, since I can't join the "faction". I am assuming this is on purpose, it also makes it pretty darn hard to keep ships up and running without allying myself with a faction, something I would prefer to avoid.

Was it the old version of Umoz that had serenity station (where you could pay money to get back on a factions good side)? I don't remember, if it wasn't, I would love to recommend something like this. Money talks.

Overall enjoyed it, but proly wouldn't leave it on for too long. With such low recovery from fighting I don't think I could keep a cruiser or larger ship "fiscally afloat".
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 07, 2013, 01:51:10 AM
Ok, I have played for several hours (with your new upload) with no crashes. My thoughts:

You get far less supplies.  My haul is maybe a quarter of what I get with the normal game. The net result is I am often on the verge of bankruptcy, even running a small fleet of just two or three frigates and picking off enemies.

Fleet changes.  Where did all the buffalo's go? The pirate fleets are basically all combat, where are the buffalos, the tarsus freighters? It is tough to prey on the pirates. The small fleets are all hounds and lashers (with minimal rewards as noted above).

I cant repair my ships at the abandoned station anymore, since I can't join the "faction". I am assuming this is on purpose, it also makes it pretty darn hard to keep ships up and running without allying myself with a faction, something I would prefer to avoid.

Was it the old version of Umoz that had serenity station (where you could pay money to get back on a factions good side)? I don't remember, if it wasn't, I would love to recommend something like this. Money talks.

Overall enjoyed it, but proly wouldn't leave it on for too long. With such low recovery from fighting I don't think I could keep a cruiser or larger ship "fiscally afloat".

Thanks for the lenghty feedback! The local Dev has already 2x credit drop rate and some fleet composition tweaks to make it a bit less painful. As Alex stated, direct combat is not supposed to be an efficient way to make money and this mod is reflecting that. Soon missions and bounties will be added to compensate.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Brigan on October 07, 2013, 09:27:34 AM
Greetings Uomoz,

I recall your mod had some other mods in it aswell... which are missing from this dev version, like Atlantian looking ships and Thule's mod. maybe I'm missing some more.

in short words. Do you plan on adding them aswell?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 07, 2013, 10:29:58 AM
Yes! Well the actual plan is to add all the faction I like that become available for the current SS version. Right now I'm focusing on more campaign features before adding new factions. There are at least 2 more factions I can add in their current status.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 07, 2013, 12:15:58 PM
is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 07, 2013, 12:16:54 PM
Once the structure's in place adding factions will be a small effort compared.

You should put a little tipjar-paypal-button at the start of the topic. I guess we're a few that would like to show our gratitude in paying for a pizza once in a blue moon.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 07, 2013, 12:25:53 PM
By the way, Uomoz, have you read your PMs?  You haven't responded to me yet.   :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on October 07, 2013, 03:48:18 PM
Tip jars/pay-for-clicks/etc. for mod packs always makes me a little squeamish. Uomoz does great work, don't get me wrong, and his script contribution to the mod pack on the whole is fantastic -- at least as much work as any individual author puts into the faction that UoS includes -- but when it comes down to it he'd still be getting compensation in part for others' creative works. =)

If there were a "Sector: Journey Slush Fund" that was distributed evenly, I'd be more than cool with that, but then that starts to encroach on 'too many fingers in the pie', obviating the point of establishing the pool in the first place. And then people might think that their individual contributions were greater and start to negotiate for shares...
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 07, 2013, 04:41:18 PM
Yeah, that's completely off the point. Every download you guys make is more then 5$ value for me.

is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods

That is definitely a cool suggestion.

By the way, Uomoz, have you read your PMs?  You haven't responded to me yet.   :P

Sorry man, I have spent all my free time working on UsS, will do as soon as I get any spare time!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 07, 2013, 06:56:24 PM
Every download you guys make is more then 5$ value for me.

So, assuming you're serious, is that by IP or unique downloads or what? I have a sudden urge to abuse that for you
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Erick Doe on October 07, 2013, 07:04:17 PM
I think you misunderstood what he said. I think Uomoz meant to say that he values the community downloading his mod, in which he put much work and time, over money.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 07, 2013, 07:13:37 PM
Hello Uomoz,

I'm new to the new game and I've been trying different mods.  So I've tried using this mod, and it seems I've run into the same "mothball" problem as the other poster in the previous page.

Spoiler
85052 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolveEngagement(UsSBattleAutoresolverPluginImpl.java:272)
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolve(UsSBattleAutoresolverPluginImpl.java:189)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Any help would be appreciated, thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Piemanlives on October 07, 2013, 07:34:12 PM
According to the other poster his version was not updated, check if yours is the most recent version of both SS and the mod.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: goobli on October 07, 2013, 09:28:22 PM
Just wanted to say a quick thanks to Uomoz and all the other contributors to this mod it has been my go to mod on every release. I have briefly checked out the latest vanilla build but am eagerly waiting on the nondev release of your mod to give me hours more enjoyment!

Cheers!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 07, 2013, 10:04:41 PM
Well silly me I didn't notice it was up to 0.6.1a, not 0.6a.

Well its working so far, I'll post something if it comes up again.  Thanks for the heads up!  :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Piemanlives on October 07, 2013, 10:06:13 PM
No problem.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 08, 2013, 08:28:00 AM
Out of curiosity though, the other mods like LazyLib which have been updated. Do I enable that as a standalone mod apart from USJ? Or have the updated versions been included in the recent mod update? (For example, the listed Neutrino Corp is at v1.5, when the most recent one is 1.725) Just checking since the first page has only the previous versions of the compiled mods listed and not the recent.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 08, 2013, 08:50:39 AM
Out of curiosity though, the other mods like LazyLib which have been updated. Do I enable that as a standalone mod apart from USJ? Or have the updated versions been included in the recent mod update? (For example, the listed Neutrino Corp is at v1.5, when the most recent one is 1.725) Just checking since the first page has only the previous versions of the compiled mods listed and not the recent.

hi there!
Yeah you need lazylib activated as a standalone mod. The current mods in the DEV are: PACK, SHI, BR, JP, ASP. More will be integrated, pending some changes I'm waiting for those mods. The first page lies!

Later today, new DEV with new character creation, new dynamic economy, new early game balance (2x credits looted and a lot more buffalo2s). Also, probalby, restricted access to your own faction stations + Trade Hubs (unless you are a pirate, then only pirate stations + boarding).
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 08, 2013, 09:15:20 AM
Hey Uomoz,

Ah, so you're waiting on the other mods before recompiling? Makes sense, don't want to constantly update for every time a mod changes. Lol.  So that being said, to confirm currently USJ only has some of the older version of the other mods?

On another note, will there be plans to integrate the Hiigaren mod?  Though the lore for that mod is different, the sprites nonetheless are done well. (I ask cause I'm a homeworld fan :P ). If not that's fine, but would satisfy my curiosity. ;D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 08, 2013, 10:00:28 AM
On, no, the versions included are absolutely latest version. Some are event not released versions (devs)  ;D. About the Hiigarans, no, I do not plan in integrating that mod. The reason is that it's a cross-over, and it doesn't really fit into the SS universe. The quality is really high though!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 08, 2013, 05:26:24 PM
Alright! New release: as mentioned before character creation, new dynamic economy, new early game balance, 2x credits looted and a lot more buffalo2s.

https://www.dropbox.com/sh/luczkngw0hy288y/skOe6Y5Rqa
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 08, 2013, 05:30:00 PM
I've downloaded it and will play it for an hour and let you know what I think. Btw did you get Nomads 0.9.1 in ?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 08, 2013, 05:34:00 PM
I've downloaded it and will play it for an hour and let you know what I think. Btw did you get Nomads 0.9.1 in ?

Not yet! I did some drastic changes in my base code structure, and didn't add any new things to it. It *should* be harder, better, stronger then vanilla, but now in a bearable way :D. I'm really proud of the new character creation process xD.

EDIT: Nomads should be completely compatible though.

EDIT2: If you remove character creation plugin from nomads.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 08, 2013, 06:49:44 PM
That won't be necessary anymore. I just updated Nomads to "play nice" with other mods' character creation plugins. Specifically for your mod and Exerelin, which have total-conversion character creation processes, I hand off complete control to you instead. But if Nomads is in standalone mode or Vanilla mods only, it uses its own if it gets loaded. I'll be posting in the modding forum about how I did it, as I think every mod really ought to implement it, if they have their own plugin and they're part of a compilation. It's super easy.

http://fractalsoftworks.com/forum/index.php?topic=162.msg116701#msg116701

Which means you can include Nomads again in your compilation if you wish. I've tested it (feel free to verify yourself, of course)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 08, 2013, 07:13:16 PM
http://fractalsoftworks.com/forum/index.php?topic=7136
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 08, 2013, 09:42:24 PM
Uomoz, this latest version is great. Only got about 30 mins of play in, but already loving it. The custom character creation is a great start, and I am already anticipating ISF and the others being implemented so I can start how I want to. Starting off with a second ship helped tremendously, and there is a greater variety of fleets, ensuring that I always have options. Furthermore, either you upped credit gain from battle, or I'm just finally hitting better targets, but credit gain and the supply situation feels much more correct and natural. Where the previous version was akin to Sisyphus' boulder, this current one is far more rewarding and enjoyable. Excellent work all around, thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 08, 2013, 09:54:36 PM
On, no, the versions included are absolutely latest version. Some are event not released versions (devs)  ;D. About the Hiigarans, no, I do not plan in integrating that mod. The reason is that it's a cross-over, and it doesn't really fit into the SS universe. The quality is really high though!

Oh cool.  Then I won't have to mind it then.  Yeah I had thought so.  I do agree however the quality is really nice.  Good job of integrating everything.  Kudos to the other mod developers.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 08, 2013, 10:25:16 PM

is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods

That is definitely a cool suggestion.

By the way, Uomoz, have you read your PMs?  You haven't responded to me yet.   :P

Sorry man, I have spent all my free time working on UsS, will do as soon as I get any spare time!

First of all, I'd like to second the first one, as not being able to trade with hostile factions is fair but makes it a little more irritating to get a hold of weapons.

Second of all, no problem!  It just concerns my mod; I'm almost ready to make a third "pre-release" so you can just wait until you have a stable UsS version going before you playtest it.  In fact, you may just see a public release before you know it.  I'm getting quite confident in what I'm creating.   ;D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 08, 2013, 11:04:48 PM
To be fair, Exerelin's the 'faction warfare' mod in my book, Uomoz's is the sandbox 'go nuts, combine everything from everyone' mod.Would like for that to keep, while i do enjoy the factions on their own, it's interesting what combining different mod visions does to gameplay with weapon/ship/fleet matching.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 08, 2013, 11:08:24 PM
I've downloaded it and will play it for an hour and let you know what I think.

OK so I promised some feedback. I absolutely suck at this, lol. I've died probably 5 times, can't seem to get a leg up yet. Although my character is still getting mad XP, so I haven't given up yet. I'll let you know when I get more into the thick of it. For now it's a lot of running from the big boys :D But I like it so far.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: FasterThanSleepyfish on October 08, 2013, 11:09:49 PM
It would be nice if you could just plug and play a mod, and it would work mostly all of the other integrated mods. Although, it wouldn't be bad if some of the faction features were cut to allow its easy integration.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: rithfung on October 08, 2013, 11:27:45 PM
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 09, 2013, 04:33:39 AM
Uomoz, this latest version is great. Only got about 30 mins of play in, but already loving it. The custom character creation is a great start, and I am already anticipating ISF and the others being implemented so I can start how I want to. Starting off with a second ship helped tremendously, and there is a greater variety of fleets, ensuring that I always have options. Furthermore, either you upped credit gain from battle, or I'm just finally hitting better targets, but credit gain and the supply situation feels much more correct and natural. Where the previous version was akin to Sisyphus' boulder, this current one is far more rewarding and enjoyable. Excellent work all around, thanks!

Thanks!


is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods

That is definitely a cool suggestion.

By the way, Uomoz, have you read your PMs?  You haven't responded to me yet.   :P

Sorry man, I have spent all my free time working on UsS, will do as soon as I get any spare time!

First of all, I'd like to second the first one, as not being able to trade with hostile factions is fair but makes it a little more irritating to get a hold of weapons.

Second of all, no problem!  It just concerns my mod; I'm almost ready to make a third "pre-release" so you can just wait until you have a stable UsS version going before you playtest it.  In fact, you may just see a public release before you know it.  I'm getting quite confident in what I'm creating.   ;D

Try searching the Trade Hubs, every system has one. They have a lot of random stuff to sell and it makes to interesting mish-mash ships :). About robbing station: it's tricky to implement, how about a camouflage item that fakes your relationship with a faction for a while?

To be fair, Exerelin's the 'faction warfare' mod in my book, Uomoz's is the sandbox 'go nuts, combine everything from everyone' mod.Would like for that to keep, while i do enjoy the factions on their own, it's interesting what combining different mod visions does to gameplay with weapon/ship/fleet matching.

Well, I kind of disagree. Modless Starsector is more like 'go nuts, combine everything from everyone', while UsS use a gigantic bunch of custom data and hand tailored spawn ratios that I build for every ship\fleet\faction. Trade Hubs hold a lot of random items, and get constantly refilled by convoys with new stuff, try look out for them!

I've downloaded it and will play it for an hour and let you know what I think.

OK so I promised some feedback. I absolutely suck at this, lol. I've died probably 5 times, can't seem to get a leg up yet. Although my character is still getting mad XP, so I haven't given up yet. I'll let you know when I get more into the thick of it. For now it's a lot of running from the big boys :D But I like it so far.

It's definitely less forgiving and easy then vanilla as I tried capturing the "survival" feel of the setting. I hope you find your sweet spot fleet and wreck everyone!

It would be nice if you could just plug and play a mod, and it would work mostly all of the other integrated mods. Although, it wouldn't be bad if some of the faction features were cut to allow its easy integration.

That's impossible because, unlike Exerelin, UsS uses custom spawns instead of generics. This means that every faction\corp\group behave very differently from each other in the campaign layer, but aren't that easy to implement. Traders be Traders, Military be Military, Corps be Corps etc.

dear uomoz
will neutrino corps added to this mod?
i hope it will ^^

Maybe! Maaaaaybeeeeee.... :D


Thanks for the feedback, everyone!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NightmareOwl on October 09, 2013, 05:48:32 AM
Dear Uomoz, i've been enjoying your mod since 0.54 anxiusly waiting for a stable version of 0.61a , but the question that comes to my mind is, will you add Hiigaran Descendants faction/mod at some point in the distant(or not so distant) future? thank you
 
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 09, 2013, 10:00:21 AM
In the previous page I asked the same thing, unfortunately no Uomoz will not as the Hiigaren story line doesn't exactly match up with the star sector lore.  Though granted he admits the quality of the mod is really good, lol.

Anyways, Uomoz when I played the recent version you put up for some reason everything was slow, like fps slow at the start of a new universe which didn't happen with the last version.  Maybe its my hardware, idk.  The other thing that happened and I forgot to save it on the text file, but the mod crashed and I got a "fatal: null" error.  I'll try again sometime, but I've downgraded to the previous version for the time being.

Btw, CR penalities are so unforgiving. :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 09, 2013, 10:20:13 AM
At the start, the universe has to populate the systems with all the fleets so the first 2-3 days are a bit intense and have a few spikes, later they become less apparent. The change I made was adding a little randomizer so they don't spawn exactly every start of the day, but in a random moment during the day. I felt that the spikes at the start of each day were pretty annoying :).

I playtested it a lot today and i had no crashes, I hope I can reproduce that to nail it down! Thanks for the feedback :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Deto on October 09, 2013, 10:33:11 AM
hello everyone!

I have been following your post for a while now, seems like this mod is awesome :D
but why is it in development mode? and when will dev. mode end?
Haven't played your mod yet, so can't give any feedback what so ever at the moment ^^

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 09, 2013, 10:44:05 AM
Hi there! Welcome!

It's development mode because I wasn't really certain of the stability of the mod, so people wouldn't play it thinking it was 100% stable. Latest release (the one you can download now) is stable and working as intended, you can call it a Release Candidate :D. Give it a try, and let me know what you think!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sartek on October 09, 2013, 11:13:30 AM
Well, I havenet actually played the new update yet because I have been waiting for your mod.

Always have done it like that.

So you are saying that this current version is probably not going to change yet, and should be stable enough to have hours and hours of fun :D?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 09, 2013, 12:04:21 PM
Hi, i really loved this mod back in 0.54. Could anyone tell me what mods uomoz currently supports ?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Deto on October 09, 2013, 12:52:45 PM
Hey dude,

I have given your mod a couple of tries, you need to hit the rock a couple of times, but then a nice gem will follow ^^

Like the start, choosing your own storyline. but there are to many options that just give you a almost impossible start. and i don't have this problem in vanilla, something to do with the cargo/supply
had to try (too) many times to beat the early game because a lot of times you start with ships with not enough cargo hold. Some examples
-One time i started in a system with a friendly, only had 10 max supply at a drain at 0.7 supply. couldn't make it to a other system in time.
-the other time i had a enemy in my system, started with one ship. Got into combat with 2 enemies, 1 small one somewhat bigger. won the fight, salvaged a lot of supplies and went to the nearest station.
when i arrived at the enemy base, i couldn't trade there so I needed to go all the way back to my own base, lost more supplies than I gained from selling weapons.

CR per deployment suddenly becomes the most important stat to me, and some are 40% even the smallest ships.

I like a challenge, but this is more random :) and i have decent skills in this game.
it seems very negative sorry :P isn't meant that way, I just played the beginning so I really haven't played it, but if i write this tomorrow after 4-8 hours of gameplay i may forget this part ^^

Edit: "feels like I can't roam in the early game, more like a puzzle"
Edit: puzzle solved ^^
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 09, 2013, 03:46:08 PM
Hey dude,

I have given your mod a couple of tries, you need to hit the rock a couple of times, but then a nice gem will follow ^^

Like the start, choosing your own storyline. but there are to many options that just give you a almost impossible start. and i don't have this problem in vanilla, something to do with the cargo/supply
had to try (too) many times to beat the early game because a lot of times you start with ships with not enough cargo hold. Some examples
-One time i started in a system with a friendly, only had 10 max supply at a drain at 0.7 supply. couldn't make it to a other system in time.
-the other time i had a enemy in my system, started with one ship. Got into combat with 2 enemies, 1 small one somewhat bigger. won the fight, salvaged a lot of supplies and went to the nearest station.
when i arrived at the enemy base, i couldn't trade there so I needed to go all the way back to my own base, lost more supplies than I gained from selling weapons.

CR per deployment suddenly becomes the most important stat to me, and some are 40% even the smallest ships.

I like a challenge, but this is more random :) and i have decent skills in this game.
it seems very negative sorry :P isn't meant that way, I just played the beginning so I really haven't played it, but if i write this tomorrow after 4-8 hours of gameplay i may forget this part ^^

Edit: "feels like I can't roam in the early game, more like a puzzle"
Edit: puzzle solved ^^

Thanks for the feedback! It's definitely harder then vanilla but with careful management every combination is playable. I just had a PACK playthrough, it starts deep in Canis system with a 20 supplies cap, but if you prepare you can easily reach Corvus and start wrecking pirate faces :D. Some starts are definitely easier then others but that's the fun!
It requires the player to put a lot more effort in maintaining the fleet operational: CR matters a lot, but it's intentional! I hope this change of difficulty can be taken as interesting and challenging, because personally I have a lot of fun in this version.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ehouse on October 09, 2013, 06:29:32 PM
when I start up startsector I get a fatal error. Any ideas?

20118 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/BR/planets/clouds_venusianBR.png] resource, not found in [/home/ehouse/Games/starsector/./mods/LazyLib,/home/ehouse/Games/starsector/./mods/Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/BR/planets/clouds_venusianBR.png] resource, not found in [/home/ehouse/Games/starsector/./mods/LazyLib,/home/ehouse/Games/starsector/./mods/Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]
        at com.fs.util.Object.new(Unknown Source)
        at com.fs.util.Object.Ó00000(Unknown Source)
        at com.fs.graphics.TextureLoader.new(Unknown Source)
        at com.fs.graphics.TextureLoader.o00000(Unknown Source)
        at com.fs.graphics.TextureLoader.o00000(Unknown Source)
        at com.fs.graphics.TextureLoader.o00000(Unknown Source)
        at com.fs.graphics.null.o00000(Unknown Source)
        at com.fs.starfarer.loading.H.o00000(Unknown Source)
        at com.fs.super.A.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.D.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: MShadowy on October 09, 2013, 06:41:03 PM
You running on a Linux based system?  That tends to come up due to the fact that Windows and (to the best of my knowledge) MacOS both consider, say, "t" and "T" to be the same character, for reasons of ease of use I guess?  It's kind of a  problem on *nix based systems however, as on such systems consider characters with different cases to be different characters.  So for *nix "t" and "T" and not the same.

In this case the game is looking for a texture file, but due to case mismatching cannot find it; looking in /graphics/BR/planets (in the Uomoz mod file) and changing the file name of "clouds_venusianbr.png" to "clouds_venusianBR.png" should work as a quick fix.

As far as I know Cycerin is already aware of the issue and I think it's already been fixed, but it's possible it has not yet been added to Uomoz.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 09, 2013, 07:29:49 PM
Oups, windows do not spot those kind of errors... Fixed in released DEV.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Doogie on October 09, 2013, 08:29:49 PM
To be perfectly honest, I miss the incredibly crowded, hectic feel of UsC. Each system is just...really empty.
I'm thinking that maybe you could add a bit more to each system (like have at least 4 factions present in each one, or something) for future releases, since I know this is still an early version.

Regardless, it is still a large improvement on vanilla gameplay.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: FasterThanSleepyfish on October 09, 2013, 08:48:02 PM
I agree with Doogie, but a large improvement on vanilla? I don't think so. It's even more challenging to start off than normal, and most fleets are pretty large when you're not in Corvus. I actually like the way my "personal" mod is set up, because there are quite a few small fleets with 1 - 2 easy corvettes to pixk off
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: JT on October 09, 2013, 10:25:06 PM
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^

There was a whole thing about this in the Neutrino Corp thread, but basically, Neutrino Corp needs a teensy bit of work (read: a lot of grueling and unrewarding effort) for the CR system before it can be copied in directly. The author doesn't want to to do so at this point, citing creative freedom and pointlessness, while Uomoz doesn't want to implement Neutrino Corp without it, citing imbalance.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 06:35:32 AM
To be perfectly honest, I miss the incredibly crowded, hectic feel of UsC. Each system is just...really empty.
I'm thinking that maybe you could add a bit more to each system (like have at least 4 factions present in each one, or something) for future releases, since I know this is still an early version.

Regardless, it is still a large improvement on vanilla gameplay.

There are 3 factors influencing the density of the current system (they can be tweaked, mind!)
1) Too many fleets around lag the game incredibly and inflate the savefiles.
2) Alex stated that vanilla Corvus would be a "crowded" system, so I tried to balance around that.
3) Not having so many factions in a single system make moving through hyperspace an interesting decision, and have consequences.
4) Us Corvus was a mess and I didn't like it, too crowded!

I agree with Doogie, but a large improvement on vanilla? I don't think so. It's even more challenging to start off than normal, and most fleets are pretty large when you're not in Corvus. I actually like the way my "personal" mod is set up, because there are quite a few small fleets with 1 - 2 easy corvettes to pixk off

Have you tried the latest version? Many creation choices give you 2 ships and there are a lot more Buffalo2's around. It's not as easy and fast as vanilla (building a decent fleet actually requires some time in UsS) but it's not supposed to be unfairly hard.

dear uomoz
will neutrino corps added to this mod?
i hope it will ^^

There was a whole thing about this in the Neutrino Corp thread, but basically, Neutrino Corp needs a teensy bit of work (read: a lot of grueling and unrewarding effort) for the CR system before it can be copied in directly. The author doesn't want to to do so at this point, citing creative freedom and pointlessness, while Uomoz doesn't want to implement Neutrino Corp without it, citing imbalance.

Not really, I'm just waiting Flash decision on he shield nerf (he proposed 2 solutions).


Thanks for the feedback guys!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Camael on October 10, 2013, 07:13:22 AM

Greetings

first of all, thanks for a great game and thank You all for the work put into making it even better. I have been looking for something like this forever (long enough to plan my own development, actually...) and now it's here and it is amazing. Have been playing the Corvus mod for the past months and loved it. Can't wait for the new complete release.



Now for some feedback and suggestions:


I have been playing the new version vanilla since it was released, and some of the DEV versions of Uomoz' as well. The start is grueling, but that is cool gameplay. My issue with this is that it is rather unpredictable unless You can read script files easily to look things up or have played it several times to know where to go for what. Having a Inter-System Map without any info concerning the systems gets You stuck in Your starting system or has You play roulette if You jump somewhere else. As I don't like the save-try-error-load-error-load-succeed-save-repeat-style of gaming this is a bit frustrating. Even with tradehubs around I still feel, as some have stated as well, that sectors are somewhat empty and given the disproportional use of supplies in the early game hunting for prey over long times is not an option.

Therefore the following suggestions:

The derelict shooting idea is awesome. It should be implementable with the present system already if I understood correctly, but I think to spice things up there should be some random seasoning with small pirate/junk pirate ships, mines (anyone going to make some generic sea-errr space mines? Pretty please?), or automated platforms hosting missiles, guns or drones to keep people like err... us from the salvage and plunder inside the ships. Would of course contradict the "garbage clearing" idea behind it, but I think the credit reward could be justified quite as easily by saying it's plunder. The sceen actually still says something about computer cores being salvaged, right?

Second, as integrating system info on the meta-map would probably require a lot of coding and feel wrong with the gravity-well-portal-style, it is not much of an option. Also, it would cut the fun in exploring. However, having to explore in the early game is roulette as mentioned before and therefore annoying. How about having the player start the game as a simple intra-system trader/merc/pirate and ignoring the options of long range jumps for the start. Give us a Corvus, possibly with the omnifactory, and an outpost for several of the major factions. Keep the military presence of all factions "normal", that is, rather high, but lower the amount of available goods and easy targets, convoys and traders. It should give that crowded hit&run feeling back that made the early game in Uomoz' Corvus one of the best experiences around without flooding the screen with easy targets. On the other hand, all the different factions pooled together should offer enough possible targets and, possibly later, jobs for a player not to starve somewhere in the space between suns. Lore-wise it should be justifiable that the Omnifactory is an economic marvel and everyone wants to get their hands on it, hence the dense military presence, but nobody really wants someone else to get too much of a share of the thing, so trade convoys and so on are drastically limited by negotiated agreements between factions (like the pre-WW1 tonnage per country limit for navy vessels in Europe, just for the more "dangerous" trade vessels that could exploit the omnifac). Once the player has enough of the crowded place he should be very willing to explore and leave to find juicier targets - big supply fleets and so on. And in the late game when we all roam around in twenty oversized battleships, we can come back for nonstop-battles. Maybe nerf the omnifac to only offer one or two of every weapon and increase ship building times to compensate for the presence of a larger universe and the (hopefully soon) upcoming economic system.

On the thieving idea I'd suggest exploiting one of the most useful, yet annoying features of the game, the interaction cooldown. Spawn a fleet at each station that is immobile (probably we could integrate a hidden skill that reduces burn to zero for these?) but large enough in interaction radius to overshadow the base. Possibly it would make sense to put in mostly fighters and maybe some of the afforementioned mines and platforms, should anyone who is a bit more of a graphics-person want to make the latter, to reflect the "defense squadrons" idea behind this. The platforms would, by the way, make long range torpedoes and siege weapons like the Thule's much more useful than say, used against heavy PD'ed or highly mobile targets. So, once the fleet is out of the way, either have it respawn right away and put in oversized plunder rewards to simulate the thieving/robbing or have the platform sell a very limited amount of interesting hardware at low prices (is that modifiable along with faction alignment?), then respawn the fleet at interaction cooldown time plus a short amount of time the player needs to get away from the base. Of course, having the option to dock and trade, rob (and therefore fight), or steal with a percentage risk of having to fight would be awesome if it could be integrated into the base interaction menu, but that's probably one for the game's devs...

Finally, I admittedly have been chasing versions with this DEV-version, so I never got to have a fleet of big ships yet, but this was an issue with the .5x version of the game: Once You had Your first one or two destroyers targets became easy to find. The new CR-system takes care of this, with one exception. It's still possible to rack up insane amounts of money without that much of a risk. The middle and late game are too easy in my opinion. Having the bigger ships consume disproportionately more supplies to slow down progress there is the most obvious way to balance that out, but it's killing the fun in getting to the big ships. They are built because one big thingy is more efficient than three small ones. I'd say that should reflect in the game as well, having them be rather supply-efficient as compared to swarms of smaller ships. However, they should be a lot more expensive, without making money dispensable in the late game when capturing a cruiser is more or less common. Is there a way to have the buy/sell price ratio for ships made worse for the player without touching it for commodities and weapons? If so, that's my suggestion, along with at least tripling the price for everything sized large destroyer or cruiser.

Yeah. That's me, many words, little content. Sorry. Thanks though again for the amazing mod created here. 
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: dgibso29 on October 10, 2013, 08:31:08 AM
Just encountered an issue. I left some ships (A Condor and a few strikecraft) and materiel at the abandoned station in Corvus. However, when I came to retrieve them later, the ships had disappeared, while the supplies and crew remained.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 08:59:41 AM
Camael thanks for the lengthy post!

I read all you post and you make some very well thought points, BUT, I think that part of the fun is in the trial and error. I believe that what you define annyoing (save-try-error-load-error-load-succeed-save-repeat-style) is part of the old-school gaming feel that I like! I guess it's not something usual these days, but I'll keep this as hardcore as possible while maintaining the fun. This compilation is indeed targeted at people who knows the game and want some new challenges.

The derelict shooting requires writing a new encounter plugin (so they don't fight or flee). It's not an easy task, I'll see what I can do.

"is roulette as mentioned before and therefore annoying" I don't really agree there, I think that emerging gameplay is the best part of the game. When it throws you something you didn't expect (within reason) and you enjoy, the game is good. I had fun trying all the possible "origins", and every one of them is doable (granted, in some you need to move immediately to Corvus).

Corvus is pretty much like vanilla so if one choose to be born there it's a very similar experience to vanilla. Pretty easy.

The thieving idea is really good! Will see if it is feasible.

"Is there a way to have the buy/sell price ratio for ships made worse for the player without touching it for commodities and weapons? If so, that's my suggestion, along with at least tripling the price for everything sized large destroyer or cruiser." That's easy to do, one just need to modify all prices in the hull_data file, as the only buyer is the player anyway, but I'm not sure it's a good way to fix the problem. It incentives grinding, instead of fleet maintenance...

Just encountered an issue. I left some ships (A Condor and a few strikecraft) and materiel at the abandoned station in Corvus. However, when I came to retrieve them later, the ships had disappeared, while the supplies and crew remained.


Whoops, will fix later today.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 10, 2013, 09:23:06 AM
I guess it's not something usual these days, but I'll keep this as hardcore as possible while maintaining the fun. This compilation is indeed targeted at people who knows the game and want some new challenges.

Hell yeah.

Hardcore gaming is, indeed, a rarity nowadays, which is a shame for those who like it.  Starsector in itself ought to be a fairly difficult game; mods, by virtue of their nature (they're generally content for experienced players who want more out of a game than what it has already) should usually add challenge, because challenge is interesting and fun.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Camael on October 10, 2013, 10:37:40 AM
Hm. Okay. Guess I was a bit quick there - I have played Uomoz on top of the new release pretty much since the dev was feasible and thought it was, in part, aimed at an audience that pretty much would like to start gaming with it as well. Can't help but note that the game lacks "meat" without it... I'll have a go at the new version and see if the tradehubs make it at least possible to survive an unlucky choice in destination. (I kind of think of reloading as cheating, which is why I tend to prefer balancing that makes a game hard, even punishing, but doable still. Guess with the new changes we are on the same paper again then.)

Thing about the prices for ships is, I actually did that, "rebalanced" the .5x versions to make larger ships harder to get, money-wise, as otherwise money is rather worthless. The jump betwenn 50K and 300K is done in a few minutes in my games. It's the function of cash in this game to serve as a "reward" for an accomplishment, so it's not as such a grind if You need a lot of cash to get something, but an issue of balancing the time required to amass the necessary amount of money. And as said in my experience, the definitely coolest part of the game, flying around with a fleet of maybe two or three destroyers, getting Your first cruiser, is over too soon. And then You only hunt the big supply fleets and later the siege groups and defense fleets in hopes of scoring a boardable battleship. Issue with just using the ships' pricing for that is that in turn every ship You capture makes You insanely rich, and having captured just two ships, even useless ones, will make it possible to buy something premium of the same class. Boarding will be harder in .6x but I would still suggest just making the trade-in value of ships horrible while keeping the price for purchasing up. Maybe including all the bribes needed for someone to actually get their hands on a functional, military-grade warship of any faction. Fleet management is fine and it should be hard, I agree, but not opressive, as it becomes a nuisance in the face of gameplay instead of an entertaining factor once all You do is hoping You can make it to the next station with the supplies You have - if it happens too often.
Well, to sum up, I guess I just think fleets should be much harder to expand, so the phase where You only have a small or medium fleet which forces You to carefully chose targets is longer. On the other hand You should not be punished with too hard a running support cost for expanding once You did it... Maybe someone has a good idea to accomplish this.

Thanks for the consideration.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Deto on October 10, 2013, 10:44:06 AM
mhhh being a hardcore pc gamer for over 20 years, never owned my own console except a gameboy ^^.
Early hardcore games don't use the (save-try-error-load-error-load-succeed-save-repeat-style) since there was no save button most of the times, just checkpoints.
And quick saving and loading will be over when the game is released, it will be a real "hardcore" mode, in this game it's called iron mode. (if I am not mistaking)

- Next part of first thoughts on mod-

I now have beaten the early game, and loving the mid game way more than in vanilla since it's a bit harder to get around, a lot of different ships to chose from. it's more of a challenge to get to the top of the food chain! You need to make decisions, while in vanilla you can always sent in everything you got since supplies are no issue.
only it feels like i have waay to much money, the only thing holding me back is my cargo space now.(I need to lvl logistics to handle more ships).
To be honest i think the game now looks like:       early game = very hard, mid game = hard, end game = normal         would love to see: early game = hard, mid game = very hard, end game = very hard/insane
(adding a drone that gives free repair/CR for the first X day's?)

Having a lot of fun this mod! but English isn't my first language so my post may be a bit harsh. It is with good intentions! :D

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 10, 2013, 10:59:51 AM

And quick saving and loading will be over when the game is released, it will be a real "hardcore" mode, in this game it's called iron mode. (if I am not mistaking)


Alex is balancing the game around iron mode but it is still optional for people who want to be able to save scum
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Deto on October 10, 2013, 11:56:14 AM
hehe I just read (prob Alex?) his blog, in the first part he has written:

"There are still a few things I’d like to add in the near future, so you can expect an 0.6.2a release fairly soon – it’ll likely involve a few less-critical fixes, and possibly some adjustments to exactly how combat readiness works. I also want to take a look at making the early game a bit easier, especially for new players."

Sorry for all the fuzz, it's in the game. not your mod  :-[
 :-*
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 10, 2013, 12:55:57 PM
I'm trying to get this mod to work but I'm getting some null pointer errors at start-up... I'm running quite a few faction mods like Hiigaran Descendants and stuff, what factions are currently supported by this mod? Or am i supposed to just run it without other faction mods active?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 01:13:23 PM
I'm trying to get this mod to work but I'm getting some null pointer errors at start-up... I'm running quite a few faction mods like Hiigaran Descendants and stuff, what factions are currently supported by this mod? Or am i supposed to just run it without other faction mods active?

Which mods are you using? Try using UsS alone, I can't assure it will be 100% compatible with most mods.

Thanks for all the feedback, Deto, ciago, Camael!

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 10, 2013, 01:27:26 PM
I've deactivated the other mods and now it works :) \o/. 10 minutes into the game i stashed some weapons in an abandoned station in Corvus, 5 min later i come back to stash some more stuff aaaand everything is gone... What happened?

Also how does one trade with the other factions? The stations just have the leave option.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 01:37:00 PM
Yeah a bug, will fix in half an hour or so. Sorry!

If you belong to a faction you can only trade with independents or that faction.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 10, 2013, 01:41:45 PM
I didn't get any choice to join a faction, probably because i chose "I work alone" hmm.... Then other than poking at the other factions fleets there no other means of interacting with them? Also are events still a thing ? I used to love them back in 0.54 :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 02:23:15 PM
Yeah, if you are independent (work alone) then you can't buy faction stuff, but you can find some in the trading hubs! To have a full faction playthrough you need to be part of it!

Events are a sure thing, in due time.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 10, 2013, 09:11:41 PM
NEW DEV:

Implemented Nomads, and their fancy ships, in the sector, in the dynamic economy and the character creation.

Removed marines from starting ships.

Further tweaks in the dynamic economy.

Now mercs use all possible ships in the sector, like players do.

Upped all the pirate fleet production in the sector, wild!

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 11, 2013, 01:41:32 AM
Hey Uomoz,

Is the recent updates linked at the beginning of this topic? Just wanted to check if it was.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NightmareOwl on October 11, 2013, 01:50:30 AM
Ok after a bit tampering around with the version before today i can say; small ships are best choice atm, fielding capitals or similar atm is a  waste of supplies (even tweaked) so in this new version i'll be fooling around with a horde of small ships maximum 1 destroyer and a bunch of frigates/strike craft to see if supply and cr worth is better than fielding capitals
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DarkVoid on October 11, 2013, 10:30:11 AM
Im getting a missing method error:

Spoiler
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolveEngagement(UsSBattleAutoresolverPluginImpl.java:272)
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolve(UsSBattleAutoresolverPluginImpl.java:189)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 11, 2013, 10:33:40 AM
Im getting a missing method error:

Spoiler
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolveEngagement(UsSBattleAutoresolverPluginImpl.java:272)
   at data.scripts.UsSBattleAutoresolverPluginImpl.resolve(UsSBattleAutoresolverPluginImpl.java:189)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Hi there, welcome, you need Stasector 6.1a for this mod!

Ok after a bit tampering around with the version before today i can say; small ships are best choice atm, fielding capitals or similar atm is a  waste of supplies (even tweaked) so in this new version i'll be fooling around with a horde of small ships maximum 1 destroyer and a bunch of frigates/strike craft to see if supply and cr worth is better than fielding capitals

It depends on what you aim to do, eventually cap ships are a must to beat down the biggest fleets.

Hey Uomoz,

Is the recent updates linked at the beginning of this topic? Just wanted to check if it was.

Yep!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 11, 2013, 08:22:23 PM
NEW DEV:
Implemented Nomads, and their fancy ships, in the sector, in the dynamic economy and the character creation.

YAY!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DanJSC on October 11, 2013, 10:31:53 PM
Using .6a i've been getting this error shortly after starting. I chose to start in Gneiss and got a blackrock support frigate as my starter ship.

Code
18887 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
18891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 239.18 MB of texture data so far
18892 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
19036 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
47795 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_FarseerYalinata_1526392010357387598...
49351 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
49650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 317
50020 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.18 MB of texture data so far
50021 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
62306 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 12, 2013, 07:09:17 AM
Why is it that every time you get out of combat your burn speed is 1 ? I've had many times when this mechanic has screwed me over, it looks like even disengaging result in 1 burn speed for the for 5-10 seconds upon returning to the campaign map. It's irritating since you can't outrun anything and your a sitting duck.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cosmitz on October 12, 2013, 07:28:23 AM
It's both a bug and a feature. After a succesful combat you are slowed to burn 1, feature. After a succesful retreat you should get a speed boon, but currently you don't, thus the bug. It will be fixed for the next version of StarSecotor.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 12, 2013, 07:46:19 AM
Then will it also apply to AI fleets? I've seen them engage each other and not lose combat speed.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Viethen on October 12, 2013, 04:21:02 PM
Hello!

I'm having some issues finding the Omnifactory.  Isn't it supposed to be in Corvus?  I started out in Gneiss for the Blackrock Corp, and have visited every system looking for it to no avail.


Also I am about 1 hour into gameplay, and the save file is up to 100Mb already, and has hung up a bit on saving, and has outright not loaded at all at times.   My savefiles are set to be compressed, and my .bat is set to use a gig of ram.  I'm also running the Mac client (lol).  Thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 12, 2013, 07:27:25 PM
Using .6a i've been getting this error shortly after starting. I chose to start in Gneiss and got a blackrock support frigate as my starter ship.

Code
18887 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
18891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 239.18 MB of texture data so far
18892 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
19036 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
47795 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_FarseerYalinata_1526392010357387598...
49351 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
49650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 317
50020 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.18 MB of texture data so far
50021 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
62306 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Sorry, fixed!

Hello!

I'm having some issues finding the Omnifactory.  Isn't it supposed to be in Corvus?  I started out in Gneiss for the Blackrock Corp, and have visited every system looking for it to no avail.


Also I am about 1 hour into gameplay, and the save file is up to 100Mb already, and has hung up a bit on saving, and has outright not loaded at all at times.   My savefiles are set to be compressed, and my .bat is set to use a gig of ram.  I'm also running the Mac client (lol).  Thanks!

The omnifactory is not really part of the UsS experience atm, but can easily be added as a separate mod!

Th save dinemsions shouldn't go much over that value, the max number of fleets around is fixed and is the main thing that increases save space requirements is that.


Thanks for the feedback y'all!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Deto on October 13, 2013, 06:08:03 AM
don't know if I am the only one, but if i start out a new game. I need to auto arrange the weapon systems otherwise the lasers and stuff aren't on autofire
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Shield on October 13, 2013, 09:30:58 AM
Weird dropbox for me keeps saying "failed to download zip file"
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Carroy on October 13, 2013, 09:52:36 AM
Heyo,

After playing for a while as a Blackrock captain I found that their station doesn't get resupplied.

I've pretty much emptied the station of supplies and fuel. And because they don't get new weapons or ships, I end up having to use the weapons that I loot which is not a very effective way of refitting my ships. :P

Is it intended, a bug, or the supply fleets simply do not reach the station?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 13, 2013, 10:03:01 AM
Heyo,

After playing for a while as a Blackrock captain I found that their station doesn't get resupplied.

I've pretty much emptied the station of supplies and fuel. And because they don't get new weapons or ships, I end up having to use the weapons that I loot which is not a very effective way of refitting my ships. :P

Is it intended, a bug, or the supply fleets simply do not reach the station?

UsS do not use resupply fleets. That's odd though! How old is your version of UsS?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Magician on October 13, 2013, 12:04:20 PM
It seems I encountered bug when in hullmod's description used '%'. I searched the description csv file and found SHI hullmod description "Enhanced Ejector" with next text '66%'. Changed '%' to 'percents' and no more crashes. Was getting it in missions when tried to refit ships.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Carroy on October 13, 2013, 01:43:19 PM
UsS do not use resupply fleets. That's odd though! How old is your version of UsS?

It says in the mod selection screen: "Oumoz´s Sector 1.0 Journey"
I think I downloaded it like a week ago.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 13, 2013, 02:31:19 PM
UsS do not use resupply fleets. That's odd though! How old is your version of UsS?

It says in the mod selection screen: "Oumoz´s Sector 1.0 Journey"
I think I downloaded it like a week ago.

Yeah much changed since a week! Try activating the latest version.

It seems I encountered bug when in hullmod's description used '%'. I searched the description csv file and found SHI hullmod description "Enhanced Ejector" with next text '66%'. Changed '%' to 'percents' and no more crashes. Was getting it in missions when tried to refit ships.

Fixed!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 13, 2013, 10:06:16 PM
Uomoz, I'm very much a fan of the character selection path you put in your mod :) Thank you for doing that. Would you be a dear also and throw in my character portraits (player faction & nomad faction), and "shipNamePrefix":"NA"  ? Also, I just updated Nomads to 0.9.4, and it's got all the new sound effects from Cycerin! Plus a new fightercraft! Yay!  8)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 14, 2013, 05:53:33 AM
Updated!

Latest SHI, PACK, NOMADS, JUNK PIRATES! Various fixes.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: TimeDiver on October 14, 2013, 07:51:57 AM
Don't know if you saw it or you're just ignoring it but will you add this guys

http://fractalsoftworks.com/forum/index.php?topic=6347.0

anyday?

*Sighs, breathes slowly*

About the Hiigarans, no, I do not plan in integrating that mod. The reason is that it's a cross-over, and it doesn't really fit into the SS universe. The quality is really high though!

and

In the previous page I asked the same thing, unfortunately no Uomoz will not as the Hiigaren story line doesn't exactly match up with the star sector lore.  Though granted he admits the quality of the mod is really good, lol.

should have answered this for you by now.

Addendum:

Uomoz, don't know if you've noticed, but this mod's 'settings.json' is still using v0.6a values for marine supply consumption and ship capture chance, possibly others too; in fact, copy-pasting the entire contents of the 'settings.json' file is redundant.

For the purposes of Uomoz's Sector, just pasting the following works just as well, from first-hand experience (unless I'm completely missing something else):

Code
{
"minBattleSize":500, # in deployment points. min value for settings slider
"maxBattleSize":1000, # in deployment points. max value for settings slider
"graphics":{
"illustrations":{
"fly_away":"graphics/illustrations/fly_away.jpg",
"nanshe_desert":"graphics/shi/illustrations/nanshe_desert_game.jpg",
}
}
}
Also, why the increased 'minBattleSize' and 'maxBattleSize' values for the latest DEV release?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NightmareOwl on October 14, 2013, 08:13:32 AM
Sorry , Also thanks, great compilation
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 14, 2013, 08:25:23 AM
Sorry, yeah that was something I forgot to change back. Will edit soon (the config file).

EDIT: done, now it uses 6.1a values, minmax FP is 250\1000, compressed save is on.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: SteveFrench on October 15, 2013, 12:35:43 AM
Hey this is an amazing mod! One thing I would like to know is how I edit my Credits and skill points? I can edit a nilla Starsector save but with your mod it seems to save to a corrupted .zip.

Thanks

-SteveFrench
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Camael on October 15, 2013, 02:08:32 AM

So far pure awesome. Question about the nomands: They use a special "shunt"-thingy on all their ships to qualify for use of their specific weaponry (correct?), though first, what do I do if one of their ships gets destroyed and then repaired after combat? That does reset all weapons on the ship and would result in an unarmed piece of junk flying with my fleet, right? As I can not refit these weapons?
Second, with the Blackrock drivecore You have it "built in" - it's always there, can not be removed, and can not be added, thus not taking up space in the rather crowded upgrades screen. Is it possible to move the restricted upgrade to this built-in status? As I see, several other faction mods use this idea of faction-specific upgrades. Would be annoying to have half the selection filled with stuff I can't even put on my brand new destroyer...
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 15, 2013, 02:34:18 AM
Hey this is an amazing mod! One thing I would like to know is how I edit my Credits and skill points? I can edit a nilla Starsector save but with your mod it seems to save to a corrupted .zip.

Thanks

-SteveFrench

Hi there! I turned up save compression to lower the space each save requires, maybe that's the issue. Try disabling it inside Uomoz's Sector DEV\data\config\settings.json (change compressSaveGameData from true to false).


So far pure awesome. Question about the nomands: They use a special "shunt"-thingy on all their ships to qualify for use of their specific weaponry (correct?), though first, what do I do if one of their ships gets destroyed and then repaired after combat? That does reset all weapons on the ship and would result in an unarmed piece of junk flying with my fleet, right? As I can not refit these weapons?
Second, with the Blackrock drivecore You have it "built in" - it's always there, can not be removed, and can not be added, thus not taking up space in the rather crowded upgrades screen. Is it possible to move the restricted upgrade to this built-in status? As I see, several other faction mods use this idea of faction-specific upgrades. Would be annoying to have half the selection filled with stuff I can't even put on my brand new destroyer...

Thanks man! Yeah I think that the Nomad's behaviour you describe is correct, a report to Trylobot would be good.

About the BR drivecore, no much can be done about it. When a modder wants to put some specific features into a ship it needs to go through a built-in mod.. And it can't be hidden.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 15, 2013, 10:48:52 AM
Question about the Nomads: They use a special "shunt"-thingy on all their ships to qualify for use of their specific weaponry (correct?), though first, what do I do if one of their ships gets destroyed and then repaired after combat? That does reset all weapons on the ship and would result in an unarmed piece of junk flying with my fleet, right? As I can not refit these weapons?

If you buy a Nomad ship from the store, or if you manage to repair or board a hulk, and the ship has been stripped; all you must do is enter the Refit screen, and load the standard variant. You will find the ship restored to its factory settings. The built-in weapons cannot be destroyed or separated from the ship unless the ship is lost; The Naeran Flux Shunts is a hullmod that is essentially required and so must be equipped, but it's not built-in. There are both lore and AI/hack reasons for this setup, but I've found it to be a trvial inconvenience at worst.

Off-topic: Camael, nice avatar. I too made a forum avatar of the Core logo, about 12 years ago; I'll see if I can dig it up. It's a really clean animated gif, but same basic idea. TA forever. Also, this: http://www.uberent.com/pa/
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: HeliosRX on October 15, 2013, 03:15:41 PM
I started a new game in Corvus as Blackrock and immediately went towards the Blackrock planet to buy a new ship. Upon entering the wormhole to the Blackrock system, the game immediately crashed and gave me an "Error: null" message and crashed. I'd post an error log but I have no idea how to do that.

Any tips?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Cycerin on October 15, 2013, 03:48:07 PM
Thanks man! Yeah I think that the Nomad's behaviour you describe is correct, a report to Trylobot would be good.

About the BR drivecore, no much can be done about it. When a modder wants to put some specific features into a ship it needs to go through a built-in mod.. And it can't be hidden.

I wouldn't want to hide that anyway, as the tooltip displays important info about what the passive bonus actually does. How else would you convey it to the player ingame?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Camael on October 15, 2013, 05:48:16 PM
Actually, I think we misunderstood each other... What I wanted to know was wether all factions could have their "special system" pre-installed, as the blackrock ships do. Blackrock:good. Nomads:bad. Because...  Their shunt thingy is not displayed as built-in, but as a normal upgrade that just always has the red background for being unavailable. Now if every faction has one or more of these, I say they should be built-in, as with black rock instead of clogging up the upgrade-screen.  Ten factions (maybe? At least? Uhm... no pressure...), each with their systems displayed and never really available? That's half the page filled with junk. If it's just built-in, you can't remove it but still see the info on the icon in the upgrades-list on the main refit screen. (Which is good.)

Sorry if I am a bit hard to follow, can't seem to find my skillbook of clear language + 4.

(Hehe. Hehehehehe. /me gets some rapiers in place for commander-murderin')
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: TheKillerWolf on October 15, 2013, 09:06:06 PM
Im not quite sure whats goin on but i seem to get alot of lag when i start blackrock and in the gniess system.  i also got a error when trying to load a save from said lagging save.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 15, 2013, 11:34:46 PM
Hey Uomoz,

Since its been mentioned a few times, are mods like the Hiigaren one or (another mod I've been thinking of playing with) The Scrappers mod compatible with your mod? Cause I noticed on the first page the "Notable incompatibilities" part of the pinned post has nothing in it.  I'm to assume no one has reported any problems if there were any?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 16, 2013, 12:52:03 PM
Im not quite sure whats goin on but i seem to get alot of lag when i start blackrock and in the gniess system.  i also got a error when trying to load a save from said lagging save.

I just rewrote a lot of code to make the lag way less noticeable, hang in there! The first few days are a bit laggy because most of the fleets spawn in that time frame, it should naturally get better the more days passes.

Hey Uomoz,

Since its been mentioned a few times, are mods like the Hiigaren one or (another mod I've been thinking of playing with) The Scrappers mod compatible with your mod? Cause I noticed on the first page the "Notable incompatibilities" part of the pinned post has nothing in it.  I'm to assume no one has reported any problems if there were any?

You can add them without any problem!

Now a question for you guys: If an NPC is leveling up, what should be the pace? Is 1 level every 10 days reasonable?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Hyph_K31 on October 16, 2013, 12:57:15 PM
I should think the NPCs should have the same sort of gradient the player does when it comes to levelling up. So, at the start of their... lives, they'd level reasonably quickly, and as with the player, the higher their level is the longer it'll take them to level up. Something like at level one they level once every 5 days, and for each level after that add a couple more days to their next level.

I hope that made sense... It made sense in my head, at least.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 16, 2013, 01:04:07 PM
I should think the NPCs should have the same sort of gradient the player does when it comes to levelling up. So, at the start of their... lives, they'd level reasonably quickly, and as with the player, the higher their level is the longer it'll take them to level up. Something like at level one they level once every 5 days, and for each level after that add a couple more days to their next level.

I hope that made sense... It made sense in my head, at least.

Agreed.  I want whatever adds meaningful challenge.  I'd love to see threatening pirate raiders now and then.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 16, 2013, 01:06:54 PM
I should think the NPCs should have the same sort of gradient the player does when it comes to levelling up. So, at the start of their... lives, they'd level reasonably quickly, and as with the player, the higher their level is the longer it'll take them to level up. Something like at level one they level once every 5 days, and for each level after that add a couple more days to their next level.

I hope that made sense... It made sense in my head, at least.

Agreed.  I want whatever adds meaningful challenge.  I'd love to see threatening pirate raiders now and then.

Oh boy you won't be disappointed.

PS. NPCs buy ships and weapons from stations, actually depleting them.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 16, 2013, 01:23:58 PM
Oh boy you won't be disappointed.

PS. NPCs buy ships and weapons from stations, actually depleting them.

Awesome!  Now you only need to look at your PMs!   ;)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 16, 2013, 01:34:01 PM
Oh boy you won't be disappointed.

PS. NPCs buy ships and weapons from stations, actually depleting them.

Awesome!  Now you only need to look at your PMs!   ;)

I know man! It's so tempting, but UsS comes first!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Carroy on October 16, 2013, 01:37:55 PM
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.

The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.

It happened twice already and I think I don't need to tell you what wonders that does for my to blood pressure.  ;D


PS If the AI gets the same bonuses as the player, how will you (and the game) know which ship is considered piloted and gets the piloted ship bonuses. And will we also have better equipped ships to fight, as a result of some of the OP increasing skills?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 16, 2013, 01:54:32 PM
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.

The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.

It happened twice already and I think I don't need to tell you what wonders that does for my to blood pressure.  ;D


PS If the AI gets the same bonuses as the player, how will you (and the game) know which ship is considered piloted and gets the piloted ship bonuses. And will we also have better equipped ships to fight, as a result of some of the OP increasing skills?

Ouch, that seems like a RAM issue, it's probably wise to increase the RAM allowed for SS. Lemme doublecheck if I messed up somewhere though.

The flagship is always the "first" ship in the fleet (in the selection screen, the one on the left), the bigger usually. They won't get bonuses from OP (they don't refit, yet), but all the other bonuses? Hell yeah.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 16, 2013, 02:55:51 PM
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.

The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.


same here
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on October 16, 2013, 04:54:18 PM
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.

The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.

It happened twice already and I think I don't need to tell you what wonders that does for my to blood pressure.  ;D


Ouch, that seems like a RAM issue, it's probably wise to increase the RAM allowed for SS. Lemme doublecheck if I messed up somewhere though.


I have the same problem.  Unfortunately, attempting to increase alloted RAM results in the game not really working.  Won't start up and such.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 16, 2013, 05:16:10 PM
Ok, uploaded my current wip. I did a lot of cleaning up, and is a lot less laggy, even at the start when it has to spawn all those fleets.

 - - -

Added:

Named fleets that can level up and use the market as the player do (can grow up to max aptitude points). They bear the [xXx] insigna.
A huge amount of work behind this. It's pretty complicated, but I can now generate named, growing, fleets for all factions. In fact, there is already one "old face" from UsC.  8)

Missing:

The super latest Nomads Update.

 - - -

Let me know if it still give you problems!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 16, 2013, 10:51:05 PM
Nice work Uomoz! I appreciate the quick response and effort you're putting into the mod.  It's quite refreshing. :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 17, 2013, 08:27:20 AM
Gonna take a stab at not save compatible lol

makes sense to be honest, adding in the named fleets plus cleanup.

Spoiler
66825 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NoSuchMethodError: data.scripts.uss.UomozUtils.AI(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/lang/String;)V
java.lang.NoSuchMethodError: data.scripts.uss.UomozUtils.AI(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/lang/String;)V
   at data.scripts.uss.GeneralSpawnPoint.spawnFleet(GeneralSpawnPoint.java:57)
   at data.scripts.uss.UomozFactionSpawnPoint.advance(UomozFactionSpawnPoint.java:82)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 17, 2013, 08:49:49 AM
Yeah it is not save compatible xD, major refactoring occurred!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 17, 2013, 09:46:13 AM
Yeah, I'm confirming the save derping that's going on.  The game doesn't quit, but it ends up saying that the mod somehow is inoperable or the save file has been corrupted.  The only way to fix it is to restart the game.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 17, 2013, 09:55:15 AM
Yeah, I'm confirming the save derping that's going on.  The game doesn't quit, but it ends up saying that the mod somehow is inoperable or the save file has been corrupted.  The only way to fix it is to restart the game.

Ouch. Is it the latest DEV?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 17, 2013, 10:42:03 AM
Yeah.  Though it maybe a combination of mods?  If I have some time I'll try later today with just Uomoz's and omnifactory if that makes a difference.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 17, 2013, 10:45:33 AM
Yeah.  Though it maybe a combination of mods?  If I have some time I'll try later today with just Uomoz's and omnifactory if that makes a difference.

That should be standard procedure when reporting bugs to mod authors, really.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 17, 2013, 11:40:03 AM
Spoiler
Code
255640 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.ai.ReflectorAI.advance(ReflectorAI.java:31)
at com.fs.starfarer.loading.specs._$1.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
main manu crash

also
Spoiler
(http://i.imgur.com/AV3gkhN.png)
[close]
the strange independent freshly spawned fleet with non combat ready capital ship

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 17, 2013, 12:09:56 PM
Spoiler
Code
255640 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.ai.ReflectorAI.advance(ReflectorAI.java:31)
at com.fs.starfarer.loading.specs._$1.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
main manu crash

also
Spoiler
(http://i.imgur.com/AV3gkhN.png)
[close]
the strange independent freshly spawned fleet with non combat ready capital ship



Will take a look the first one, the second one is a mothballed Gila :D, they are carrying that around somewhere!

EDIT: Uploading hotfix.
That's what happen when you upload something at 2am xD
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 17, 2013, 04:20:13 PM
Spoiler
Code
1112688 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 55, FP2: 29, maxFP1: 120, maxFP2: 80
1498360 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
durning game, didn't check for "FIX" ver. (if available for now)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 17, 2013, 04:44:22 PM
Whoupss, there is definitely a null chance. Spotted! Thanks for the report, fixing now.

EDIT: Fixed! Also added a huge load of Named fleets (with random names) plus some known faces.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 18, 2013, 04:18:26 AM
You! Sir Uomoz! Where is you Corvus!  ;D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Camael on October 18, 2013, 06:39:34 AM
Improving the skill of enemy officers as time progresses, or the player does, would kill that "pick Your target" feel of the game. Your own introduction says the Player is special and learns extremely fast. Why should the entire galaxy suddenly start getting smarter after the player decided to get a ship and make a living? Especially at such a rate. My suggestion would be to not have a progression in enemy skill, but rather have different fleets with officers of different skill and personality. This way You can still pick weak opponents in the beginning, then, midgame maybe hit a juicy target with a well-sized fleet and a dumb nut for a leader, while in the endgame You can go up against challenging uber-admirals and their massive system defense or invasion fleets. Should probably find a way to scale XP reward to the type of admiral beaten, if that's not possible I will make that suggestion to the game devs as this should be an obvious feature... maybe only give the good admirals the interesting ships to board while giving the less gifted ones just huge junk fleets? Split them up between different systems as well.
If the game just gets harder by making all enemy smarter it's more of a race to keep up with Your skill than a feeling of growth and accomplishment that goes along with improving Your skills. If there are easy, hard and insanely hard opponents You can chose to take down earlier or later in the game You don't negate the skill system but still have quite an incentive to improve...

Finally a suggestion - haven't had a look at the AI scripting, but what about a faction of "bounty hunters" that are hostile to the player only, have extremely high aggression and a system-wide radius for the AI to trigger pursuit. Add to that some high-speed, heavy-hitting ships and You have a nice challenge, scaleable to the progression of the game that never the less gives the player a chance to maybe outrun the enemy, or hide in a different system, or... well, fight if he's strong enough. Would clue in well with the reputation system that is somewhat planned as far as I read...

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 18, 2013, 10:23:22 AM
You! Sir Uomoz! Where is you Corvus!  ;D
Please? ;(
I just want Uomoz' Corvus so I can get a Stormcrow and, other suspicous units  :-\
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 18, 2013, 10:29:04 AM
The stormcrow is already in the game. Acquiring it is not an easy task though...
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 18, 2013, 03:38:24 PM
The stormcrow is already in the game. Acquiring it is not an easy task though...
I mean where do I find the Mod...

Not to hassel you or anything, but Is there a Link somewhere? I will cry If I find out the mods dead :(
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Oligosaccharide on October 18, 2013, 03:42:08 PM
First page of this thread. Click the blue "dev version"
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 18, 2013, 03:49:38 PM
First page of this thread. Click the blue "dev version"
Uomoz' Corvus V17 and up, not Journey, thats a DEV Collection that is unstable (No Offense) and there is a MAJOR difference between them, Maybe Im wrong....





I dunno.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 18, 2013, 03:58:54 PM
Nope, I don't support UsC any longer! Sorry, GGMC!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Piemanlives on October 18, 2013, 05:33:18 PM
Mainly because of the inclusion of hyperspace it is no longer just Corvus :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 19, 2013, 02:55:47 AM
Nope, I don't support UsC any longer! Sorry, GGMC!


 :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

Any StormCrow Around Journey?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on October 19, 2013, 04:45:16 AM
The event bosses are still there i presume, which means so is the stormcrow, which is an event boss ship.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 19, 2013, 10:36:48 AM
about [xXx] fleet
[xXx]: are they ment to be defending faction autpots ( i think not)  because i saw 3 or 4 doing so ai Corvus independent sation & Ciago Cycerin at BR station
correct me if im wrong but the [xXx] fleets suppose simulate "player" fleet right ?
 (buying,selling,exp gain ect.)
+ also playing as independent can't get acces to the neutral station (hegemony,Tri, ect.)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 19, 2013, 11:51:23 AM
about [xXx] fleet
[xXx]: are they ment to be defending faction autpots ( i think not)  because i saw 3 or 4 doing so ai Corvus independent sation & Ciago at BR station
correct me if im wrong but the [xXx] fleets suppose simulate "player" fleet right ?
 (buying,selling,exp gain ect.)
+ also playing as independent can't get acces to the neutral station (hegemony,Tri, ect.)


Changed their behaviour right now, they now have much more complex roles (like chasing down other heroes or the player), raiding, defending etc. Will upload soon-ish.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: DefiasOne on October 19, 2013, 11:56:17 AM
The event bosses are still there i presume, which means so is the stormcrow, which is an event boss ship.

Are events back in? I've been playing for a while but haven't seen anything like that.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Dabclipers on October 19, 2013, 04:07:03 PM
So, does anyone have any idea when we can expect the next version of this that is relatable to 17.1 being released?  As in a playable modded version that is intended for use like Allegiance was.

-Quick note that I have NOT played this most recent version of Uomoz due to it saying "Dev Only" in the title.  I simply am assuming that this is not a full version of the mod and that it is currently being worked on.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 19, 2013, 04:27:21 PM
So, I may have an idea as to what is going on with the whole save file not being able to be played. I think it may have to do with a butt ton of ships being existent all at one time.  This was when I had other mods, such as Kadur and Hiigaren running at simultaneously thus adding a couple more factions to the galaxy.  Somehow, after I try to load a previously saved game the game all of sudden stutters as the load bar fills.  Then it would get progressively worse and the music would stutter.  At that point the game freezes and the file somehow becomes unreadable.  After a minute it gives me this message "some mods are not available, please make sure....blah blah blah".

I'll try again later and post the error. (hehe, forgot to pull it up).

As for just the Uomoz mod itself, it seems to run fine. Just by itself!.  Though I noticed when I tried reload like the other times, the loading bar would tend to stutter just a tad like before, but it would load successfully. 

So my thought is that this loading issue may have to due with the number of ships currently in the whole galaxy, and this causes the game to freak out because it may not be able to do deal with that much.  Could be a hardware thing on my side (i.e. not enough memory and all that jazz).  With that said, the other mods play well with Uomoz's; however, when it came to reloading a game with multiple mods other than Uomoz it would not work.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 20, 2013, 02:23:24 AM
I cant play journey, its too unstable for some reason, any other new features that has fixed that.
I crashes a minute after a new campaign
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Carroy on October 20, 2013, 06:10:31 AM
I just had this error

3606403 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
   at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 21, 2013, 10:36:26 AM
did anyone see Atlas in this mod ?
Also just experienced strange crash during long fight (nothing new appear in the battle map)
game just shout down, no raport, nothing in the logs no nothing
but will see if this happen more often no harm done , carry on :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 21, 2013, 11:43:25 AM
Uomoz, do you have a repository where you version your mod at? If so, I'd love to contribute via pull requests; not for features or changes, that's your domain, just bug fixes like null ref exceptions and the like.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 21, 2013, 11:54:14 AM
Not really, Pm me anything you find though, I'll fix it! Sorry on many aspects of programming (like setting up a repository) I'm definitely a noob. Thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 21, 2013, 03:15:06 PM
minor issue, none of the TT Sunders seem to be armed
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 22, 2013, 05:56:06 AM
Spoiler
Code: log
1581422 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherlog.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 22, 2013, 09:35:15 AM
Uomoz, from one developer to another: you really need to expend the 5 minutes or so necessary to setup a Github repo for your mod. You have a ton of code here.

1. Setup an account. It's free. https://github.com/
2. Download the friendly client. http://windows.github.com/
3. Start it up, and login.
4. Create a new "public" repository (it's free). Use the default options.
5. Copy all your files into the repo.
6. In the client, create a commit message, like "first commit"
7. Publish to Github.

From that point on, as you make changes, you just make new commits and then click Sync and it will push your commits to Github. You'll never lose anything ever again, because you can always backtrack to any commit. And, using the client means you don't really have to mess around with any real version control stuff or even, for that matter, really learn Git, unless you want to.

The only thing to remember is whenever you create a release, after you zip up your mod folder, remember to delete the ".git" folder from inside the zip file (after you create it), because it just takes up space and none of the end-users need it.



Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 22, 2013, 11:42:32 AM
Spoiler
865129 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
   at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 22, 2013, 05:43:36 PM
On Github. Thanks Trylo!

https://github.com/Uomoz/UomozSector
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 22, 2013, 05:51:59 PM
Spoiler
865129 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
   at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Spoiler
Code: log
1581422 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherlog.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

I just had this error

3606403 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
   at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Thanks for the reports, will take a look. :) They seem rather old versions though.

minor issue, none of the TT Sunders seem to be armed

Fixing, thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 22, 2013, 05:58:39 PM
mine was downloaded 10/16, is that the latest?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 22, 2013, 06:02:44 PM
I think not, might have been some failed experimental build... xD

Will upload another version in the next few hours, stay tuned.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 22, 2013, 07:12:59 PM
On Github. Thanks Trylo!

https://github.com/Uomoz/UomozSector

No problem! Good man.

Edit: Looks like you put the .jar up, but there's no source files; gotta put the .java files somewhere; I recommend a src/ directory or something along those lines
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 22, 2013, 07:20:07 PM
On Github. Thanks Trylo!

https://github.com/Uomoz/UomozSector

No problem! Good man.

Edit: Looks like you put the .jar up, but there's no source files; gotta put the .java files somewhere; I recommend a src/ directory or something along those lines

They are inside the res folder inside /jar :).

Updated downloadable DEV with latest nomads.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on October 22, 2013, 08:31:47 PM
Woo thanks Uomoz
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 23, 2013, 05:29:22 AM
Spoiler
Code
453765 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
485922 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.EliteSpawnPoint.NewAssignment(EliteSpawnPoint.java:152)
at data.scripts.uss.EliteSpawnPoint.access$100(EliteSpawnPoint.java:18)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:85)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
but maybe i shouldnt play on my old save game (last ver.) ;P
Edited:Ok on my New Game -_- i choose Nomads & i start in Corvus system not in Nurf-B
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 23, 2013, 04:38:42 PM
Spoiler
Code
453765 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
485922 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.EliteSpawnPoint.NewAssignment(EliteSpawnPoint.java:152)
at data.scripts.uss.EliteSpawnPoint.access$100(EliteSpawnPoint.java:18)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:85)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
but maybe i shouldnt play on my old save game (last ver.) ;P
Edited:Ok on my New Game -_- i choose Nomads & i start in Corvus system not in Nurf-B


Yeah you can't spawn in Nur, it would be a pretty bad starting location, plus you are a Nomad scout, being out of Nur is the point!

New RC (2) is out, SHI updated.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 24, 2013, 07:36:56 PM
RC 3 is UP!

Rebalnced pirates spawns (no more excessive fighter spam in their fleets), and added Cycerin's rusty Pirate Plus to them. Also added Plunder Fleets carrying pirate stuff around.

(http://i.imgur.com/8cl9lrV.png)(http://i.imgur.com/Fz7ROBN.png)(http://i.imgur.com/XTNdZ1A.png)(http://i.imgur.com/8uRNIGr.png)

Say hi!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on October 24, 2013, 07:43:12 PM
Oh god the trollboat is back. =I
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 24, 2013, 07:57:59 PM
Oh god the trollboat is back. =I

trollboat? :D

EDIT: hotfixed some burn speed values for the new ships.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: FasterThanSleepyfish on October 24, 2013, 11:48:55 PM
I thought you said you didn't like kitbashes!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on October 25, 2013, 12:23:12 AM
These are SPECIAL kitbashes :P they are an exception.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Doogie on October 25, 2013, 08:35:21 AM
Because they were made by Cycerin, who undoubtedly made it look as if they weren't kitbashed.

Also, pirates can get away with that "scrapped" look that kitbashing brings.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 25, 2013, 08:41:58 AM
Also this adds a fantastic pirate capital, replacing the conquest for them!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 25, 2013, 12:27:18 PM
RC 3 is UP!

Rebalnced pirates spawns (no more excessive fighter spam in their fleets), and added Cycerin's rusty Pirate Plus to them. Also added Plunder Fleets carrying pirate stuff around.

(http://i.imgur.com/8cl9lrV.png)(http://i.imgur.com/Fz7ROBN.png)(http://i.imgur.com/XTNdZ1A.png)(http://i.imgur.com/8uRNIGr.png)

Say hi!
Where do I find the minimod as a singular?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 25, 2013, 12:38:16 PM
It doesn't exsist!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sabaton on October 25, 2013, 12:51:16 PM
 Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.

 Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 25, 2013, 04:11:50 PM
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.

 Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
Because they ARE hidden content, you can play with them by dev mode,
Alex, I did find your paragon,
It was amusing.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on October 25, 2013, 04:43:54 PM
any chance you can add a setting where we can still have limited access to neutral stations? ie repair, maybe buy/sell supplies but not ships? I think I saw Exerelin did this and I like having the option
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Flunky on October 25, 2013, 09:09:23 PM
Just a heads-up: downloaded the latest version, and the fancy-shmancy new pirate ships were so eager to fly out and pillage they, er, forgot to bring any weapons (all hardpoints are more bare than a greebled baby's bottom). I suspect that was not intended, though it is a nice reprieve.

Also: the Nomad Rattlesnake was available for sale at the independent trade hub and is listed as having 250000 (+240000) flux capacity. I suspect, though admit I am not 100% sure, that is also not intended. Its other stats were normal.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sabaton on October 26, 2013, 03:14:39 AM
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.

 Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
Because they ARE hidden content, you can play with them by dev mode,



 Thanks for the clue Captain Obvious. :D
 I was referring to their status: wip, cancelled, for lulz.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 26, 2013, 06:35:16 AM
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.

 Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?

Thay are elite ships, the Stormcrow is actually in game (haven't you found it yet? :D).

any chance you can add a setting where we can still have limited access to neutral stations? ie repair, maybe buy/sell supplies but not ships? I think I saw Exerelin did this and I like having the option

I like how it works right now, with faction yards being of faction use only. I do not fancy giving gampley mechanic options, they cheapen the experience. The "faction" feel is reinforced this way.

Just a heads-up: downloaded the latest version, and the fancy-shmancy new pirate ships were so eager to fly out and pillage they, er, forgot to bring any weapons (all hardpoints are more bare than a greebled baby's bottom). I suspect that was not intended, though it is a nice reprieve.

Also: the Nomad Rattlesnake was available for sale at the independent trade hub and is listed as having 250000 (+240000) flux capacity. I suspect, though admit I am not 100% sure, that is also not intended. Its other stats were normal.

Ahah silly me, fixed in the download link. As far as I know, the Rattlesnake is working as intended (with the TheNomadsNaeranFluxShunts hullmod modifying Nomads flux capacity x25).

EDIT: Upcoming new civilian mining ships.

(http://i.imgur.com/5SmRKoW.png)(http://i.imgur.com/K5F1lFZ.png)(http://i.imgur.com/4w9ZBjR.png)(http://i.imgur.com/EfXrJNK.png)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Flunky on October 26, 2013, 09:10:11 AM

As far as I know, the Rattlesnake is working as intended (with the TheNomadsNaeranFluxShunts hullmod modifying Nomads flux capacity x25).


I actually had a typo there-- +249000, not +240000. I downloaded the latest version of Nomads and the Rattlesnake has 25000 (+24000) so I think the hullmod in USJ is modifying capacity x250 at the moment instead of x25, giving it a total of 250000.

For good measure give the 'demo' Nomads mission a whirl in USJ-- I could use just a Sandstorm and mk.I Komodo to bruteforce my way through the entire enemy fleet. At once. Of course, with flux capacity that high venting is a death sentence, but you never really -need- to vent...
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 26, 2013, 09:39:16 AM
STOP MAKING ME UPDATE MY STOLEN STORMCROW  ;D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 26, 2013, 09:43:05 AM
STOP MAKING ME UPDATE MY STOLEN STORMCROW  ;D
Also, I cant play the game still,my new saves crash whenever I enter a fight, Is there a new update of lazylib?
Lemme check
Dododoo, Uhuh, GODAMNIT STOP CRASHING.
Sorry for spamming, My lib is 1.6B to say, I just think an unplayable mod needs to be a little refined, it is playable AMAZING collection, I ment in the crashing scene, could test with... Damn, I dont want, Meh, I can transfer my mods to 6.1
(Im on 0.6)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 26, 2013, 09:59:38 AM

As far as I know, the Rattlesnake is working as intended (with the TheNomadsNaeranFluxShunts hullmod modifying Nomads flux capacity x25).


I actually had a typo there-- +249000, not +240000. I downloaded the latest version of Nomads and the Rattlesnake has 25000 (+24000) so I think the hullmod in USJ is modifying capacity x250 at the moment instead of x25, giving it a total of 250000.

For good measure give the 'demo' Nomads mission a whirl in USJ-- I could use just a Sandstorm and mk.I Komodo to bruteforce my way through the entire enemy fleet. At once. Of course, with flux capacity that high venting is a death sentence, but you never really -need- to vent...

You are totally right. Still trying to understand where I failed. The hullmod is exactly the same in UsS and the base maxflux is the same...  ??? ??? ???

EDIT: Hotfixed!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Aenslaed on October 26, 2013, 01:35:10 PM
Is there any sort of feature list or basic player intro for this mod?  I see mention of station defense and personal convoys and such in the op, but I haven't found anything like that yet in game.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Fantastic Chimni on October 29, 2013, 08:56:11 PM
I love the mod, but I just feel like the rewards for early game combat are a little bit skewed, I destroyed a buffalo and a small frigate that were already slightly damaged, and was rewarded 13,000 credits. Thats enough to buy almost all of what they had brand new from a station when i destroyed them after pursuing them and vanquishing.

After three combats i had enough credits to buy a cruiser-carrier, upgrading straight up from the starter frigate... I just feel like this is a little bit too fast and easy, and i'm not sure if that is the normal amount of rewards for winning the battle and subsequent chase.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: TheKillerWolf on October 29, 2013, 08:59:01 PM
so is the torch class supposed to have a small uni on front or a med. the stock varient puts a medium gun but it says small when i check it and wont let me put anything bigger.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 30, 2013, 04:57:46 AM
The credits rewards are doubled while the supplies rewards are 1/4, making it a lot less proficient then vanilla, technically. I think that buffaloes are just too good as a source of money, but they are also required for people less experienced. Have you considered the amount of supplies you found? While one can have the money to buy expensive ships fast, maintaining them is not that easy with the supply drop in UsS :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on October 30, 2013, 05:53:20 AM
 ;D
Once you have ironed out the bugs will you add certain mods or just keep to the 'stable' ones.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 30, 2013, 03:18:20 PM
Spoiler
Code
1164250 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Midcom on October 30, 2013, 11:20:15 PM
Spoiler
33413 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 255.85 MB of texture data so far
33413 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
33654 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
36737 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Midcom_505726916173525813\descriptor.xml]
36775 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Sandaime_3119458606681985127\descriptor.xml]
38227 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Sandaime_3119458606681985127...
115653 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
115653 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]

So I promised to put up an error with the save thing awhile ago, probably 3 or 4 pages back.  Thus far I have only UsS and Kadur Theocracy loaded along with lazylib which runs just fine, until you reload.  I haven't played just UsS to my point yet, but it looks to me that the game dies because a lack of memory?  Any thoughts about this?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 31, 2013, 06:57:35 AM
Spoiler
33413 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 255.85 MB of texture data so far
33413 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
33654 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
36737 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Midcom_505726916173525813\descriptor.xml]
36775 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Sandaime_3119458606681985127\descriptor.xml]
38227 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Sandaime_3119458606681985127...
115653 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
115653 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]

So I promised to put up an error with the save thing awhile ago, probably 3 or 4 pages back.  Thus far I have only UsS and Kadur Theocracy loaded along with lazylib which runs just fine, until you reload.  I haven't played just UsS to my point yet, but it looks to me that the game dies because a lack of memory?  Any thoughts about this?

Kadur is believed to have some memory issues. Will take a look when I'll integrate them (soon).

Spoiler
Code
1164250 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?

;D
Once you have ironed out the bugs will you add certain mods or just keep to the 'stable' ones.

Only the ones I believe are "good" enough, compared to vanilla.

so is the torch class supposed to have a small uni on front or a med. the stock varient puts a medium gun but it says small when i check it and wont let me put anything bigger.

Fixed, it's supposed to be a small slot.

BTW, updated DEV with new Nomads and the various fixes.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on October 31, 2013, 07:06:36 AM
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?
well nothing really to talk about, just fighting with some SHI bigger fleets
& i've got only your mod & necessary lazylib checked, also i do not overwrite mod folder when replacing with newer UsS ver.
will try to provoke that Null error again

Edited:
Spoiler
Code
1602500 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

when fighting one of SHI station Def Force

but since there is new ver. will change to it
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on October 31, 2013, 02:20:51 PM
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?
well nothing really to talk about, just fighting with some SHI bigger fleets
& i've got only your mod & necessary lazylib checked, also i do not overwrite mod folder when replacing with newer UsS ver.
will try to provoke that Null error again

Edited:
Spoiler
Code
1602500 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

when fighting one of SHI station Def Force

but since there is new ver. will change to it
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?
well nothing really to talk about, just fighting with some SHI bigger fleets
& i've got only your mod & necessary lazylib checked, also i do not overwrite mod folder when replacing with newer UsS ver.
will try to provoke that Null error again

Edited:
Spoiler
Code
1602500 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

when fighting one of SHI station Def Force

but since there is new ver. will change to it

The problem exist and it's inside the Pandora array scripts. I have no idea why but it collides with something of mine even if I didn't touch it.

Fixed, but I had to pull out a lot of plugins from my jar (all those related to weapons). Weird behaviour.

Uploading.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ValkyriaL on November 02, 2013, 02:12:14 AM
but its been in dev for like... forever, Exerelin is the most played mod on the forum by far. it'll be interesting when Uomoz completes U'C Journey. :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Wunder on November 02, 2013, 02:15:21 AM
What?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Psigun on November 02, 2013, 11:46:27 AM
No need for a popularity contest, those don't generate anything but negativity. I'm just glad there are so many good mods to try and am grateful for everyone putting in their time to create these big total conversions and compilations.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Doogie on November 02, 2013, 12:38:11 PM
Uomoz you have the most popular mod in the forums, followed by ironclads
followed by exerelin.
Congratz!

Spoons are also popular, behind knives and forks.
Yet who cares, because each have a different purpose. Just like these mods.

Now please, take a moment to think about what you're saying.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 02, 2013, 12:47:46 PM
No need for a popularity contest, those don't generate anything but negativity. I'm just glad there are so many good mods to try and am grateful for everyone putting in their time to create these big total conversions and compilations.

Thanks man!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 06, 2013, 02:28:07 PM
(http://i.imgur.com/NlgvXsL.jpg)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: theSONY on November 06, 2013, 02:34:52 PM
@UP
Spoiler
(http://static.comicvine.com/uploads/original/11111/111118857/3326548-groovy.jpg)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: NikolaiLev on November 06, 2013, 02:52:02 PM
Those production requirements... getting traumatic flashbacks to Warframe's crafting system  :-X

Hope it isn't as grindy as it seems.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 06, 2013, 03:11:38 PM
Those production requirements... getting traumatic flashbacks to Warframe's crafting system  :-X

Hope it isn't as grindy as it seems.

Still have to playtest them, by design it should be fairly easy going! This system is built upon the standard buy\sell gameplay, and is optional. Every ship now drops parts relative to its origin and possibly a blueprint for a ship of its faction instead of credits/fuel/supplies. The guys using a ship are not always the guys producing them! The blueprints are stored via the persistent data system so they don't clutter any storage. The amount dropped allow to build a ship roughly every 2 you kill of that type. Credits as loot are gone, and are now part of the resource system. It's a lot harder to get any fuel or supplies after a fight, but not impossible. The whole system makes the station gameplay a lot more interesting.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on November 06, 2013, 03:14:13 PM
That. Looks. AMAZING!

Suggestion: instead of "next blueprint" maybe "available blueprints" and send it to a menu with all available blueprints and an exit option?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 06, 2013, 03:20:53 PM
That. Looks. AMAZING!

Suggestion: instead of "next blueprint" maybe "available blueprints" and send it to a menu with all available blueprints and an exit option?

I tried doing that but it's not really looking good with the current menu system.. The good thing is that the transition using the "Next Option" is instant and I can easily create a "Back Option".
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on November 06, 2013, 04:07:59 PM
Fair enough. When can I try it out??? :-D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 06, 2013, 04:11:02 PM
Fair enough. When can I try it out??? :-D

Soon! Also implemented Kadur fascism obviously. :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sproiet on November 06, 2013, 07:18:02 PM
Kadur Fascism...hah They are just trying to spread the word to less civilized factions :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Erick Doe on November 07, 2013, 01:34:22 PM
Uomoz. This new blueprint stuff has great potential.

Might just have to continue with TuP.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 07, 2013, 02:38:18 PM

Might just have to continue with TuP.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: HELMUT on November 07, 2013, 02:51:45 PM
Kadur have been fixed? Last time i played the mod, it made the save bloat out of control and the game ended up crashing.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on November 07, 2013, 03:28:01 PM
TuP?!?!!?!?!!! :-D
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Erick Doe on November 07, 2013, 03:31:07 PM
TuP?!?!!?!?!!! :-D

http://fractalsoftworks.com/forum/index.php?topic=5762.0

Don't bother downloading anything. Not compatible with 0.6.1a.
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 07, 2013, 03:57:50 PM
Kadur have been fixed? Last time i played the mod, it made the save bloat out of control and the game ended up crashing.

Completely replaced all the scripts, keeping them very similar, as I did for vanilla.

Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: ciago92 on November 07, 2013, 04:48:56 PM
:-O don't play me like that! I thought you had finally updated, I miss my talus something fierce :-(
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Uomoz on November 08, 2013, 10:19:56 AM
Solid progress :)

(http://i.imgur.com/GMnv8Hc.png)
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: FasterThanSleepyfish on November 08, 2013, 03:32:30 PM
You are out-Alexing Alex, wow.

No offense Alex!
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Sproiet on November 08, 2013, 06:18:29 PM
Will next version include the infamous untouchable by missiles Valkyrials class super supply consumers? ;D
Or just the Kadur for right now?
Title: Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
Post by: Trylobot on November 11, 2013, 07:18:06 AM
Solid progress :)

Uomoz, this is incredible. Good job mate.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 14, 2013, 09:39:05 PM
1.0 up (being uploaded)! Report any bugs please! Have fun :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: FlashFrozen on November 14, 2013, 09:47:36 PM
Gotta wait until it's been uploaded eh, huhu

Have to be a little patient to play this one :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Piemanlives on November 14, 2013, 09:53:28 PM
Upon the 200th page, let it be known that version 1.0 is now of digital existence.

Skies above watch over you.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: xenoargh on November 14, 2013, 11:35:11 PM
Tried this out briefly :)

1.  Not sure if it's a bug, but I started out with a huge fleet that I had no way to pay for, supplies-wise, and nowhere to store my ships in the system I spawned in to get out of the death spiral.  Kind of a rough way to start a mod; I'm not sure that works if that's intentional.
2.  Got into a minor fight later and was hit by some sort of weapon / system that "pushed" my ship away from it, but it kept pushing it, so I couldn't ever regain control.
3.  Early-game difficulty seems a little bit over-hard; I feel like the difficulty ramp is even more inverted than in Vanilla.

Anyhow, haven't had enough time to really play it a lot; my first impression is that there is a lot of interesting stuff being tried with Stations and I'd like to have more information about how to do things and how to achieve victory :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 14, 2013, 11:43:57 PM
1- That only happens in dev mode, try deactivating that and tall me if it keeps happening.

2- Sorry I don't really understand what you're referring to, could you be more specific?

3- It is definitely harder then vanilla, but it's supposed to be!

Anyhow, haven't had enough time to really play it a lot; my first impression is that there is a lot of interesting stuff being tried with Stations and I'd like to have more information about how to do things and how to achieve victory :)

I totally suggest you to find out trying, there are many tooltips that explain most of the stuff, but some things are to be found playing :).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: FlashFrozen on November 14, 2013, 11:58:39 PM
Got started off as what I assumed was blackrock, well at least in their system, got a robberfly in addition to a brawler ( <3 ) only quirk was that the trade station beside the BRDY station and that well ah, the BRDY was hostile, almost lost my fleet within 5 seconds of starting :P

Also kinda annoyed at a 0.6.1 bug where if you pick the run away option you slow down, almost got chained down (one would attack, i'd retreat, then the 2nd campaign fleet would attack my 1 burn speed fleet)to death by 2 large pirate fleets.

Seems neat, very salvage centric economy as I can tell supplies are sparse from battles, fuel is nonexistent though I found the requirements to build a ship kinda low, not that i'm complaining.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: xenoargh on November 15, 2013, 11:22:56 AM
Quote
1- That only happens in dev mode, try deactivating that and tall me if it keeps happening.
Ah, I see how that was set up. OK.

Quote
2- Sorry I don't really understand what you're referring to, could you be more specific?
I don't know, really; I got into a fight with a Frigate where I got "pushed" away from it, and I just kept getting pushed.  I don't have time to hunt that down, but I presume that there's a System that does this stuff and it's not working right yet :)

Quote
3- It is definitely harder then vanilla, but it's supposed to be!
The game should be harder later, not harder right at the start.  That's how it feels right now; artificially hard in the start, but I can see how it's going to get a lot easier once I've leveled up.  Needs to go the other way, imo, otherwise the only people who will play it are people who don't mind grinding a lot, and well, I hate grinding :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: TimeDiver on November 15, 2013, 11:30:13 AM
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: FasterThanSleepyfish on November 15, 2013, 12:16:04 PM
Xeno, is it a blue vessel that launches many missiles?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Dragar on November 15, 2013, 12:27:05 PM
Man it seems like the saving issues has gotten worse now, I'm at the very start of a game and if I save and exit I can't load the save back up.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 15, 2013, 02:23:04 PM
Got started off as what I assumed was blackrock, well at least in their system, got a robberfly in addition to a brawler ( <3 ) only quirk was that the trade station beside the BRDY station and that well ah, the BRDY was hostile, almost lost my fleet within 5 seconds of starting :P

Also kinda annoyed at a 0.6.1 bug where if you pick the run away option you slow down, almost got chained down (one would attack, i'd retreat, then the 2nd campaign fleet would attack my 1 burn speed fleet)to death by 2 large pirate fleets.

Seems neat, very salvage centric economy as I can tell supplies are sparse from battles, fuel is nonexistent though I found the requirements to build a ship kinda low, not that i'm complaining.

Yeah the creation decisions aren't that clear but I like them like that. Let's just say that "Where do you come from" decides where you spawn and respawn in most cases.
The retreat bug is pretty bad, I do agree. I think I can fix it myself though, as it's exposed in the files that Alex allows us to mod.
Requirements are pretty much related to the ship's FP value and are comparable to vanilla credit requirements.

Quote
3- It is definitely harder then vanilla, but it's supposed to be!
The game should be harder later, not harder right at the start.  That's how it feels right now; artificially hard in the start, but I can see how it's going to get a lot easier once I've leveled up.  Needs to go the other way, imo, otherwise the only people who will play it are people who don't mind grinding a lot, and well, I hate grinding :)

I think that is a lot subjective, a game like this can't get harder later unless 1- The mod adds some artificial menaces that hunt the player down in later phases, 2- The mod adds a lot of complexity\bad stuff to the capital management. Both are bad so I went for: ships are rare, capitals are rarer to find, you should craft them. A Starsector game lasts a lot longer this way.

Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).

Just tested it and it's working! Are you completely sure? What were you fighting?

Man it seems like the saving issues has gotten worse now, I'm at the very start of a game and if I save and exit I can't load the save back up.

Yeah, as written in the OP, it now requires changes to vmparams.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Dragar on November 15, 2013, 03:23:58 PM
Blueprints do drop, there just seems to be no notification for it.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Wraithbourne on November 15, 2013, 04:03:21 PM
I'm getting the blueprint drop notification to the left of the screen before I go to the salvage screen.  If you have a disabled enemy ship firing back up you'll see the notice after its dealt with, otherwise it appears right from the off.

Its noticable if you frequently linger on the screen like I do (it makes a nice pause point to go the loo or whatever) but it could definately do with being more clearly displayed.  Finding one is a reasonably big deal so it should be signposted clearly to the player imo.

The actual content added to the mod now is extremely impressive.  I cant wait to construct some unholy megafleet combining the best ships of each faction once I collect the required blueprints :D
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: TimeDiver on November 15, 2013, 04:13:56 PM
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).

Just tested it and it's working! Are you completely sure? What were you fighting?

In both cases, (vanilla) Pirate Raiders, [II] or [III] type-fleets.

Addendum: Pirate Armadas (and larger-sized fleets) occasionally drop a blueprint, but only if my flagship took hull damage; if only taken armor damage, nada.

Maybe the RNG just plain despises me, or something.

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 15, 2013, 04:20:55 PM
I'm getting the blueprint drop notification to the left of the screen before I go to the salvage screen.  If you have a disabled enemy ship firing back up you'll see the notice after its dealt with, otherwise it appears right from the off.

Its noticable if you frequently linger on the screen like I do (it makes a nice pause point to go the loo or whatever) but it could definately do with being more clearly displayed.  Finding one is a reasonably big deal so it should be signposted clearly to the player imo.

The actual content added to the mod now is extremely impressive.  I cant wait to construct some unholy megafleet combining the best ships of each faction once I collect the required blueprints :D

Will do something about the notification display. Thanks for the appreciation anyway! The next step for the mod will be creating your own faction using all the BPs you find and actually deciding the fleet compositions.

Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).

Just tested it and it's working! Are you completely sure? What were you fighting?

In both cases, (vanilla) Pirate Raiders, [II] or [III] type-fleets.

Addendum: Pirate Armadas (and larger-sized fleets) occasionally drop a blueprint, but only if my flagship took hull damage; if only taken armor damage, nada.

Maybe the RNG just plain despises me, or something.



I think that's just very bad luck as the BP drop only checks on the amount of FPs that got killed in the enemy fleet.

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: xenoargh on November 15, 2013, 05:40:05 PM
Quote
Xeno, is it a blue vessel that launches many missiles?
IIRC, it was a reddish vessel, probably Junk Pirates but can't re-create it atm, unfortunately work's keeping me too busy to do much with SS atm :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Camael on November 16, 2013, 06:51:24 AM
Totally, utterly amazing. Even did me the personal favour of hammering Kadur in there. Whee.

Things I did notice:


Memory clogging got worse (no surprise.)

Blueprint drops are insanely rare. I have a level 30 character now and managed to collect a whopping four (4) blueprints. I'm not generally one of the lucky guys but that is quite harsh. Especially as I did manage to take down three Hegemony SDF's with their 3,5 Onlsaughts. (Love trashing these buckets. Take a destroyer, get behind them and enjoy...)

Having no credit rewards increases the potential danger from the boarding troll, as blowing up the "boardable" ship blows up the parts as well. A small credit injection per won combat might be nice.

Having no fuel drops at all poses the risk of getting stranded in a hostile system - forever. Me going to the nomad place to check it out and possibly hunt down some SDFs (They did not have any?) almost had to start a new game before I realized I could not just hunt for fuel wherever I was. Please reconsider this/put up some "automated fuel depots" as the ironclads universe has them.

The faction You chose does not sell their blueprints or faction specific parts. Puts You in the strange situation that You can compose Your fleet of everything Your enemies have, but with Your allies You have to hope for a good season on the shipdealer's at home. I think You should give us an option to either buy the stuff completely, or buy the components and have the blueprints drop from the faction's >enemies< as a reward for good service by Your sponsors.

Blackrock start at Corvus works fine, they are not hostile.

The two Kadur factions seem to always be hostile (rebels) and neutral (main faction) if You do start with some faction not related to them. Should they not all be hostile and just hating each other as well?

The twinstar-system with the Kadur presence does not have a neutral trade hub. That's a pity, hunting there is fun.

Neutral trade hubs seem to have a lot more and better stock now than before. Love it. Only issue - faction stations seem rather dried out now. Both Blackrock bases only sold rather small and basic stuff and ships.

Give me more nomads! I don't feel hunted by the occasional, lone djihad-corso.

Finally, not an issue, but might be interesting - unlike the previous version, when I started the new game a large number of fleets spawned instantly at every visible station and spread from there. In the last version You said You had spread that out as to avoid exploding the workload on some people's poor little computing machines. I think this got lost somewhere on the way.   

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Dragar on November 16, 2013, 09:41:18 AM
Yeah I really hope the next Starsector patch that comes out fixes this memory thing because this is pretty bad.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 16, 2013, 03:19:40 PM
Totally, utterly amazing. Even did me the personal favour of hammering Kadur in there. Whee.

Things I did notice:


Memory clogging got worse (no surprise.)

Blueprint drops are insanely rare. I have a level 30 character now and managed to collect a whopping four (4) blueprints. I'm not generally one of the lucky guys but that is quite harsh. Especially as I did manage to take down three Hegemony SDF's with their 3,5 Onlsaughts. (Love trashing these buckets. Take a destroyer, get behind them and enjoy...)

Having no credit rewards increases the potential danger from the boarding troll, as blowing up the "boardable" ship blows up the parts as well. A small credit injection per won combat might be nice.

Having no fuel drops at all poses the risk of getting stranded in a hostile system - forever. Me going to the nomad place to check it out and possibly hunt down some SDFs (They did not have any?) almost had to start a new game before I realized I could not just hunt for fuel wherever I was. Please reconsider this/put up some "automated fuel depots" as the ironclads universe has them.

The faction You chose does not sell their blueprints or faction specific parts. Puts You in the strange situation that You can compose Your fleet of everything Your enemies have, but with Your allies You have to hope for a good season on the shipdealer's at home. I think You should give us an option to either buy the stuff completely, or buy the components and have the blueprints drop from the faction's >enemies< as a reward for good service by Your sponsors.

Blackrock start at Corvus works fine, they are not hostile.

The two Kadur factions seem to always be hostile (rebels) and neutral (main faction) if You do start with some faction not related to them. Should they not all be hostile and just hating each other as well?

The twinstar-system with the Kadur presence does not have a neutral trade hub. That's a pity, hunting there is fun.

Neutral trade hubs seem to have a lot more and better stock now than before. Love it. Only issue - faction stations seem rather dried out now. Both Blackrock bases only sold rather small and basic stuff and ships.

Give me more nomads! I don't feel hunted by the occasional, lone djihad-corso.

Finally, not an issue, but might be interesting - unlike the previous version, when I started the new game a large number of fleets spawned instantly at every visible station and spread from there. In the last version You said You had spread that out as to avoid exploding the workload on some people's poor little computing machines. I think this got lost somewhere on the way.   



Lot of interesting feedback, thanks Camael!

BP drops will be increased next patch (soon, based on feedback like this).
I probably won't change the fact that you can't find credits in loot (I think it feels way better like this), and I'll wait for Alex to fix the boarding awkwardness in vanilla.
Will add a tiny bit of chance of fuel drop, after all some tankers may have survived the explosions, but the stranded idea is totally intentional (FUN).
You will be able to trade hostile blueprints for your faction's and buy your faction's components.
Fixed Kadur Regime standings bug for next version (ty!).
The initial spawn "explosion" is actually intentional, I prefer it like this over a continuous stuttering for the first few weeks.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: theSONY on November 16, 2013, 03:56:33 PM
Q:what will happen when you end up in hostile system with no friendly stations & your have no Fuel ?
A:you will stuck since you can't loot fuel from the fights
PS:
                                                                                                                                               ::)
& aren't you go little carried away with the spawning fleets ? i mean it's not HARD or anything but since previous update i saw 3 or more big (not the biggest) hegemony fleets defending corvus jump point
& can we/I have "Officers" back ?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: bro918 on November 16, 2013, 05:26:33 PM
How do you increase relations with other factions? It sucks being restricted to the neutral trade stations.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Runoved on November 17, 2013, 03:34:33 AM
Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie? And if not then why? Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include  compatibility in their mods?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Hohohobo on November 17, 2013, 04:33:25 AM
There doesn't appear to be a vmparams file for the OS X version.

Do you know which file I'd need to edit instead, in order to be able to load saves?

Thank you.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: sirboomalot on November 17, 2013, 07:37:27 AM
If it is possible I think you might need to make the notification that a blueprint has been aquired a bit more noticeable. I've been destroying large fleets left and right trying to acquire my first blueprint and when I finally gained one and went to the local trade station to buy the permit to use it, I discovered that it was not in fact my first blueprint, nor my second nor even my third blueprint, but my 8th blueprint.


Another thing that might be a minor bug is that while the second of a duplicate blueprint gets sold, the third doesn't seem to have anything done with it.

Edit: Actually, I think the third hound blueprint counted as hegemony while the other two were pirate...
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 11:23:23 AM
This mod isn't working for me at all. I have the latest version of Lazylib and have no incompatible mods turned on yet when I run the game nothing is different from vanilla.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ValkyriaL on November 17, 2013, 11:38:17 AM
Quote
Requires Modified vmparams file to load any game. Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.

Somebody didn't read the OP.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 01:14:10 PM
Quote
Requires Modified vmparams file to load any game. Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.

Somebody didn't read the OP.

Nice assumption. I already did that when I configured Exerlin. How would you like it if I started *** posting in response to your posts?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ValkyriaL on November 17, 2013, 01:24:25 PM
I, would look back to my post, and wonder what i wrote that made this other person point me somewhere like I was a no-brainer.

How are we supposed to make anything out of, "this isn't working", WHAT isn't working? Error message? log???? no error but still vanilla? forgot to toggle mods? incompatible game version? incompatible mod version??? Not supported?

it comes down to assuming, sorry if it offended you like it did.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 03:16:51 PM
The problem is I am not being prompted to choose a journey or pick a faction and can't find a way to craft anything.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: sirboomalot on November 17, 2013, 03:29:35 PM
Are you sure that you downloaded and unpacked the mod correctly?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ValkyriaL on November 17, 2013, 03:32:01 PM
he probably did, otherwise, this solution is not gonna help.

I might know what your problem is, go to the exerelin thread, look at the changes that needs to be done to blackrock driveyards when combined with a compilation, and do the same thing here, if that doesn't work, can't help you bro. Uomoz will have to take that.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: theSONY on November 17, 2013, 04:37:14 PM
Delete your previous mod before loading new
if that won't help i dunno what could
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: SpaceRiceBowl on November 17, 2013, 05:07:31 PM
Wondering if theirs any way of disabling stations to not be faction specific  :-\
Like the challenge it adds, just not the fact that I can only use one factions ships.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 05:31:01 PM
Delete your previous mod before loading new
if that won't help i dunno what could

I didn't have a pevious version installed and I also did what VValkyriaL said. I am going to do a comb through of possible interaction problems. I'm worried I may have inadvertently modified the core folder in some way so I will start there.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ciago92 on November 17, 2013, 05:59:10 PM
minor quibble: if you load the save that is created the instant the game starts, you will lose the factional stuff and instead be faction null. I don't know/haven't checked to see if anything blows up further down the line because of it
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 06:10:27 PM
Delete your previous mod before loading new
if that won't help i dunno what could

I didn't have a pevious version installed and I also did what VValkyriaL said. I am going to do a comb through of possible interaction problems. I'm worried I may have inadvertently modified the core folder in some way so I will start there.

OK when I turned off every other mod it worked but then I was unable to play as anything but a vanilla factions as a result.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 17, 2013, 06:55:31 PM
Q:what will happen when you end up in hostile system with no friendly stations & your have no Fuel ?
& aren't you go little carried away with the spawning fleets ? i mean it's not HARD or anything but since previous update i saw 3 or more big (not the biggest) hegemony fleets defending corvus jump point
& can we/I have "Officers" back ?

1. Getting stuck is something one should be aware of, but, I will add a little of fuel drop back to the game. (patch 1)
2. The spawn didn't change much, Corvus is just an hegemony fortress :)
3. Will happen, just need to test the performance weight of the feature. (patch 1)

How do you increase relations with other factions? It sucks being restricted to the neutral trade stations.

It's not possible, try crafting enemy ships!

Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie?
And if not then why?
Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include  compatibility in their mods?

1. One of them maybe, the others, not.
2. I don't really like some of the features\lore\balance in those mods.
3. Not happening, as it requires a lot of manual editing to my lists to add a single new faction (to have neat features like tech trees).

Do you know which file I'd need to edit instead, in order to be able to load saves?

As stated by Okim, "In your case this vmparams file is called info.plist and is located in /contents folder."
Will add this to the OP.

If it is possible I think you might need to make the notification that a blueprint has been aquired a bit more noticeable. I've been destroying large fleets left and right trying to acquire my first blueprint and when I finally gained one and went to the local trade station to buy the permit to use it, I discovered that it was not in fact my first blueprint, nor my second nor even my third blueprint, but my 8th blueprint.

I think the third hound blueprint counted as hegemony while the other two were pirate...

1. Will do something about that. (patch 1)
1. That is true and is working as intended (different factions use mixes of the same tech).

Wondering if theirs any way of disabling stations to not be faction specific  :-\
Like the challenge it adds, just not the fact that I can only use one factions ships.

That's the whole point of crafting :).


Everyone, thanks for the very good feedback! I hope you're having some good fun  :-*

EDIT:

DEV Changes (18/11):
- Fixed Kadur initial standings;
- Fixed vanilla disengaging speed bug;
- Raised Blueprints find chance;
- Added back some fuel to the loot;
- You can trade or sell Blueprints to your faction (not your faction's though);
- Stations now sell some resources relative to the faction they belong to;
- Lowered rarity of special faction resources;
- Better "New Blueprint" notification;
- Randomized initial ships and weapons for all stations;
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 17, 2013, 10:27:37 PM


That's the whole point of crafting :).


I can't find the interface to do that at all.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 17, 2013, 10:47:26 PM


That's the whole point of crafting :).


I can't find the interface to do that at all.

Interact with any station neutral or allied, if you have a blueprint. You should be able to buy tour own personal storage even if you don't own a blueprint yet.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Midcom on November 18, 2013, 12:43:37 AM
Hey Uomos,

Thanks for the hard work so far, its coming out good! Anyways, I have been wondering for awhile now, but how do I interface with the omnifactory?  I've tried docking with it, but I don't get menu options that pop up.  It only says, "This can only be used by another faction" or something like that.  Is there something I have to do in order to access it?

Also, I also confirm the whole memory thing, I do wish the fix that in the next update.  I've tried reloading a fresh campaign, it gave me that unable to load bit again.  I think its happening more often since your mod came off of dev, I don't know why that's the case.  As far as that goes, everything about the mod is stable (fyi, for others reading this, its the only mod I have running).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 18, 2013, 01:13:24 AM
Hey Uomos,

Thanks for the hard work so far, its coming out good! Anyways, I have been wondering for awhile now, but how do I interface with the omnifactory?  I've tried docking with it, but I don't get menu options that pop up.  It only says, "This can only be used by another faction" or something like that.  Is there something I have to do in order to access it?

Also, I also confirm the whole memory thing, I do wish the fix that in the next update.  I've tried reloading a fresh campaign, it gave me that unable to load bit again.  I think its happening more often since your mod came off of dev, I don't know why that's the case.  As far as that goes, everything about the mod is stable (fyi, for others reading this, its the only mod I have running).

Hi there, thanks!
The omnifactory is no longer natively compatible with UsS, sorry about that.
The memory issue can be fixed by modifying the vmparams file to load any game. Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
Yeah, the mod got bigger while updating out of DEV so it needs more RAM (too many factions and stuff around, even if scripted "efficiently").
For Mac users, the vmparams file is called info.plist and is located in /contents folder.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Chronosfear on November 18, 2013, 11:45:20 AM
Hey Uomoz ,

Just a quick feedback here which contains my humble opinion :)

"Homestation" , i like the idea of shipbuilding and buying the upgrade to store my loot and so at home.
The pace is way slower then vanilla which i really like.

have only fought "small" battles yet , but if i go to away from home i will get into a loop downwards caused by the lowered amount of supplies in battles.
This is way harder for factions which have their outpost on the edge of the system, and as a player you have a long travel to fight and return to resupply ( eg. Independent )
[Don´t know what it will be, if i get my hands on large freight capacity and enough surplus money to buy a large amount of supplies.
But still then you´re forced to stay close to your home ( more or less ) because you will not get enough supplies in battle and can´t buy it anywhere else.]

which brings me to my suggestion :
-Either slightly increase the amount of supplies after battle
-Make it possible to buy supplies at least at neutral stations
-Make friendly fleets trade supplies with you ( for electronics in case you´re out of money which happens a lot early on and money ) [Okim got somethink in his Ironclad I think]
which both should be way more expensive then at home.

well , or all 3 of them  ::)

At least this is my first impression on a small scale ... and maybe I´m all wrong for the supplies recieved in a large scale battle.

kind regards
Chronosfear






Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ciago92 on November 18, 2013, 03:56:18 PM
this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Cyan Leader on November 18, 2013, 08:55:55 PM
Would you mind telling me where can I change in the mod files the value of supplies and the drop chance of blueprints? I feel like changing a few things for myself.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 18, 2013, 11:50:08 PM
Hey Uomoz ,

Just a quick feedback here which contains my humble opinion :)

"Homestation" , i like the idea of shipbuilding and buying the upgrade to store my loot and so at home.
The pace is way slower then vanilla which i really like.

have only fought "small" battles yet , but if i go to away from home i will get into a loop downwards caused by the lowered amount of supplies in battles.
This is way harder for factions which have their outpost on the edge of the system, and as a player you have a long travel to fight and return to resupply ( eg. Independent )
[Don´t know what it will be, if i get my hands on large freight capacity and enough surplus money to buy a large amount of supplies.
But still then you´re forced to stay close to your home ( more or less ) because you will not get enough supplies in battle and can´t buy it anywhere else.]

which brings me to my suggestion :
-Either slightly increase the amount of supplies after battle
-Make it possible to buy supplies at least at neutral stations
-Make friendly fleets trade supplies with you ( for electronics in case you´re out of money which happens a lot early on and money ) [Okim got somethink in his Ironclad I think]
which both should be way more expensive then at home.

well , or all 3 of them  ::)

At least this is my first impression on a small scale ... and maybe I´m all wrong for the supplies recieved in a large scale battle.

kind regards
Chronosfear


Thanks for the feedback!
1. I feel I'll keep the low supply drop rate, this actually give some chances to all those logistic ships that are usually reserved for grabbing the loot. Having a good amount of supplies and fuel makes raiding more risky and needs to be "calculated".
2. All the non-Independent stations are considered military outposts, not trading hubs, so they don't sell/trade anything unless you are part of them. The neutral stations are Independent's, that should be seen more like a status over a faction.
3. That is actually a very cool idea. Will happen in the next patch.

this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets

Thanks for the bug report! Fixed that in my DEV version, not it's required that you kill at least 1 ship to get some BPs.

Would you mind telling me where can I change in the mod files the value of supplies and the drop chance of blueprints? I feel like changing a few things for myself.

It's all inside the JAR, sorry. I'll see if I can make a config file to edit some values. (not a priority)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Cyan Leader on November 19, 2013, 04:12:03 AM
JAR are just containers, I'd just like to know where, that's all.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Cyan Leader on November 19, 2013, 04:31:07 PM
Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.

Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: oranoron on November 19, 2013, 05:34:37 PM
Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.

Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.

I am finding myself in the exact same circumstances.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Midcom on November 19, 2013, 09:09:38 PM
Hey Uomoz,

I tried doing that to my file, but it won't let me save saying I don't have permission to do that.  Do I have to do something to get around that?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: sefarison on November 19, 2013, 10:45:01 PM
The game seems to be hanging when I enter a non-vanilla star system. Askonia seems to be fine. I've tried duplicating this several times and I have noticed it is only certain jump points (Jump Point Alpha usually) and I can sometimes get in when entering from the Fringe jump point. I've installed a clean Starsector and redownloaded all the mods and am still getting the same problem. And yes, I've edited the vmparams.

Here's the last bit of the log before the game crashes; there's no error message, just a Starsector.exe has stopped working or Java(TM) Platform etc

Spoiler
Quote
160491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 257.92 MB of texture data so far
160491 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
160492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/newbrdycruiser.png] as texture with id [graphics/BR/ships/newbrdycruiser.png]
160551 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 258.58 MB of texture data so far
160551 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/newbrdycruiser.png (using cast)
160552 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
160603 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160603 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
160626 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_gecko_drone_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniumdrive_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
160767 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
160790 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160791 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
161854 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
168935 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_ElenaHarrington_953801094368402383...
182265 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
302691 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Cycerin on November 20, 2013, 12:16:49 AM
What I've experienced is that something that seems like a profitable venture can turn into a disaster bcause you don't ever get more supplies right after a fight. I think a small supply drop needs to be put back into the game. For instance, I had a Robberfly and Lasher and managed to capture a Buffalo II after a boarding action at the end of a fight that left my ships well close to 0% CR and with hull damage, and then I simply just lost almost my entire fleet to accidents even after mothballing everything because the homebase was so far away. You need to start every fight with a huge extra buffer of supplies, which causes a big cargo load due to the new commodities containing most of the bounty from killing other ships.

Obviously, mechanics that rub your nose in the dirt after you get a glimpse of hope are quite aggravating.

PS: On my macbook, I can't do the info.plist change because there are no lines with 512 in them to change. Do I have to add them manually to apply the fix?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 20, 2013, 12:34:35 AM
I'm sorry I can't answer this precious precious feedback, I'm out in Paris for leisure and I'll be back in a few days. Suffice to say that I'm pretty happy about the current state of the drops. Cycerin's case for example is a situation were having a new free destroyer would simply disrupt my effort in slowing down the pace of the game. Thanks again for the feedback, see you guys very soon!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ZoOLf on November 20, 2013, 03:06:13 AM
hi ^^

I want to know something...
Mining is not working for me, i bought a mining pod, but when I'm on an asteroid nothing happens.

Mining is not working in this mod or i did something wrong?

Thx ^^
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Doogie on November 20, 2013, 08:45:07 AM
^That's Exerelin, not Uomoz's Sector.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ZoOLf on November 20, 2013, 09:32:31 AM
then there is no mining ?
very hard without it xD

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Jazwana on November 20, 2013, 08:40:57 PM
Quote

Quote from: ciago92 on November 18, 2013, 03:56:18 PM
this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets

Thanks for the bug report! Fixed that in my DEV version, not it's required that you kill at least 1 ship to get some BPs.

To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets.  Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Dayshine on November 22, 2013, 05:28:44 AM

To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets.  Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.



The change of generating blueprints is:

Code
int FP = loser.getFleet().getFleetPoints();
int quantity = (int) ((Math.random()) + (FP/50f));
where FP is the fleet points of the defeated fleet. But, isn't that the FP of the fleet *after* it's lost, so much lower than when you attacked it?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 22, 2013, 05:52:36 AM
Hi there guys! Thanks for the feedback!


To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets.  Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.



The change of generating blueprints is:

Code
int FP = loser.getFleet().getFleetPoints();
int quantity = (int) ((Math.random()) + (FP/50f));
where FP is the fleet points of the defeated fleet. But, isn't that the FP of the fleet *after* it's lost, so much lower than when you attacked it?

No, that actually counts all the original fleet's FPs because it's checked before the causalities are removed. That's changed in DEV so it actually checks for the FP killed instead, with a bigger base chance.

then there is no mining ?
very hard without it xD



Mining is not something I really want any gameplay focus on right now, as it's inherently boring without a decent resource system.

The game seems to be hanging when I enter a non-vanilla star system. Askonia seems to be fine. I've tried duplicating this several times and I have noticed it is only certain jump points (Jump Point Alpha usually) and I can sometimes get in when entering from the Fringe jump point. I've installed a clean Starsector and redownloaded all the mods and am still getting the same problem. And yes, I've edited the vmparams.

Here's the last bit of the log before the game crashes; there's no error message, just a Starsector.exe has stopped working or Java(TM) Platform etc

Spoiler
Quote
160491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 257.92 MB of texture data so far
160491 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
160492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/newbrdycruiser.png] as texture with id [graphics/BR/ships/newbrdycruiser.png]
160551 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 258.58 MB of texture data so far
160551 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/newbrdycruiser.png (using cast)
160552 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
160603 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160603 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
160626 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
160758 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
160759 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_gecko_drone_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniumdrive_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
160760 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
160765 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
160767 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
160790 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 259.25 MB of texture data so far
160791 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
161854 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
168935 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_ElenaHarrington_953801094368402383...
182265 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
302691 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
[close]

I'm sorry, the log hardly tells anything in this case.

Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.

Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.

That's a vanilla issue though... I'll see If an elegant solution is feasible without touching a core mechanic.

Hey Uomoz,

I tried doing that to my file, but it won't let me save saying I don't have permission to do that.  Do I have to do something to get around that?

As far as I know JARs can't be modified. I'll try exposing some variables in a config file.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Chronosfear on November 23, 2013, 02:00:35 AM
Hey Oumoz,

hope you´re having a nice holiday (?)   ;D

got a ctd while identifying a blue print ( I think it must be one from the P.A.C.K )
Spoiler
134564 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: [null] is not a valid fighter wing id
java.lang.RuntimeException: [null] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:464)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:409)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:157)
   at com.fs.starfarer.ui.String.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

but another round of feedback from me.

Every hour i spend i find myself more in love with the system of your mod ( eg. supplies )
but due to the need of supplies to repair ships and their rareness you should cut repair costs of all ships by maybe 80%
Otherwise hulldamage is crippling and using ai allies a waste of resources ( they often take hull/armor damage ) and capturing ships is more useless than in vanilla , too.


Chronosfear
 
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 24, 2013, 10:10:09 AM
Some much needed quality of life changes for the upcoming patch:

(http://i.imgur.com/kuDpF0E.jpg)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Cycerin on November 24, 2013, 01:24:12 PM
Veeeery nice to be able to eyeball it and to have some decisions.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Ambient on November 24, 2013, 01:59:48 PM
Was the federation and neutrino removed from this compilation?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 24, 2013, 02:19:18 PM
Was the federation and neutrino removed from this compilation?

Yes.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: sirboomalot on November 24, 2013, 02:20:06 PM
The federation hasn't even been updated to be compatible with the latest version of starsector yet  :-\
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Piemanlives on November 24, 2013, 02:36:21 PM
I miss the federation...
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ValkyriaL on November 24, 2013, 02:39:55 PM
Now, if only the scourge was here...what happened to those guys Uomoz? i miss fighting zombies.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Ambient on November 24, 2013, 06:35:25 PM
Was the federation and neutrino removed from this compilation?

Yes.

Are you planning on putting them both back in?

Also im curious why the removal.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Piemanlives on November 24, 2013, 11:33:31 PM
For one the federation isn't compatible with the current version of Star Sector, as for Neutrino Corp I have no idea for the matter.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 25, 2013, 08:16:44 AM
Super tiny snapshot!

(http://i.imgur.com/mGyz3X7.png)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Garmine on November 25, 2013, 09:24:35 AM
Was the federation and neutrino removed from this compilation?

Yes.

Are you planning on putting them both back in?

Also im curious why the removal.

If I recall correctly U wasn't happy with the balance of Neutrino Corp. As for IFed I'm not sure, probably it's because of the lack of an 0.6(.1) update. I miss IFed, they are my favorite faction. :(

Now, if only the scourge was here...what happened to those guys Uomoz? i miss fighting zombies.

Well, I'm actually playing around with a method in my non-existing free time (:D) to auto-generate infested looking fleshy-zombey ship hulls from existing sprites for fun. If it turns out to be okay I might try it out for real. This way you could instantly have infested variants of any mod's ships! Although I'm worried about the amount of memory each new ship variant would use. :(
(And so far the results aren't too great either ;D )
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: sirboomalot on November 25, 2013, 09:36:59 AM
Voidwalker's fortress? That sounds fun  :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Ryan on November 25, 2013, 11:23:57 AM
I like the new picture. Is it possible to put a space in Void Walker? VoidWalker does not look very pleasing to my little eyes.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Lopunny Zen on November 25, 2013, 05:59:59 PM
How do i even PLAY THIS...i dont get money from battle anymore and i cant rest at other factions stations....what they dont accept guests anymore?....and i dont see the changes you made othr then thwe factory...so...what is so amazing about this mod anymore?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 25, 2013, 06:17:32 PM
How do i even PLAY THIS...i dont get money from battle anymore and i cant rest at other factions stations....what they dont accept guests anymore?....and i dont see the changes you made othr then thwe factory...so...what is so amazing about this mod anymore?

The people enjoying it, I guess xD.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Flunky on November 25, 2013, 06:53:48 PM
How do i even PLAY THIS...i dont get money from battle anymore and i cant rest at other factions stations....what they dont accept guests anymore?....and i dont see the changes you made othr then thwe factory...so...what is so amazing about this mod anymore?

The people enjoying it, I guess xD.

For a slightly more serious answer, many systems have a neutral trade hub that you can a) trade at and b) for a onetime fee, use as item storage/ship production. You should also pick your starting faction (and starting system) carefully-- some factions have relatively easy starting systems (near the center of the map, easy hostiles, etc) while others are more of a challenge.

While you don't get credits from battle, you do get heaps of electronics. Sell those; they're required to produce ships but generally not in large amounts. Since you cannot self-sustain yourself in terms of supplies/fuel from loot, you have to plan your sorties accordingly. Additionally, having a good amount of freight to supply your fleet is now very important.

I'd say US:J is meant for a slower-paced, more methodical/strategic approach than most other mods (though not all, see: Ironclads). If you're looking for just the battle side of things, there are plenty of other fish in the sea.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 25, 2013, 07:01:57 PM
Thank you for the very detailed reply, Flunky.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Flunky on November 26, 2013, 05:17:00 AM
Thank you for the very detailed reply, Flunky.

Just defending the mod, heh. I know when I first started US:J I had to get used to the fact that I couldn't assume I'd end a trip with more supplies than I started. Once you truly take that to heart, the rest comes together-- the title 'Journey' seems especially apt, as you really have to plan your ventures now.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 26, 2013, 05:38:55 AM
That's exactly the spirit I tried to achieve while making the design decisions.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Andy H.K. on November 26, 2013, 06:20:24 AM
I don't have much to comment yet, just doing fine with the starting fleet hoping for a BP drop. In fact I find the initial status where everyone is hostile kind of liberating. I would like to ask if BP drop from small fleets though. If not I'd have to plan some purchase.... curiously I'm making money way easier than vanilla... Maybe I was just lucky to encounter so many low-CR fleet.

By the way, the title kind of "stick through the top" on the starting screen.
Spoiler
(http://i.imgur.com/tzc5Gbt.jpg)
[close]
I'm playing in 1440x900
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: mendonca on November 27, 2013, 04:33:00 AM
Spent an hour with the new version last night, thought I better post to say what an awesome job I think you've done.

Started in Anar with a Brawler and a Seski, got mobbed by the SHI due to my own stupidity whilst harassing a small Pirate Fleet. Got out, with my tail firmly between my legs, but the Brawler was damaged beyond the point of reasonable repair. So I sold off that fizzling hulk, bought enough supplies to support my Seski for a few days raiding, and thanks to some luck, am now ducking about in just the Seski - picked off a couple of Buffaloes, and a non-combat-ready medusa - and I'm well placed (thanks to the sale of parts) to supplement this paper-thin liability for something a bit less risky to field.

Really looking forward to the next session.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Lopunny Zen on November 27, 2013, 03:37:51 PM
how do i join a faction?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on November 28, 2013, 07:30:51 AM
So, I've been without internet for a few days, and just went on modding UsS like crazy. It now fully support the new big feature, aka Void Walkers. What is it this new wizardry? Basically, the player own faction. And by this I mean a faction built around the Blueprints a player posses, that grows dynamically with the player level and fleet dimension. A faction that can self-sustain itself with item conversion, marine training and ship production.

I could use a few testing fellows before releasing though, because I need quick feedback. Anyone interested PM me (requires feedback, do not Pm just to download, please).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: drakhades on November 28, 2013, 05:14:37 PM
Hi Uomoz,   the new player faction sounds really really awesome.

I skimmed your replies to the previous bugs, but did you fix the blueprint drops yet?   

Also there is a pretty cripping balancing issue with starting a game that should be resolved.   i think someone already summarized the issue: repair rates should be decreased 80%   (original value * 0.2)   .

  for example, starting a new game as tritachion your base is way in the corner of corvus.   very few enemy fleets wander down there, so you are required to go towards the center of the system.       So a number of times experimenting:   I had a fleet of 2 or 3 ships (frigates) with full supplies and i go fight some fleets.   here is what happens:

my fleet 2 or 3 tritachion friggates, maybe 1 fighter drone group.

vs: very small easy enemy fleet:   yeah i win,   need to immediately fly back to base and resuply / sell scrap   (3 minutes downtime per battle.) 
summary: "lots of downtime overhead"

vs: strong enemy fleet: i win but my ships are all damaged.   flying back to base, supply usage skyrockets and run out of supplies before ariving.  loose all ships.
summary: "you can't take any chances"

vs: any fleet and you win + capture an enemy ship:  flying back to base your supply usage skyrockets (repairing the broken enemy ship) and you run out of supplies before you arivie, loosing all ships
summary:  "you can't capture anythign"

If I play as hegemony, the battles all take place right next to your base so you don't have this problem.

-----------

also FYI i played maybe 50 battles, and only once did I get a blueprint.






Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Piemanlives on November 29, 2013, 12:21:26 AM
When it comes to capturing enemy vessels, immediately putting them into a moth ball status reduces supply usage to normal because you aren't repairing the vessel.

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: mendonca on November 29, 2013, 05:30:34 AM
So, I took my little Seski, supplemented it with a Lasher, and went on a small killing spree.

Did okay, then went on a shopping trip to find a Destroyer. Searched around a bit, not much there.

So I settled for a Ridgeback-X, and it turned out I had overextended myself a bit, but could afford to outfit it with a low flux, low OP build which I felt reasonably comfortable with. Safe, but capable. A couple of Quills up front, a couple of  railguns, and 4 PD lasers. Balanced, but lightweight, and should be adequate in a carefully fought battle.

Unfortunately I hadn't banked on being hounded by the local SHI crew, who promptly tore me to tiny shreds. My shuttle is sat, docked in the Anar system, and I am currently drinking the last 2000 credits I have, thinking about the mistakes I made and what could have been.

---

I don't know if I was unlucky, but the lack of availability of hulls is really nice in this iteration of the mod - it is imperative that you take lots of time, and care, to build your fleet and choose engagements wisely. I definitely was too quick to step up to a destroyer (I thought any destroyer would do) - next time I will think carefully about how I set myself up for this step.

Building on this, the tension and strategic element present in Vanilla is really nicely focussed. It definitely has taken me a bit of thinking about to realise this - and any arrogance (which I can often get away with in vanilla) is promptly punished. I like this.

I am genuinely fearful - and increasingly desperate - when I stretch myself. Sometimes circumstances cause this desperation, but mostly it is mistakes. The balance for me feels good.

However I also feel like, with a lot of care and attention, I could prosper very easily. It took three fights or so for me to amass 30,000 credits, of which around half I needed to spend on supplies. Careful, methodical progression can mean that life is very profitable. On the other hand, a single mistake with anything more supply-intensive to repair than a frigate can END YOU very quickly. I haven't played enough to figure out where I need to be in terms of contingencies - but I don't feel like it is unfair.

The real nice bit of this is that battles are so prosperous if you do well, against marginally superior forces - that the tendency for arrogance is almost overwhelming!

---

Really looking forward to the next iteration, hopefully I'll get some good time with this again this weekend!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Chronosfear on November 29, 2013, 12:40:33 PM
Hi,

1. Have you had seen of my post on my CTD i posted earlier ( P.A.C.K fighter ) and other suggestions

Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship
+ producing free crew ( green is better then nothing )
+ producing supplies ( i think it always makes 100% of the needed amount )
+ High freight/crew/fuel capacity ( you only need this ship as your transport )
+ very efficient shield
- Unarmed
- Very slow
- It just removes the whole strategic planning in your mod

maybe this ship needs some special adjustments to your mod

.And last but least  : Can´t wait to "build" my own empire ^^


Chronosfear
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Midcom on November 29, 2013, 08:58:37 PM
So I'm a tad bit confused now by the whole rewards system.  Do you no longer earn money after combat? Or is that I earn money by selling the scrap I get? Cause I'm low on supplies and have no way to get more.

Anyways, I'm getting a "Fatal:null" error.  I have no idea what is causing this, but it only seems to happen upon exiting and entering a system.

Here's the log:
Spoiler
611250 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.ø0O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ôØ0000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

From what I can tell its still a memory problem.  Fyi, I had increased the memory to 1024x1024.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ciago92 on November 30, 2013, 09:39:35 AM
Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship

Didn't think you were supposed to be able to do that?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Chronosfear on November 30, 2013, 10:52:13 AM
Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship

Didn't think you were supposed to be able to do that?

Options when I´ve taken with a new game :

1 and 2 are forced answers
3. Nur.
4. Son of sands ...
5. forced

With this option ( other may be possible , too ) i´m friendly with nomads , so i can fly to their Homesystem ( Nur. ) , docked with their resupply station.
This ship was available to buy. Just wanted to now what those build in mods do , so I bought it and then posted about it here.

Might be a bug that is was available?
Or a bug that you can be friendly with nomads?

Edit : Tried again with that options, waiting a while to switch the available ships , and well I can buy it again.

Chronosfear
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: ciago92 on November 30, 2013, 02:07:07 PM
I just meant that I figured the Nomad Colony ship would be a unique non-buyable ship. Certainly possible it's meant to be purchaseable, I just assumed otherwise. Being friendly to the Nomads isn't a bug, they're one of the factions you can join.

Also, would like to express my love of the Void Walker idea!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Chronosfear on November 30, 2013, 03:47:57 PM
I just meant that I figured the Nomad Colony ship would be a unique non-buyable ship. Certainly possible it's meant to be purchaseable, I just assumed otherwise. Being friendly to the Nomads isn't a bug, they're one of the factions you can join.

Also, would like to express my love of the Void Walker idea!

I know, cause i did ( both )  :)
And others posted, that it's hard to get Nomads ships ( it is not if you are friends  ;D 4x rattlesnake *cheers* )
But since you mentioned ( even when you weren't sure ) I needed to check that.
I also think others and Uomoz should know, too. So I posted here.

AND the Colonyship only costs about 1 LR , very useful for ppl only yielding a small logistics stat.

Void Walker and trading of blueprints ( i think currently there is no way to obtain ships from your friendly faction other than if it is also used by a enemy fleet )
that are my favorite upcoming additions .


Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Andy H.K. on December 01, 2013, 10:50:56 PM
also FYI i played maybe 50 battles, and only once did I get a blueprint.
I figured out a way
Spoiler
(http://i.imgur.com/dAyyfnL.png)
[close]

All blueprints are obtained from a single hostile fleet

Hint: To get them you don't fight them.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Uomoz on December 02, 2013, 03:47:28 AM
also FYI i played maybe 50 battles, and only once did I get a blueprint.
I figured out a way
Spoiler
(http://i.imgur.com/dAyyfnL.png)
[close]

All blueprints are obtained from a single hostile fleet

Hint: To get them you don't fight them.

That is no longer possibile in current dev xD
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
Post by: Piemanlives on December 07, 2013, 12:41:38 AM
So I'm not entirely sure why this is, nor do I know if this has been mentioned before but for some reason upon creating a character the game will crash, loading the game back up however the character file is there and is loadable without any issues.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 07, 2013, 06:46:53 PM
OHBOY here we go!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: drakhades on December 07, 2013, 06:52:17 PM
could you do a feature summary / change-log?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 07, 2013, 06:54:06 PM
Here!

Version 1.1 8\12 - Oh Boy here we go! Implemented Void Walkers (optional growing and self sufficient player-owned faction). Implemented Tore Up Plenty and integrated into vanilla fleets. Implemented Exigency Corp. Updated Blackrock to (yet)UNRELEASED version. Updated Pirate Plus. Loads of quality-of-life updates to the crafting system. Ability to trade and sell blueprints.

(it was in the OP)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: drakhades on December 07, 2013, 08:28:50 PM
there seems to be a bug with joining (some?) factions.   for example i tried joining tritachion in another system and i couldn't use the base afterward (it just showed the leave faction message)

so yeah, i ran out of supplies because of that. game over :(

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Gilgamesh on December 07, 2013, 09:42:00 PM
UomozSector/sounds/BR/fx/Void    Listen if you dare. If these sound files are implemented, then I will truly fear the Void Beasts.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 07, 2013, 10:34:57 PM
Got the following bug whilst on the main menu:

Spoiler
1824389 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [stampede_Assault] not found!
java.lang.RuntimeException: Ship hull variant [stampede_Assault] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Grug on December 08, 2013, 02:40:07 AM
The burn speed of the torn up plenty ships is hilariously broken.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Zudgemud on December 08, 2013, 06:28:50 AM
I got the out of memory issue within my first 10 minutes of playing, restarting the game doesn't help either. And this is despite that I have set my ram usage to 1024 - 2048 and use 64 bit java. :(
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 08, 2013, 06:56:52 AM
Thanks for all the reports! All has been fixed, 1.1a is being uploaded!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: theSONY on December 08, 2013, 07:20:10 AM
Moth-class has 0 burn speed,is it supposed to be like that ?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 08, 2013, 07:52:31 AM
Moth-class has 0 burn speed,is it supposed to be like that ?

Nope but download UsS 1.1a and it's fixed!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ciago92 on December 08, 2013, 11:46:38 AM
Not reproducible at this time, happened five seconds after a save but reloading that doesn't produce it again
Spoiler
85884 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.addFactionShip(UsSUtils.java:579)
   at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:463)
   at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:58)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 08, 2013, 11:57:33 AM
Not reproducible at this time, happened five seconds after a save but reloading that doesn't produce it again
Spoiler
85884 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSUtils.addFactionShip(UsSUtils.java:579)
   at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:463)
   at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:58)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Got it! Fixed in next hotfix version, with some more cleanup and 1 more ship, later tonight.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: SpaceRiceBowl on December 08, 2013, 12:06:49 PM
Getting out of memory even with the increased vmprams, cant even load up the game
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 08, 2013, 12:24:15 PM
Getting out of memory even with the increased vmprams, cant even load up the game

I cannot reproduce this, I'm sorry... Are you sure you correctly replaced the values?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: SpaceRiceBowl on December 08, 2013, 12:51:25 PM
Yes
Edit: This is the crash i'm getting
Spoiler
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Piemanlives on December 08, 2013, 01:45:52 PM
I'm assuming you're using 1024x1024? Try using this solution http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: SpaceRiceBowl on December 08, 2013, 03:03:17 PM
Huh that works, thanks alot  ;D
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Piemanlives on December 08, 2013, 04:36:27 PM
No problem :P
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 08, 2013, 06:13:01 PM
Uploading UsS 1.1b:

Fixed a null error on load game, added "Tiger" pirate frigate, fixed some bugs with tabs when using the VW station, added some vanilla variants by Cycerin, fixed description error for exigency, made traders a little more dangerous, changed starting ships.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ciago92 on December 08, 2013, 07:18:45 PM
Save compatible yes/no/maybe?

edit:
definitely not!
Spoiler
(http://s10.postimg.org/998iu8b85/screenshot006.jpg) (http://postimg.org/image/998iu8b85/)
[close]

basically I was in the void walkers for a while before the update. after the update it has the join option and the leave option. pressing the join option apparently spawns your forces (including what I had already created before updating) but doesn't actually join the faction so you see the screen again. I click this a couple dozen times, and now the void walkers have over a thousand fleets! MUWUAHAHAHAHAH



edit again: also, I dislike the change to stoats as the escorts. They have 5 burn and not enough OP to add unstable injectors so I am 90% sure I'm just going to sell them to the first station I see
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 09, 2013, 07:54:44 AM
I dislike the change to stoats as the escorts. They have 5 burn and not enough OP to add unstable injectors so I am 90% sure I'm just going to sell them to the first station I see

Basically I just went back to vanilla (1 combat ship) but you have the option of 2 scrappy frigate freighters (you can also store em for later use).

PS. I noticed the messed up PP campaign values. Lazy cyc! Fixing them in upcoming 1.1c

EDIT: Uploading it!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ciago92 on December 09, 2013, 10:10:15 AM
link says nothing there. still uploading?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 09, 2013, 10:26:38 AM
Yep, had to clean up a small mess I made :P.

Later today we will have production queue for crafting (you can add multiple ship to the production line).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Erick Doe on December 10, 2013, 08:28:06 PM
Nice implementation of TuP. I'd change one thing though. The Wrestler shouldn't have peak CR. Just like the Brawler.

I see you also didn't forget to add the Thunderchild frigate.  8)


Oh btw, the missions don't work because you didn't include the backgrounds from the TuP campaign.


[edit]
Fleet goal DEFEND in missions need to be changed to ATTACK
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ciago92 on December 11, 2013, 02:01:26 PM
minor issue: when you have more than 1000 electronics, the smallest pile at the end is the only one that is counted when seeing if you can create a ship

also, would it be possible for our followers to find (at a vastly reduced rate, I'm sure) blueprints? that way people who rush into being void walkers aren't completely screwed

does selecting salvage crews increase parts found? does it increase blueprints found? just curious
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Dex on December 13, 2013, 07:19:29 AM
This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.

Excellent work, sir.

A cookie for you.

Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?

Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.

Again, excellent mod.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 13, 2013, 10:43:10 AM
Personally I kind'a like the rarity of certain weapons, it gives them a value once you go void-walker.


Anyways, I think I might have run into a few potential bugs in what seems to be the latest version.

First of all, I'm getting more blackrock blueprints from the hegemony than hegemony blueprints. Are the hegemony supposed to give blackrock blueprints at all?

Second, the void-walker station, when filled with large amounts of various weapons and supplies, seems to eventually start eating things. Noticed this when I returned to my station to dump off my loot and found that my only large weapon was a single hellbore cannon at the time, even though I could'a sworn I had others. I went ahead and dumped the aforementioned loot, which included more large weapons, left the station for a bit, and when I returned I found the only large weapon in the station to be a single Gauss gun.

Thirdly, I have quite simply never seen my void-walker followers use anything larger than a frigate in their fleets. With all the blueprints that I own available to my followers, including capitals cruisers and destroyers, I'm kinda confused as to why they seem content flying around in fleets consisting of a couple frigates and the occasional fighter wing.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Ambient on December 13, 2013, 05:23:52 PM
Does this mod change the supply consumption in any way?

Reason im asking is because i havent played the game since it was added in vanilla, and now im really struggling.

Once i got a capital ship a carrier and 2 fighter wings out, it just goes full *** with the consumption.

And it would be fine is they were cheap, but they eat up 95% of my funds.

Is there a way to change this? It simply not fun to play atm.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: drakhades on December 13, 2013, 05:56:15 PM
i don't know if it's better, or i just got used to it, but if you choose hegemony you won't have that problem (your base will be near enough)

one problem i see with the latest update is the cost for constructing new ships went up.  looks like capital ship costs went up 4x.    now it's actually more cost effective to just sell the parts and buy a ship from an indie station.  (i havent switch to void walker mode)

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ValkyriaL on December 13, 2013, 05:59:29 PM
you only have problems with supplies if you can't be arsed reading your logistic rating and not invest in logistic skills tbh.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Uomoz on December 13, 2013, 06:58:41 PM
Nice implementation of TuP. I'd change one thing though. The Wrestler shouldn't have peak CR. Just like the Brawler.

I see you also didn't forget to add the Thunderchild frigate.  8)


Oh btw, the missions don't work because you didn't include the backgrounds from the TuP campaign.


[edit]
Fleet goal DEFEND in missions need to be changed to ATTACK

Implemented your most recent version in DEV. Nice job!

minor issue: when you have more than 1000 electronics, the smallest pile at the end is the only one that is counted when seeing if you can create a ship

also, would it be possible for our followers to find (at a vastly reduced rate, I'm sure) blueprints? that way people who rush into being void walkers aren't completely screwed

does selecting salvage crews increase parts found? does it increase blueprints found? just curious

1) Fixed
2) Nice idea! I'll see how it balances out.
3) Salvage increases the parts found but do not influence the BP drop.

This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.

Excellent work, sir.

A cookie for you.

Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?

Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.

Again, excellent mod.

1) Will do something about the excess BPs. Maybe use them to enhance VW fleets?
2) Weapons are supposed to be rarer and the variants less optimized, its part of the fun of discovery :).

Personally I kind'a like the rarity of certain weapons, it gives them a value once you go void-walker.


Anyways, I think I might have run into a few potential bugs in what seems to be the latest version.

First of all, I'm getting more blackrock blueprints from the hegemony than hegemony blueprints. Are the hegemony supposed to give blackrock blueprints at all?

Second, the void-walker station, when filled with large amounts of various weapons and supplies, seems to eventually start eating things. Noticed this when I returned to my station to dump off my loot and found that my only large weapon was a single hellbore cannon at the time, even though I could'a sworn I had others. I went ahead and dumped the aforementioned loot, which included more large weapons, left the station for a bit, and when I returned I found the only large weapon in the station to be a single Gauss gun.

Thirdly, I have quite simply never seen my void-walker followers use anything larger than a frigate in their fleets. With all the blueprints that I own available to my followers, including capitals cruisers and destroyers, I'm kinda confused as to why they seem content flying around in fleets consisting of a couple frigates and the occasional fighter wing.

1) Fixed in dev! Thanks
2) Fixed as well.
3) Whats your current personal fleet size? Their composition is based off that right now. It may be bugged if it's a save coming from previous versions.

Does this mod change the supply consumption in any way?

Reason im asking is because i havent played the game since it was added in vanilla, and now im really struggling.

Once i got a capital ship a carrier and 2 fighter wings out, it just goes full *** with the consumption.

And it would be fine is they were cheap, but they eat up 95% of my funds.

Is there a way to change this? It simply not fun to play atm.

Nope, didn't touch supply consumption :).

i don't know if it's better, or i just got used to it, but if you choose hegemony you won't have that problem (your base will be near enough)

one problem i see with the latest update is the cost for constructing new ships went up.  looks like capital ship costs went up 4x.    now it's actually more cost effective to just sell the parts and buy a ship from an indie station.  (i havent switch to void walker mode)



That's the desired effect. Crafting lets you choose exactly what to produce so it's a little bit harder then straight purchase (but not much harder).

you only have problems with supplies if you can't be arsed reading your logistic rating and not invest in logistic skills tbh.

Go easy Valk, he was just asking a question :). It's quite harder to manage supplies in UsS, because you need to purchase them, maybe that's the issue?

Thanks for the feedback guys, will post a new version soon enough with the production queue as well.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: ValkyriaL on December 13, 2013, 08:02:56 PM
Sowwy.. =( I tend to go rough with the new guys. it seems to work!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Lochemya on December 13, 2013, 08:52:19 PM
I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 13, 2013, 09:54:44 PM

3) Whats your current personal fleet size? Their composition is based off that right now. It may be bugged if it's a save coming from previous versions.


Oh that would explain things, I've been going around in a group of 8-10 frigates and a single destroyer as my fleet, focusing more on honing my fleet and variants than growing in size. Playing survival of the fittest with your own fleet is surprisingly fun, and eventually leads to a fleet that doesn't take casualties until completely overwhelmed.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Flunky on December 14, 2013, 11:26:20 AM
So after collecting a number of pirate/independent blueprints and a fair bit of supplies I started up the voidwalker fortress and... the first friendly fleets are huge masses of hegemony hounds (the blueprint from starting it up) and nothing else. Is this just a quirk of the first wave, or do the followers have trouble using other factions' blueprints? I noticed that in the 'manage followers' screen there wasn't an option to change factions as in the normal blueprint management screen.

I think I'm using the latest (non-dev) version (1.1c)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Dragar on December 14, 2013, 02:44:55 PM
yeah that got me too, if you go into the blueprint management tab and click on a blueprint you get the option make available for followers. Just do that for every ship you want your followers to have access to.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Flunky on December 14, 2013, 03:41:57 PM
yeah that got me too, if you go into the blueprint management tab and click on a blueprint you get the option make available for followers. Just do that for every ship you want your followers to have access to.

Ah, somehow managed to miss that entirely. Thanks!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: taerkar on December 16, 2013, 01:48:01 PM
I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.

Getting this same issue. My error pop-up is:

Fatal: javax.imageio.IIOException: Insufficient memory (case 4)
Cause: Insufficient memory (case 4)
Check starsector.log for more info.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Blackoth on December 17, 2013, 11:55:18 AM
Hi Guys, I gotta say the mods for Starsector keep getting more and more awesome over time!

I would like to post an observation about my current Uomoz campaign. Im not sure if my memory is telling me something thats not right, but I feel like replacement pilots were hired recently. I seem to remember AI allies being super capable of agile maneuvering during combat. But currently I feel like my ships are always running into me without making an effort to avoid me while fighting. I usually fly a slow ship so the smaller more agile frigates should be aware that they will run into larger slower allies but I have been hit pretty hard many times swinging my ship around out of  my fireing arcs and also have been hit by my own ships in such ways that make me enter fireing arcs of the enemy and sometimes been destroyed because of it.

I have not played vanilla in the latest patch so I cant say if its a mod thing or not, but I was wondering if anyone else noticed that?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 17, 2013, 01:19:53 PM
I've noticed that some of the modded ships are worse than others about running into things. Kadur ships especially seem to do things like this due to their high speed but low maneuverability. Blackrock's locust also likes to crash into things. As for ships in general I can't really say, I usually only use the smaller stuff to fight, and other than that silly locust the smaller ships seem to do ok at dodging each other.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Debido on December 17, 2013, 10:35:58 PM
Hey guys, I've searched all over the sectors for some tugs to haul my larger ships along a bit faster. I haven't found a single one so far, are tugs or repair gantries spawned in this mod? Blueprints?

[Edit]

Nevermind, seems only the Sindrian has this rather *essential* piece of equipment.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Dragar on December 18, 2013, 09:23:33 AM
Huh, I just noticed something; there's no way(that I can see) to join the Extingency corperation. They don't have a space station.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: MesoTroniK on December 18, 2013, 01:44:27 PM
Mr. Dragar, that is by design for my faction at least for the time being.

They are not from around these parts and are newcomers to the sector ostensibly, with the wacky technology they wield they can traverse through singularities as easily as other factions use jump holes. Where they come from is a mystery except to Tri Tachyon's highest echelons of command. That star system is kind of a trap, you want Exigency Chaos Tech™, come and take it ;)

Eventually when the faction is more fleshed out with logistic ships and other niceties that may change, but for now it is working as intended.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Ryan on December 20, 2013, 07:41:34 PM
I might have found a possible bug.

I attacked the independent faction to presumably join the pirate faction. I get the join option when I do this, but after I join there is only an option for leaving the faction. I cannot use the pirate station(s).

I looked earlier in this thread and someone had the same issue with the Tri-Tachyion. Could this possibly be the same bug, but with a different faction?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Piemanlives on December 20, 2013, 10:34:48 PM
I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.

Getting this same issue. My error pop-up is:

Fatal: javax.imageio.IIOException: Insufficient memory (case 4)
Cause: Insufficient memory (case 4)
Check starsector.log for more info.

Try using this solution http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610

To be honest, my goal was just to do a quick debugging and get it so the mod was playable again. Mission accomplished.

Adding ship prefixes is a pretty major overhaul, the names need to be changed in 3-4 files for every ship, weapon, and variant. I wouldn't count on that anytime soon. As for the burn rates and supply usage.... maybe. It's a bit of a slippery slope: if you fixed this, why don't you fix that (and also that, etc.)?

I will do it personally for UsS users in next update, if anyone is interested.

Excuse me? Is this where I place my request for you to implement IFED once more?

Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 20, 2013, 11:05:32 PM
I am also getting the Error loading saved game bug  :'(

EDIT: Also tried the suggestion above but i'm still getting the error and cannot load any save games

EDIT 2: Ok, now I got it to load. I didn't alter my vmparams correctly.

So anyway, is there any way without having to join a faction that I can use the building factory? I know there is this void station thingy but if I use that, everyone becomes hostile to me..
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Garmine on December 21, 2013, 09:41:48 AM
Excuse me? Is this where I place my request for you to implement IFED once more?

If it is, I'd love to see IFed in U'sS! :)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 21, 2013, 10:23:45 AM

So anyway, is there any way without having to join a faction that I can use the building factory? I know there is this void station thingy but if I use that, everyone becomes hostile to me..

Yes, you should be able to use any independent trade hub for a factory.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 21, 2013, 02:23:57 PM
Yes, you should be able to use any independent trade hub for a factory.
Thanks!

After editing my vmparams I was able to load my save again but then after a play session my save is corrupted again :(
I tried uping them to 2048 but I still can't load my save. Shame, this is the most fun I've had with SS in awhile! This mod is great but for some reason I can't load my saves...
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 21, 2013, 02:34:28 PM
If you have a 64 bit version of java you might try this:

http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834)
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 21, 2013, 02:44:43 PM
If you have a 64 bit version of java you might try this:

http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834)

Yeah I tried that and it still isn't working
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 21, 2013, 02:54:13 PM
Are you using the normal starsector launcher? The linked tip needs for the game to be started through the .bat instead of through the normal launcher.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 21, 2013, 08:17:35 PM
Are you using the normal starsector launcher? The linked tip needs for the game to be started through the .bat instead of through the normal launcher.

For some reason when I launch from the bat, the mods don't show up in the launcher..?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 22, 2013, 12:06:06 AM
Make a new mods folder inside of starsector-core if there isn't one already there, and relocate the mods there.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 22, 2013, 02:19:12 AM
Make a new mods folder inside of starsector-core if there isn't one already there, and relocate the mods there.
Yep, did that and still can't load my save. I can at first with a new game but if I play long enough it will just get to a point where I just can't reload my save anymore.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 22, 2013, 09:00:45 AM
The mods have been relocated, the game was launched using the .bat, the .bat had a higher memory allocation set, and it still didn't work??? How much memory did you allocate in the .bat file?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 22, 2013, 10:51:24 AM
The mods have been relocated, the game was launched using the .bat, the .bat had a higher memory allocation set, and it still didn't work??? How much memory did you allocate in the .bat file?

I've tried 512(default), 1024, 2048 and 4096 and no matter what eventually I will get a random crash when trying to save and then I won't be able to reload after
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: sirboomalot on December 22, 2013, 02:48:22 PM
Well... you could try what I have my .bat set to, -Xms512m -Xmx4g
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Toxcity on December 22, 2013, 03:20:35 PM
When ever I join the Pirates and go to any of their stations I only have the option to Leave their faction.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Ryan on December 22, 2013, 05:27:23 PM
When ever I join the Pirates and go to any of their stations I only have the option to Leave their faction.

I might have found a possible bug.

I attacked the independent faction to presumably join the pirate faction. I get the join option when I do this, but after I join there is only an option for leaving the faction. I cannot use the pirate station(s).

I looked earlier in this thread and someone had the same issue with the Tri-Tachyion. Could this possibly be the same bug, but with a different faction?


You and I both, friend.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: snull on December 24, 2013, 09:38:20 AM
Let me thank you for this wondertfully mod, excelent work!!!

Had some troubles with instability first.
After following the advice in an other post its running fine now (use the windows64 - the last one to pick of the javafiles)

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048


MerryChristmas!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: NCMagic on December 26, 2013, 08:16:51 AM
So, i get this when i am loading it:
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


I'm running on windows 34 and java 34.
Can anyone help?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Midcom on December 26, 2013, 04:10:49 PM
Windows what? and Java who?  I'm assuming you typo'd that. I can't tell if you meant 32 or 64.

If it's a memory problem refer to the last post in page 210 of this topic.

Here's a quote of it:

Let me thank you for this wondertfully mod, excelent work!!!

Had some troubles with instability first.
After following the advice in an other post its running fine now (use the windows64 - the last one to pick of the javafiles)

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048


MerryChristmas!
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Annex on December 26, 2013, 04:44:46 PM
Ive noticed with this mod my fleet ships are just plain suicidal for some reason. They fly ahead of me (even though theyre told to defend a beacon), expose their ass to the enemy and get annihilated. Witnessed this dozens of times now and never before with vanilla or other mods. Although it maybe has something to do with the Mimir ship that I have the AI flying. Its built in feature is a teleporter, and I think maybe the AI just doesnt use it right in combat situations
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Alex on December 26, 2013, 05:00:08 PM
So, i get this when i am loading it:
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


I'm running on windows 34 and java 34.
Can anyone help?

This is different from the "usual" out of memory error, bolding the important part. What this means is the game ran out of video memory. This could be because there's not enough video memory to begin with (say, on a dedicated video card with a small amount of video memory).

The more likely scenario is that the video card is using shared memory, which means any regular memory used by the game or any other application means less video memory available. If that's the case, then to address it, one could 1) shut down everything else that's not essential, and if that doesn't help 2) assign less memory to the game, rather than more - but still enough to run it.

#2 may not be practical given hat U'sS is going to likely need a bunch of memory to run. But this could come up if someone, say, switched to a 64-bit JRE and then assigned *all* their memory to the game, leaving their system without enough video memory.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: NCMagic on December 26, 2013, 10:59:14 PM
I meant 32 so the usual solution didn't work for me that's why i posted again.

I'll try to only run starsector with Uomoz's Sector and try that out.
Will post if it has any progress in edits.

Edit: It worked! Thank you Alex.
Although I can't load any saves of any mods apparently.
(affected mods on this moment: Uomoz's corvus and (total conversion) vacuum)

Edit 2: Vacuum no longer affected, Uomoz's corvus is not capable of loading saves for some reason.

Edit 3: It would appear that Uomoz's corvus is unable to be loaded from a save after around 30 minutes of playing.
And vacuum around 40 minutes.
Default game works fine.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: xenoargh on December 27, 2013, 10:21:19 AM
What do you have your memory limits set to, vs. how much free RAM is available?  Open up the Task Manager (good ol' CTRL-ALT-DEL) and take a look at the Performance tab to see how much RAM is really available.

32-bit means there's a 3-GB total limit; you should not set SS higher than 2 GB (and that means, at least in Vacuum, staying around 5 Systems for right now, as I haven't yet developed the fleet-abstraction strategy I wanted to try out).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: joey4track on December 27, 2013, 03:03:01 PM
I should also mention that I have tried all the solutions and fixes mentioned all with differing memory settings and I still get corrupted saves with this mod. I can play Exerelin with lots of systems and stations etc.. and I'm totally fine but for some reason Uomoz just doesn't want to work for me :(
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: NCMagic on December 27, 2013, 10:37:38 PM
Welp, I have around 2 gb free if i close a lot.
Max is 4000 mb, but some processes together take up around 1700 mb which I have no clue how to close.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Undefined on December 28, 2013, 10:41:17 AM
I hadn't played for a while and was curious, loaded up this new version of the mod and lost my day. I think it also helps that I haven't played since the last core update. The mod integrates really well with that.
I have to say it's an awesome improvement, the new voidwalker mechanics really extend the early game. I've always prefered a gruelling challenge and it provides it well. The randomness of the blueprints and the requirement of resources are an ideal improvement to the old Omnifactory, the inclusion of crew in salvage and facilities to train marines is ideal.
I'm really enjoying playing around with it and can't wait to see what else you have planned.
My prefered start is to just sell the 2 spare ships, buy some supplies and fuel and immediatly activate the voidwalker station, it's like playing the old hardcore settings, only even more hardcorier.
Great job.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: LiquidStang on December 29, 2013, 08:14:45 AM
I should also mention that I have tried all the solutions and fixes mentioned all with differing memory settings and I still get corrupted saves with this mod. I can play Exerelin with lots of systems and stations etc.. and I'm totally fine but for some reason Uomoz just doesn't want to work for me :(

Try disabling it inside Uomoz's Sector DEV\data\config\settings.json (change compressSaveGameData from true to false).
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: HELMUT on December 29, 2013, 12:02:29 PM
Uomoz, will you eventually release an independent version of the Vanilla addon - variants mod? Haven't seen arcibalde on the forum for a while, so i guess you somewhat took care of the mod. It would be cool to have a vanilla version, especially after playing the promising Bounty mod which would benefit greatly from it.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: zoso54054 on January 01, 2014, 07:09:14 PM
can anyone please help me get this mod working? i keep getting an error and crash after the loading screen on startup just before the main menu saying something along the lines of... Fatal: Invalid Value 1281...  here is the error log.

Spoiler
416368 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.7 for Starsector 0.6.1a
416396 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
416558 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.json.JSONObject
416613 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
416627 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.CollectionUtils
418154 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.VectorUtils
418225 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.campaign.CargoUtils
418428 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.campaign.FleetUtils
418466 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.campaign.MessageUtils
418522 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.combat.DefenseUtils
418567 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.combat.WeaponUtils
418605 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.combat.entities.AnchoredEntity
418622 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.combat.entities.EntityBase
418623 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.combat.entities.SimpleEntity
418624 [Thread-6] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: org.lazywizard.lazylib.opengl.DrawUtils
419787 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
419815 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
419816 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
419816 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
419850 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
419850 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
419850 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
419850 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
419851 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
419851 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
419851 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_gecko_drone_SHIP_SYSTEM not found
419851 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
419852 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniumdrive_SHIP_SYSTEM not found
419852 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
419852 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
419852 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brphasecloak_SHIP_SYSTEM not found
419852 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
419853 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
419853 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
419853 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
419853 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
420270 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
420586 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 326.63 MB of texture data so far
420586 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
423613 [Thread-6] INFO  com.fs.profiler.Profiler  - ID                     Calls   Duration    Percent
423614 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------------------------
423878 [Thread-6] INFO  com.fs.profiler.Profiler  - Resource loading           1    334.96s    100.00%
424154 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Alex on January 01, 2014, 07:17:17 PM
@zoso54054: Looks like something where making sure your graphics drivers are up-to-date might help.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Undefined on January 04, 2014, 03:17:39 AM
After some extensive playing it looks like the size of the void walker fleets isn't being updated during the game... It bases them on the size of your fleet at the time of re-activating the station.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Sir Goose on January 04, 2014, 10:48:11 AM
Cool mod! I've been enjoying it for the last couple of hours. I have a question regarding mod compatibility though. How would you make the omnifactory work with this mod? The factory spawns but only gives the message "station is for faction use only" when I try to access it. I understand that blueprints are in the mod for a reason but I'd like a place to make weapons available.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Sir Goose on January 04, 2014, 11:18:00 AM
Scratch that, figured out how to fix my problem by editing which faction the omnifactory belonged to. I'm wondering though, how would I add the options for the factory to duplicate ship parts? I don't expect an answer, I'm just curious.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Midcom on January 05, 2014, 02:11:23 PM
Hey Uomoz,

I had noticed something with the void walker fortress storage that another player had mentioned before.  It seems that the storage unit seems to have a psuedo-max capacity (or maybe intentional?) that's preventing storage of additional items (i.e. weapons).  That is to say, everytime I would put in a new stock of items  The previous set of equipment I had there is pushed aside and I can no longer see it nor have possession of it.  I dunno if you saw that post, so I'm readdressing it.

An added note, it only seems to affect weapons.  It may just because I never approached an over abundance of crew, supplies, fuel, or ship parts.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: LiquidStang on January 05, 2014, 02:47:13 PM
Hey Uomoz,

I had noticed something with the void walker fortress storage that another player had mentioned before.  It seems that the storage unit seems to have a psuedo-max capacity (or maybe intentional?) that's preventing storage of additional items (i.e. weapons).  That is to say, everytime I would put in a new stock of items  The previous set of equipment I had there is pushed aside and I can no longer see it nor have possession of it.  I dunno if you saw that post, so I'm readdressing it.

An added note, it only seems to affect weapons.  It may just because I never approached an over abundance of crew, supplies, fuel, or ship parts.

Seems to touch a gun.

As you can see exactly what we do. Foundation always finds the new location. Walker says that the player is called before the finish, I noticed something. When you are readdressing your equipment, don't overpower your weapons.
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: Midcom on January 06, 2014, 11:26:31 AM
What do you mean overpower? You mean overstock?
Title: Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
Post by: haloguy1 on January 06, 2014, 11:58:55 AM
What he means dont make the weapons do too much damage that is better then any of the other weapons in the game.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 21, 2014, 08:29:41 PM
Sorry if I didn't answer the recent posts but I've been working hard fixing all the reported bugs and adding new content, so v1.2 is out now (changelog in the OP). Have fun!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Piemanlives on January 21, 2014, 09:13:58 PM
Uomoz, I bloody love you.

In all seriousness however I'll get around to giving it a go later. Thanks for the update, and as usual keep up the good work.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Linnis on January 22, 2014, 02:39:36 AM
1090080 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 3
java.lang.ArrayIndexOutOfBoundsException: 3
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


Just crashed 3x in a row from this... weird

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cosmitz on January 22, 2014, 02:55:07 AM
Make sure you modified vparams to 1024.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Linnis on January 22, 2014, 02:57:30 AM
yup, 1024 - 1024 did it allready
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Linnis on January 22, 2014, 02:58:32 AM
Just crashed again from array index out of bounds, but a light diff error
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cosmitz on January 22, 2014, 04:13:43 AM
Hm, then it's definetly something in Uomoz's.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 22, 2014, 05:59:10 AM
1090080 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 3
java.lang.ArrayIndexOutOfBoundsException: 3
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


Just crashed 3x in a row from this... weird



Thanks for the feedback!

Definitely weird, it's not happening for me. Have you tried creating a new character with the new version? Does it happen immediately after you start the campaign?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Shield on January 22, 2014, 10:11:25 AM
guess I will get around to seeing if anything is broken.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Ishman on January 22, 2014, 05:41:02 PM
Was getting the same error: Disabled omnifactory, enabled borderless window mode to run with console commands (forgotten to do that after deleting and updating to RC3) and it's been fixed, haven't tried diagnosing further because teh lazys.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on January 22, 2014, 05:48:29 PM
1090080 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 3
java.lang.ArrayIndexOutOfBoundsException: 3
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


Just crashed 3x in a row from this... weird

This is something that should be fixed in the hotfix; please make sure you've got RC3.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Ishman on January 22, 2014, 06:40:01 PM

This is something that should be fixed in the hotfix; please make sure you've got RC3.

No, was getting this error as well with RC3.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on January 22, 2014, 06:49:56 PM
Could you post the stack trace from the log (and send me a quick PM) if you see it happen again? I'd like to verify that it's exactly the same error. It's possible there's another ArrayIndexOutOfBoundsException error being caused by something else.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on January 22, 2014, 07:05:13 PM
Got the PM - thanks! Different error (a NullPointerException); this looks like it's triggered by OmniFactory.

The error Linnis is seeing should be resolved in RC3.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Ishman on January 22, 2014, 07:09:26 PM
Yeah, I'm a goof and bad at reading :(

But I'm loving the optimizations - battles play out the same for me but the overworld's much smoother even though I had some hungry programs open in the background.

The Mayorate/Ifed integration is awesome Uomoz, going to get back to playing now :3
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: D0vahkiin on January 23, 2014, 04:07:00 AM
How do I get rid of the new supply system, what do I have to delete? It makes my game unplayable, as you get almost zero supplies as loot.

For 2 hours now I have been stuck with 0 money, every fight even when I get 30K+ credits, I have to buy 30K worth of supplies. What broke the camels back, is that I completely crushed a huge enemy fleet and got 40K or so in credits. Guess how much worth of supplies I would have to get? Over 60K and that would mean selling half of my fleet. Literally 1 hit that goes through the armor cost me around 20K in supplies, WTF.

So, how do I get rid of this broken ******** system? Even the CR cost from alone from trying to get credits is sometimes more than the loot I get, NO, it's always more than I get. 23K from destroying a pirate fleet 3x bigger than mine? Need 30K+ supplies. This mod is unplayable like this, I didn't even take any damage in the fight and still I lose massive amounts of credits that I CANNOT AFFORD.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 23, 2014, 06:28:39 AM
How do I get rid of the new supply system, what do I have to delete? It makes my game unplayable, as you get almost zero supplies as loot.

For 2 hours now I have been stuck with 0 money, every fight even when I get 30K+ credits, I have to buy 30K worth of supplies. What broke the camels back, is that I completely crushed a huge enemy fleet and got 40K or so in credits. Guess how much worth of supplies I would have to get? Over 60K and that would mean selling half of my fleet. Literally 1 hit that goes through the armor cost me around 20K in supplies, WTF.

So, how do I get rid of this broken ******** system? Even the CR cost from alone from trying to get credits is sometimes more than the loot I get, NO, it's always more than I get. 23K from destroying a pirate fleet 3x bigger than mine? Need 30K+ supplies. This mod is unplayable like this, I didn't even take any damage in the fight and still I lose massive amounts of credits that I CANNOT AFFORD.

Hi there! Thanks for the feedback! The supply system can't be easily changed and it's core to the UsS experience. I can give you some advices though!

The whole point of the new supply system is to make every trip out of the station a bit more risky as you need to stockpile some supplies and fuel. If you choose your fights wisely you can easily get rich as much as you get in vanilla, it just needs you to think a little bit more about the fights you get into.

The only real difference with vanilla is that instead of 100 supplies, you get 100 electronics that are exactly worth the same.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on January 23, 2014, 07:33:54 AM
juts got this, afther the battle, fly some,set next destotation target , checking loot & crashed
Spoiler
Code
4123609 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.O0OO.if.dismiss(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
everything fresh (game,mods ect.)

@D0vahkiin - things are easier when you have your own station at Vorid Walkers ( hyper space center)
you can easly change anything to supplies/fuel

Q: is there any way to spawn anything bigger then destroyer as "your" fleet at station ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Linnis on January 23, 2014, 09:22:51 AM
Got the PM - thanks! Different error (a NullPointerException); this looks like it's triggered by OmniFactory.

The error Linnis is seeing should be resolved in RC3.

Yup, haven't hit it for a while... fixed
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Ishman on January 23, 2014, 11:44:08 AM
The sony: your void walker faction fleet sizes are determined based on the size of your fleet when you activate it or on the size of your fleet upon game loading thereafter; for the composition of your fleets you need to change those in the dialogue menu by enabling/disabling new blueprints for usage by your followers.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Jonlissla on January 23, 2014, 12:01:46 PM
The whole point of the new supply system is to make every trip out of the station a bit more risky as you need to stockpile some supplies and fuel. If you choose your fights wisely you can easily get rich as much as you get in vanilla, it just needs you to think a little bit more about the fights you get into.

The only real difference with vanilla is that instead of 100 supplies, you get 100 electronics that are exactly worth the same.

I kind of share his concern actually. Despite getting resources at roughly the same value, I feel like I'm being shoehorned into using frigates and perhaps a destroyer due to supply consumption. I had a fight with a semi-large fleet which consisted of several frigates and destroyers, while mine was a single carrier and a total of three fighters. It was a really ugly fight, but in the end I actually managed to win. I recieved a fairly substantial reward, but a clear majority of the money went into supplies since fightercraft eats up a ton of it. I still made a profit, but if I had used frigates and a destroyer instead I would have gotten much better results. As such I have stopped using fighters entirely.

In vanilla Starsector you don't notice it as much because of how insanely much loot you get from a single victory. You're almost guaranteed to recieve more or the same amount of supplies you used in a battle. I understand that this mod wants to move away from that and make the player think more about the fights he picks, but my personal experience regarding the supply system has been lukewarm at best. Actually, now that I think about it, this mod was one of the reasons I made a thread in the Suggestions part of the forums asking for another resource besides Supplies.

I will continue trying out new fleets to see how it goes, in case I'm just paranoid or overreacting.

Also, great update. It's fun to see IFed back in the game, and the ability to build your own ships is a blast. Keep up the good work.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 23, 2014, 02:43:23 PM
The whole point of the new supply system is to make every trip out of the station a bit more risky as you need to stockpile some supplies and fuel. If you choose your fights wisely you can easily get rich as much as you get in vanilla, it just needs you to think a little bit more about the fights you get into.

The only real difference with vanilla is that instead of 100 supplies, you get 100 electronics that are exactly worth the same.

I kind of share his concern actually. Despite getting resources at roughly the same value, I feel like I'm being shoehorned into using frigates and perhaps a destroyer due to supply consumption. I had a fight with a semi-large fleet which consisted of several frigates and destroyers, while mine was a single carrier and a total of three fighters. It was a really ugly fight, but in the end I actually managed to win. I recieved a fairly substantial reward, but a clear majority of the money went into supplies since fightercraft eats up a ton of it. I still made a profit, but if I had used frigates and a destroyer instead I would have gotten much better results. As such I have stopped using fighters entirely.

In vanilla Starsector you don't notice it as much because of how insanely much loot you get from a single victory. You're almost guaranteed to recieve more or the same amount of supplies you used in a battle. I understand that this mod wants to move away from that and make the player think more about the fights he picks, but my personal experience regarding the supply system has been lukewarm at best. Actually, now that I think about it, this mod was one of the reasons I made a thread in the Suggestions part of the forums asking for another resource besides Supplies.

I will continue trying out new fleets to see how it goes, in case I'm just paranoid or overreacting.

Also, great update. It's fun to see IFed back in the game, and the ability to build your own ships is a blast. Keep up the good work.

I know that you might feel under-rewarded using fighters, but this might be more a vanilla issue then something related to UsS. Fighters are actually super expensive in vanilla as well, they are sustainable simply because vanilla rewards are so much that you can pretty much double the value of your fleet after each battle. I toned the rewards down, to make increasing the fleet a slower process, more comparable to the level growth. Basically you earn less and need to win more battles then vanilla to actually upgrade. That said, I love feedback posts like this, and these are the posts that actually make me think\tweak features in the mod.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 03:21:04 PM
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.

I have tried to reinstall the game and the mod with lazylib to no avail. I also manual changed the file that needs the change.

The problem does not occur in vanilla starsector.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 23, 2014, 03:24:49 PM
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.

I have tried to reinstall the game and the mod with lazylib to no avail. I also manual changed the file that needs the change.

The problem does not occur in vanilla starsector.

Hey there man! Give a read to the character creation dialogue, it's all explained there.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 03:38:10 PM
Quote
Hey there man! Give a read to the character creation dialogue, it's all explained there.

From previous iterations I have played of the mod I would most definitely think I am missing some dialogue options upon character creation. All I am seeing is the following:

The Legacy
....
....

The Journey
...
...
After that I get my choice of ship and I stat allocation I forgot to mention I am not given any points to allocate. Somehow I feel this might be a java issue. I'm running (build 1.7.0_51-b13).




Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 23, 2014, 03:54:37 PM
It's the new start: you spawn in a random point in hyperspace, with 3 random ships and no skillpoints. The journey you chose is made in game now, not from the character creation (you can join any faction).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on January 23, 2014, 03:55:46 PM
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.
Inside 'mods\UomozSector\data\scripts\plugins\CharacterCreationPluginImpl.java', paste the following directly before or after line #324:

Code
data.getStartingCargo().addFuel(20);
Change the value of '(20)' to whatever amount of fuel that you want to start off with.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 23, 2014, 04:05:17 PM
Just so you don't get discouraged, I'm rather happy with your starting setup there Uomoz.

I do have a crash here, but I don't know whether its my computer being weird (it tends to crash frequently, then work perfectly for weeks at a time)

Spoiler
112498 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
124472 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Users\Ciago\Dropbox\saves\save_UomozCiago_1874907758026667632...
135409 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
137053 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.K.show(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on January 23, 2014, 04:11:37 PM
@ciago92: this is when you're loading a game, right? If so: this happens if you saved right when an encounter was about to happen. To get around it, load another game, and then load this one. (Already fixed for the next release, but since that won't be particularly soon...)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 04:15:25 PM
Thank you for your replies. In trying to figure something out I noticed on my current game that I started with 0 fuel once I drifted inside of a wormhole or w/e it's called I could move around with 0 fuel as if I had fuel. I'm not sure if that Is a problem with vanilla starsector or the mod but just thought I would share. Also thanks for the manually updating the file fix.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 23, 2014, 04:27:17 PM
that did it, thanks

@userfriendly: in hyperspace you need fuel, and the start of Uomoz's story is that you lose all your fuel. Once you drift into a jump point (the wormhole you mentioned) then you'll be in regular space where you do NOT need fuel to fly around. just a heads up :-)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 04:38:15 PM
Quote
in hyperspace you need fuel, and the start of Uomoz's story is that you lose all your fuel. Once you drift into a jump point (the wormhole you mentioned) then you'll be in regular space where you do NOT need fuel to fly around. just a heads up :-)

Oh... thanks for clearing that up. I haven't played in a while that feature must be somewhat new. With the 0 fuel start I guess there is the issue of most of the time drifting and being attacked before you make it to a wormhole, eh?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 23, 2014, 04:40:15 PM
Quote
in hyperspace you need fuel, and the start of Uomoz's story is that you lose all your fuel. Once you drift into a jump point (the wormhole you mentioned) then you'll be in regular space where you do NOT need fuel to fly around. just a heads up :-)

Oh... thanks for clearing that up. I haven't played in a while that feature must be somewhat new. With the 0 fuel start I guess there is the issue of most of the time drifting and being attacked before you make it to a wormhole, eh?

It never actually happened in my tests yet, but it's not impossible. I made this design decision to give a cool feel of "being stranded in an unknown place", but I can see it being quite hard to get into for new players.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 04:58:40 PM
Quote
It never actually happened in my tests yet, but it's not impossible. I made this design decision to give a cool feel of "being stranded in an unknown place", but I can see it being quite hard to get into for new players.

The first two times I tried the mod I was attacked before I could make it into a jump point. With that said I understand that you are trying to create some atmosphere. I think your mod is a blast but I do feel this new start could be problematic (It lead me to uninstall/reinstall because I thought something had to be wrong) and maybe the same could be accomplished with some text or if at all possible a start that is closer to a jump point.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 23, 2014, 05:39:06 PM
He does mention it in the beginning of the game, hence his comment about reading earlier lol (you are attacked in hyperspace and lose your fuel transport ships, left to drift its time to start anew blah blah blah lol). I've never been attacked although it does make sense that it could happen lol just bad luck I guess. maybe it should add a check where you're within five seconds of a gravity well?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cosmitz on January 23, 2014, 06:01:01 PM
Really kind of like the new start. Though tossing three different types of ships from different mods might make it a tad hard to grasp each playstyle, especially since some ships from some mods have ways in that they should be played. If the random 3 that were chosen were from the same faction, this would help out with the initial setup.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: joey4track on January 23, 2014, 06:13:01 PM
I am crashing after load with some error..

Fatal: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
Cause: Parsing compilation

something like that.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: userfriendly on January 23, 2014, 06:31:09 PM
Quote
He does mention it in the beginning of the game, hence his comment about reading earlier lol (you are attacked in hyperspace and lose your fuel transport ships, left to drift its time to start anew blah blah blah lol). I've never been attacked although it does make sense that it could happen lol just bad luck I guess. maybe it should add a check where you're within five seconds of a gravity well?

I'm not sure what you mean... it would be redundant to have the message twice I agree? I meant just having the intro text and maybe starting the player inside of a gate or something like that explaining how they got there. Ideally adding in some code that would prevent unpreventable death upon start would be preferred but I'm not sure if this could be achieved with what's available to modders. I suppose you could look at this like some added game play element where you can possibly not make it and have to restart but in that case I think adding in some ooc text to the intro would be a good idea because If like me it happens on the first two consecutive attempts it makes you think something is wrong.

The only reason I point this out is because if this was my first time trying the mod I would probably have moved on and tried another. As it stands Uomoz has been my best experience with starsector and I wasn't about to give up. With that said keep up the good work!

      
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 23, 2014, 07:53:02 PM
the two intro parts are The Gift where it tells you you're special and The Journey where it tells you you are out of fuel and drifting towards the nearest jump point with no fuel and two escort ships

the five second thing meant that you would spawn within a couple seconds of a jump point so that you were much less likely to be attacked en route
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Dog on January 23, 2014, 08:01:39 PM
I'm getting kind of a strange error.  The game loads up just fine, and runs fairly smoothly up until it's time to save.  Saving takes ~20 seconds, which is fine, but I am incapable of loading a game.  I can't grab a previous save game, nor can I load a game from the save menu.  It goes through the loading process and then says something to the effect of "Your mods may be incompatible", when they clearly are not.  I've got the starsector log here:

Spoiler
571737 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
572125 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
[close]

Any help would be appreciated!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: joey4track on January 24, 2014, 02:14:14 PM
Ok yeah i am i idiot. After installing the new SS and the mod i forgot to install lazylib :p
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 24, 2014, 02:16:46 PM
I'm getting kind of a strange error.  The game loads up just fine, and runs fairly smoothly up until it's time to save.  Saving takes ~20 seconds, which is fine, but I am incapable of loading a game.  I can't grab a previous save game, nor can I load a game from the save menu.  It goes through the loading process and then says something to the effect of "Your mods may be incompatible", when they clearly are not.  I've got the starsector log here:

Spoiler
571737 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
572125 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
[close]

Any help would be appreciated!

Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:

Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Musaab on January 24, 2014, 03:39:34 PM
Just wanted to say that I finally started playing your mod and I think it's great.  Thanks to you and all the people who made the mods that are a part of this mod.  You guys are awesome. 
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Leandero on January 25, 2014, 02:49:02 AM
Hello Uomoz, first of all great work on the mod as usual :). The work of you and the other modders makes this game a lot more fun.
The only issue i have with the mod is the Leave faction section, one stupid misclick and instead of leaving the window or entering your "garage/storage" you leave the faction... I don't know if it is possible but could you add some kind of confirmation box to leave faction so you can't accidentally quit it and have to reload. (always happens when you have been playing a long time and forgot to save....  ::))

Hope this is of any help, good luck with your future efforts.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on January 25, 2014, 08:51:47 AM
So, this is an odd problem. I have enough ram, and edited the vmparams, and I have LazyLib, but when I try to load the game it seems to hang on the main menu, with the Uomoz's Sector image halfway off the top of the screen.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: joey4track on January 25, 2014, 09:18:10 AM
I also cannot load savegames and it's freaking frustrating as all hell losing so much progress every freaking time i try to play this wtf?!! I've tried every fix and still can't. I can play Exerelin with a ton of systems etc.. with no problem but with this mod I have problems  :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Dog on January 25, 2014, 03:58:48 PM
Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:

Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m

Ah, yes this leads to yet another problem, that also appears to happen to several people on this page.  The game loads up and then hangs almost instantly on the home screen.  There doesn't appear to be anything in the Starsector Log file either.  I'm going to check on my Java, but I don't think that that is the problem.  Any input?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 25, 2014, 07:23:24 PM
Hey guys, thanks for the feedback!

Really kind of like the new start. Though tossing three different types of ships from different mods might make it a tad hard to grasp each playstyle, especially since some ships from some mods have ways in that they should be played. If the random 3 that were chosen were from the same faction, this would help out with the initial setup.

I kind of like it as it is though, now if you find a faction you don't like to start with, you have 2 more ships to chose from..

Hello Uomoz, first of all great work on the mod as usual :). The work of you and the other modders makes this game a lot more fun.
The only issue i have with the mod is the Leave faction section, one stupid misclick and instead of leaving the window or entering your "garage/storage" you leave the faction... I don't know if it is possible but could you add some kind of confirmation box to leave faction so you can't accidentally quit it and have to reload. (always happens when you have been playing a long time and forgot to save....  ::))

Hope this is of any help, good luck with your future efforts.

Will add a confirmation dialogue!

Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:

Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m

Ah, yes this leads to yet another problem, that also appears to happen to several people on this page.  The game loads up and then hangs almost instantly on the home screen.  There doesn't appear to be anything in the Starsector Log file either.  I'm going to check on my Java, but I don't think that that is the problem.  Any input?

If you guys have a 64 bit system you can try downloading it, opening its installation folder and copy/pasting everything in the "jre7" folder inside the "jre" folder inside starsector's folder, after deleting everything inside "jre". If the game hangs is definitely a ram problem, but I can't replicate it.

Basically, UsS doesn't increase its memory requirements over time as the max number of fleets is spawned immediately at the beginning. Unlike other mods, like Exe, the sector ram demand doesn't grow over time, but start really high immediately after the first day.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on January 25, 2014, 10:38:35 PM
I've noticed that the custom background music I hear sometimes in this is really loud in comparison to the vanilla music. Also, a few of the weapons seem to have no picture at all. Don't remember which though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Mytre on January 26, 2014, 07:20:36 AM
would love this more if this worked with the other mods like hiigaran, bushi and neutrino D:  and valkyrians xD thought nice mod . love it so far using it
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 26, 2014, 01:30:28 PM
How do the factions work?  Is there anywhere I can go while independent?  Everything seems to attack me.  Can I be friends with everyone and just kill pirates?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Zudgemud on January 26, 2014, 02:36:37 PM
would love this more if this worked with the other mods like hiigaran, bushi and neutrino D:  and valkyrians xD thought nice mod . love it so far using it

I guess the main reason why they are not implemented is that these factions have several ships and/or weapons that are quite OP when compared to vanilla. For example, Hiigaran energy weapons and energy turret hulls works like TriTachyon ships but with generally with better cr consumption/regen, better flux and better turret layout. They are really pretty, cool and fun to play with but I would not say they are vanilla balanced.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 26, 2014, 02:52:32 PM
Desdinova with heavy railguns / heavy mauler is ridiculous...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Bankoleva on January 26, 2014, 03:23:33 PM
How do the factions work?  Is there anywhere I can go while independent?  Everything seems to attack me.  Can I be friends with everyone and just kill pirates?

There are independent trade stations throughtout. They are not in every star system. Usually named as Trading hub and are Grey.

You can only join 1 faction at a time. If you quit that faction, you are their enemy .... FOR LIFE. So no temporary trading sides.

When you join a faction you have access to their stations and the independent stations. If you attack any Independent trading fleet... your dubbed an enemy... FOR LIFE and lose access to those stations.

At the beginning with out joinging a faction, everyone is nuetral to you except the pirates, Junk pirates and another faction but i can't remember the other one. Once you join a faction, Diplomacy kicks in and you'll become an enemy to whoever their at war with.

Hope that helps...

~Bank
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 26, 2014, 03:29:00 PM
I see, thanks.  BTW, I spawned in the black rock system and they were hostile to me and chased me to the station where I lost aggro by joining them... they're definitely not all neutral to start with.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 26, 2014, 03:29:31 PM
One thing Bank forgot to mention is that when you activate the void walkers station (the station in hyperspace near corvus) EVERYONE becomes hostile
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Zudgemud on January 26, 2014, 03:32:20 PM
Desdinova with heavy railguns / heavy mauler is ridiculous...

But it also really expensive in CR to deploy and repair, and has a combat timer, which is a great way to balance such a powerful ship. For Neutrino most destroyers and up are like the Desdinova for their class, if not better, but lacking the increased deployment costs. And for Hiigarans it is mainly cruisers/capitals and their weapons that are straight up better than any vanilla weapons.

Though, now that I think of it I also believe that the Hiigarans are not implemented due to lore reasons since something something Homeworld crossover not fitting the game lore.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cosmitz on January 26, 2014, 03:48:29 PM
I'm sure we can find a cross-universe-thingy-ma-gimmick-wormhole. ;P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 26, 2014, 07:21:30 PM
The frontal shield thing that adds shields to non shield ships, that claims to be inefficient, is actually extremely efficient (0.28!!!), what's going on there?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: frisbeerocker on January 26, 2014, 08:27:07 PM
I find myself feeling frustrated that in order to trade with a station, I have to join that faction - but every faction excludes you from using anyone's else's station or joining other factions.  I understand that there should be some factions that are at odds with each other, but not every one.  And what ever happened to being able to select from a huge range of starting ships?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 26, 2014, 09:22:36 PM
I find myself feeling frustrated that in order to trade with a station, I have to join that faction - but every faction excludes you from using anyone's else's station or joining other factions.  I understand that there should be some factions that are at odds with each other, but not every one.  And what ever happened to being able to select from a huge range of starting ships?

The faction you're joining is the actual military. You can't be part of the US military and the Canadian military can you? What if they then turned on each other? And I only remember there being two or three options for starting ships in vanilla, but Uomoz has decided as part of the backstory you get a couple randomly chosen ships
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Piemanlives on January 26, 2014, 10:06:15 PM
As far as I know, every system also has a civilian station located in it, if it doesn't that's a bit strange.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 27, 2014, 12:04:17 AM
Only about half have a civilian station.  Some are just dead ends for you except to farm XP / crafting recipes.

Desdinova is a destroyer and I beat everything except a few capital ships with it solo.  Since I got it I've just solo'd fleets with it.  Way too good for a destroyer.  But I haven't played much - are there other ships that can win like this via excessively superior maneuverability?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Piemanlives on January 27, 2014, 01:56:39 AM
Like the Desdinova, all blackrock drive ships focus a lot on mobility and alpha strike.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cycerin on January 27, 2014, 10:02:49 AM
Only about half have a civilian station.  Some are just dead ends for you except to farm XP / crafting recipes.

Desdinova is a destroyer and I beat everything except a few capital ships with it solo.  Since I got it I've just solo'd fleets with it.  Way too good for a destroyer.  But I haven't played much - are there other ships that can win like this via excessively superior maneuverability?

There's one other that I can think of. It's called the Medusa. :V
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Dragar on January 27, 2014, 01:46:36 PM
And like the Medusa it will die if anything catches it and proceeds to look at it funny.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Bankoleva on January 27, 2014, 04:11:27 PM
And like the Medusa it will die if anything catches it and proceeds to look at it funny.

That got a real good laugh from me.... cause it's so true. In the players hand there's a few ships with all those player bonuses that are just down right unfair.... yet in AI hands and simulations they get taken out like a dumb blond cheerleader with low self esteem.... ALOT. Hard to balance those cause everyone plays different and human skill is the ultimate x factor.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 27, 2014, 04:34:43 PM
Thanks for the feedback guys!

The frontal shield thing that adds shields to non shield ships, that claims to be inefficient, is actually extremely efficient (0.28!!!), what's going on there?

Oups! Fixed in dev version :D

Only about half have a civilian station.  Some are just dead ends for you except to farm XP / crafting recipes.

Next version has less systems. Something was cut! Now all systems have an independent station though.

I've noticed that the custom background music I hear sometimes in this is really loud in comparison to the vanilla music. Also, a few of the weapons seem to have no picture at all. Don't remember which though.

About the music: I haven't spotted anything weird with it, I'll try catching any weird audio spike in the future.  I don't quite understand what you mean about the weapons: can you explain it a little more extensively?

would love this more if this worked with the other mods like hiigaran, bushi and neutrino D:  and valkyrians xD thought nice mod . love it so far using it

There are some lore-quality-balance reasons why i chose the current factions: unluckily, the way I code the stuff into the game make integrating new mods a huge deal, so I'll just keep on adding only the one I really like.

I see, thanks.  BTW, I spawned in the black rock system and they were hostile to me and chased me to the station where I lost aggro by joining them... they're definitely not all neutral to start with.

Generally speaking, at the beginning, only the Mayorate, Pirates and Junk Pirates are hostile to the player.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 27, 2014, 06:31:03 PM
Where can I read about how the voidwalker base works?  Google's failing me and the mod doesn't seem to be listed on the front page (just a patch note saying you implemented it).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on January 27, 2014, 07:24:18 PM
You activate it, then you cam give the void walkers base access to blueprints so you can have your very own faction. :) I *think* it spawns fleets without the use of the epoch supplies.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on January 27, 2014, 07:35:35 PM
Only about half have a civilian station.  Some are just dead ends for you except to farm XP / crafting recipes.
Next version has less systems. Something was cut! Now all systems have an independent station though.

Aw no, you didn't cut a whole faction did you, I like these factions!
Where can I read about how the voidwalker base works?  Google's failing me and the mod doesn't seem to be listed on the front page (just a patch note saying you implemented it).
I don't think there is a place to read about the station, but it isn't all that hard to explain. Upon activation, the station sets the player at war with all other factions and gives the player their own faction. The player can then freely store cargo inside of the station, turn salvage and loot into supplies and fuel, train marines, and construct any ship that the player has the resources and blueprint for. The station also starts creating fleets of ships randomly using the allowed blueprints and using the player's own fleet as a basis for the size, which will occasionally bring back resources, and do not cost any resources.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on January 27, 2014, 08:47:05 PM
Uomoz, regarding that brief line of discussion in the 'Tore Up Plenty' topic; I got permission from Erick Doe to upload.

This post (http://fractalsoftworks.com/forum/index.php?topic=5762.msg127283#msg127283) contains the details regarding old/new 'graphics' folder structure, more or less; however, the linked archive below contains the revised folder structure for version 1.2 of your own mod (based on v5a of TuP).

https://drive.google.com/file/d/0Bz-e0Ikhh_YHQU9fWDRfb29ralU/edit?usp=sharing

My own recommendation: in comparing the two 'graphics' folder structure(s), delete any sub-folder in the current version of UzS that does not have an empty counterpart in the linked archive, then extract/copy & paste the 'tup' sub-folder from the archive in their place.

After the above, instead of 48 sub-folders, there should only be 22 afterwards (not including sub-sub-folders... you get the idea, right?)

Apologies in advance if I'm not giving a coherent explanation.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on January 28, 2014, 02:45:00 AM
Hey finally got the chance to sit down and play the latest version the other day (most of my time is spent modding these days). In short, I really like it! I almost get the feeling that this is an official content add-on from Alex, (especially the blueprints/salvage/building ships).

A couple of things I noticed while playing (take this with a grain of salt, only played for an hour or two before I started modifying the files and trying to fit in new ships and stuff):
-Faction-specific parts are hard to get at your faction's stations. This makes it difficult to build your faction's ships unless you actively start killing them for salvage (there aren't all that many faction specific parts you can buy at stations otherwise).
-Some systems are a little too well-defended for their own good. Rasht, for instance, was very quiet since the Mayorate and Pirates are friends with each other. The two factions pretty much annihilated anybody who got close haha  ::). It would make things a little more interesting if the Hegemony or some other mutual enemy of the two had an occasional spawn in-system to liven things up. That said, it was pretty fun to use the system as a base while raiding innocent convoys of traders. That part of the map pretty much turned into a black hole for commerce, which I like.
-It's too easy to leave a faction by accident by pushing the wrong button (but I think someone else already mentioned that).
-The grav cannon (built-in weapon for the Del Azarchel) keeps popping up in station inventories, which it probably shouldn't do.

Also, I wanted your input on something-
I was potentially going to redo my mod's structure at some point in the future (add faction-specific prefixes to weapons/sounds/graphics/etc, create centralized faction graphics/sounds folders, rename several ships' internal ID's to their actual name). It should make my mod a lot cleaner and easier to work with going forwards, but would mess up your UsS integration for my next version in the short term. I'm currently undecided about whether or not I wanted to do all this for my next update, and wanted to check in and see if you were up for it. If not, that's cool, I can hold off on doing it for awhile.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 28, 2014, 03:56:25 AM
Thanks again for the feedback guys!

Uomoz, regarding that brief line of discussion in the 'Tore Up Plenty' topic; I got permission from Erick Doe to upload.

This post (http://fractalsoftworks.com/forum/index.php?topic=5762.msg127283#msg127283) contains the details regarding old/new 'graphics' folder structure, more or less; however, the linked archive below contains the revised folder structure for version 1.2 of your own mod (based on v5a of TuP).

https://drive.google.com/file/d/0Bz-e0Ikhh_YHQU9fWDRfb29ralU/edit?usp=sharing

My own recommendation: in comparing the two 'graphics' folder structure(s), delete any sub-folder in the current version of UzS that does not have an empty counterpart in the linked archive, then extract/copy & paste the 'tup' sub-folder from the archive in their place.

After the above, instead of 48 sub-folders, there should only be 22 afterwards (not including sub-sub-folders... you get the idea, right?)

Apologies in advance if I'm not giving a coherent explanation.

Thanks man! I will put this to use!

Hey finally got the chance to sit down and play the latest version the other day (most of my time is spent modding these days). In short, I really like it! I almost get the feeling that this is an official content add-on from Alex, (especially the blueprints/salvage/building ships).

A couple of things I noticed while playing (take this with a grain of salt, only played for an hour or two before I started modifying the files and trying to fit in new ships and stuff):
-Faction-specific parts are hard to get at your faction's stations. This makes it difficult to build your faction's ships unless you actively start killing them for salvage (there aren't all that many faction specific parts you can buy at stations otherwise).
-Some systems are a little too well-defended for their own good. Rasht, for instance, was very quiet since the Mayorate and Pirates are friends with each other. The two factions pretty much annihilated anybody who got close haha  ::). It would make things a little more interesting if the Hegemony or some other mutual enemy of the two had an occasional spawn in-system to liven things up. That said, it was pretty fun to use the system as a base while raiding innocent convoys of traders. That part of the map pretty much turned into a black hole for commerce, which I like.
-It's too easy to leave a faction by accident by pushing the wrong button (but I think someone else already mentioned that).
-The grav cannon (built-in weapon for the Del Azarchel) keeps popping up in station inventories, which it probably shouldn't do.

Also, I wanted your input on something-
I was potentially going to redo my mod's structure at some point in the future (add faction-specific prefixes to weapons/sounds/graphics/etc, create centralized faction graphics/sounds folders, rename several ships' internal ID's to their actual name). It should make my mod a lot cleaner and easier to work with going forwards, but would mess up your UsS integration for my next version in the short term. I'm currently undecided about whether or not I wanted to do all this for my next update, and wanted to check in and see if you were up for it. If not, that's cool, I can hold off on doing it for awhile.

1) I see your point, I will add some form of production for faction parts in faction stations!

2) That acually already changed in DEV :) expecially Rasht.

3) I'm in the process of fixing the accidental leave issue.

4) Uh, I may have added a SYSTEM weapon to my lists. Will fix!

About the id refactoring, go ahead, I will keep up with the changes, don't worry :).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 28, 2014, 10:43:20 AM
Not sure I really like the voidwalker thing - it makes it very hard to outfit ships when you can't buy things from the independent traders anymore (even those stations are hostile, which makes no sense)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 28, 2014, 11:02:43 AM
Not sure I really like the voidwalker thing - it makes it very hard to outfit ships when you can't buy things from the independent traders anymore (even those stations are hostile, which makes no sense)

You want to save joining them for a little while until you have a decently good fleet, the point is to then blow up everything and salvage weapons off their ships lol
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on January 28, 2014, 11:29:16 AM
I find scavenging for weapons and using sub optimal setups really entertaining so I won't probably change that!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on January 28, 2014, 01:21:53 PM
With supplies costing SO damn much (120 credits per unit), and destroying ships gives so little (not enough to compensate for damages during battle), I'm finding it really hard to get a hand on building up my fleet.  I've played for maybe 5 hours now and I can't seem to get back a destroyer and two frigates.  Even selling my blueprints (especially the Medusa blueprint), I can only find really weak fleets of 1 or two ships, or the really big ones that I can't possibly take on.

Any tips?  I know the game pretty well by now, but this mod is just killer. :P Haven't played it since .54, maybe.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Zaphide on January 28, 2014, 02:25:31 PM
I find scavenging for weapons and using sub optimal setups really entertaining so I won't probably change that!

Fully agree :) Sub optimal setups are much more fun!

I had a good play of the latest UsS over the weekend; very enjoyable! The sheer number of fleets that are hostile to you means a lot of dodging after you join the VoidWalkers, but that was my favorite part :)

I agree with kazi about the lack of manufacturing components for the faction you have joined. The only other issue (not really an issue) I had was receiving blue prints I already had.

With supplies costing SO damn much (120 credits per unit), and destroying ships gives so little (not enough to compensate for damages during battle), I'm finding it really hard to get a hand on building up my fleet.  I've played for maybe 5 hours now and I can't seem to get back a destroyer and two frigates.  Even selling my blueprints (especially the Medusa blueprint), I can only find really weak fleets of 1 or two ships, or the really big ones that I can't possibly take on.

Any tips?  I know the game pretty well by now, but this mod is just killer. :P Haven't played it since .54, maybe.

I found it pretty straightforward after I started selling all the manufacturing components that I was getting. You only really need them when you want a specific ship, and otherwise I was just stockpiling a heap of them for no reason.

Also, as the supply costs are so high, deploying more ships than you need to combat is really wasteful, as is repair costs if you take armor/hull damage.

I also kept one or two frigates as pursuit-only setups; they got deployed primarily for those pursuit scenarios where you are chasing down damaged or mothballed survivors. A couple of extra frigates don't cost much in credits or supplies/day. I also initially invested 5 points in Combat for the reduced CR etc. from deployment, which was handy as I tended to keep my flagship as the most expensive (deployment wise) ship.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 28, 2014, 07:22:37 PM
The thunderchief gun sound is super obnoxious :(

I'm looking for a capital ship to complement my desdinova for when I need a meat shield.  What kind of layout is good for that?  I find fighters are a huge problem when there are 3+ wings and I can't get to the carriers.

Also, do weapon groups etc. matter for AI controlled ships or will they always just fire each gun indepndently and correctly?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on January 28, 2014, 07:36:54 PM
Alright, I started a new game and tried just selling all the ship parts that I found.  As I found that the Blackrock ships (especially the frigates) were REALLY good.  Now I'm an immensely rich privateer. :D

And I can vouch for the faction-dependent ship parts, the only time I ever got those was when I ran into a Pirate armed with some pinched Blackrock corvettes.  The smaller frigates aren't a problem, but the larger ones are.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: keptin on January 28, 2014, 07:48:56 PM
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on January 28, 2014, 08:02:23 PM
Also, do weapon groups etc. matter for AI controlled ships or will they always just fire each gun indepndently and correctly?

Weapon groups do matter, and can affect how the ai ships fly. For example, if you have a hound armed with a light mortar and a heavy mauler, you can leave the two weapons in different weapon groups and the hound will usually stay at a far range, shooting with just the mauler until it decides that it can move in close for extra damage. Put the two guns in the same weapon group, however, and the hound will instead try to keep the enemy in range of both weapons, keeping close to the enemy.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Bankoleva on January 28, 2014, 09:11:27 PM
With supplies costing SO damn much (120 credits per unit), and destroying ships gives so little (not enough to compensate for damages during battle), I'm finding it really hard to get a hand on building up my fleet.  I've played for maybe 5 hours now and I can't seem to get back a destroyer and two frigates.  Even selling my blueprints (especially the Medusa blueprint), I can only find really weak fleets of 1 or two ships, or the really big ones that I can't possibly take on.

Any tips?  I know the game pretty well by now, but this mod is just killer. :P Haven't played it since .54, maybe.

I found it pretty straightforward after I started selling all the manufacturing components that I was getting. You only really need them when you want a specific ship, and otherwise I was just stockpiling a heap of them for no reason.

Also, as the supply costs are so high, deploying more ships than you need to combat is really wasteful, as is repair costs if you take armor/hull damage.

I also kept one or two frigates as pursuit-only setups; they got deployed primarily for those pursuit scenarios where you are chasing down damaged or mothballed survivors. A couple of extra frigates don't cost much in credits or supplies/day. I also initially invested 5 points in Combat for the reduced CR etc. from deployment, which was handy as I tended to keep my flagship as the most expensive (deployment wise) ship.

There is something i find abnormal with the supply system. It is definitely REALLY hard to start out especially if you don't know the mod. What troubles me though is the extreme cost to recover CR. There have been several battles where i have taken no damage. Seriously my hull and armor at 100% yet i burn hundreds of supplies just in CR recovery. In 1 particularly shocking case i ended up spending 30,000 credits buying supplies just to get my fleet back to peak readiness.... and that was 60something%. :o It defies logic why i would burn that much money and supplies for a ship with no damage to fly again ???

The second issue i have with the system is that i now find myself running to stations after every fight. Not to unload loot but just to buy damn supplies. The CR recovery always burns through the supplies i have on hand which is literally the whole cargo bay. And it took me forever to get a hold of a Freighter type ship with a huge cargo bay so i can attempt long distance voyage and combat. For a long time i wouldn't stray too far from a friendly station because so many times i got caught in a battle.... Win naturally but then have to go running back to a station for supplies and ofcourse run out half way there and have numerous malfunctions pop only making it worse. >:( Eventually as you take on bigger fleets, money isn't that big of a deal but cargo space is always a limit. My point here is that it's more of an annoying hassle than a neat feature.... for me anyway. I get even with a dedicated cargo ship at level 23 only 2 battles before i have to go running back to a station to burn 30k plus credits to make my ships combat ready again. :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on January 28, 2014, 09:38:55 PM
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.

Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: keptin on January 28, 2014, 09:56:09 PM
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.

Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.

No worries man, you did a great job given the sounds at your disposal  8)

I plan to replace them all eventually, so it's no biggie if some sound off atm.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 28, 2014, 10:23:18 PM
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.

Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.

I'm having a similar experience... my mission in life right now is to find a good freighter :p  Or a lot of foxhounds (90 storage per logistics unit is not bad). edit: ooh Mutt class is even better, 120 storage for 1 logistics.


Anyway, how does the ball lightning gun work exactly?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Piemanlives on January 28, 2014, 10:39:32 PM
So after a decent amount of playtime and two different games I have the following issue:

The initial fuel devoid spawn when you start a file can be a total wanker. For instance upon starting the second game I was spawned, no fuel as usual, however it spawned me, right next to a Mayorate fleet, and because I was lacking in fuel I couldn't run awa. This is a major issue because the entire faction is hostile to you at the beginning. I'm not suggesting you remove the spawn system but is there anyway I can get around this?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MesoTroniK on January 28, 2014, 10:53:06 PM
Anyway, how does the ball lightning gun work exactly?

Ball Lightning Gun (http://www.youtube.com/watch?v=yHP0amdFyFA)

Here is a video explanation with some detailed text about it in the video's description also.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 29, 2014, 01:06:27 PM
When I do a retreat, why do enemy fighters start close to me?  A wing of interceptors appeared due east of me less than 3 seconds after battle start, while the rest of their fleet was correctly deployed at the bottom.  Do fighters deploy differently here?  Mine never do...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Jonlissla on January 29, 2014, 01:32:50 PM
When I do a retreat, why do enemy fighters start close to me?  A wing of interceptors appeared due east of me less than 3 seconds after battle start, while the rest of their fleet was correctly deployed at the bottom.  Do fighters deploy differently here?  Mine never do...

You can deploy frigates and fighters from both left and right when chasing a fleet. When you're about to pursue a retreating enemy and about to select which ships to use, click on a frigate or fighter again to select side. It will first say Deploy as usual, then Deploy Left, and then Deploy Right.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 29, 2014, 03:26:34 PM
I'm putting this on both your's and TuP's pages, but the Mace class doesn't have any flight decks while the description says it can field "multiple wings of strike craft"
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 29, 2014, 06:28:40 PM
Is there stuff to do with the voidwalker faction beyond gearing them out with blueprints and the coolness factor of seeing green armies running about?

Is it possible to eliminate a faction or somehow get control of an area or something?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 29, 2014, 06:35:39 PM
to the best of my knowledge, coolness factor
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: vehementi on January 29, 2014, 07:18:26 PM
Anybody remember which factions drop annihilator rocket pods and argus PD systems?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 29, 2014, 07:23:35 PM
I think annihilator is Hegemony and Argus is Blackrock
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: canshow on January 30, 2014, 03:07:04 PM
I get a CTD window after getting to the main menu;

Fatal: Index 0, Size: 0
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on January 30, 2014, 04:55:05 PM
go to

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core

and post the last dozen or so lines of the starsector.log
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dylguy90 on January 31, 2014, 11:33:13 PM
I'm playing on a mac and can't find the "-Xms512m -Xmx512m" entry in the vmparams file (located in /contents). It seems to have been removed in 6.2a. I'm unable to load saves and wondering if this is the reason?

Edit: I think I figured it out. The "-Xms512m -Xmx512m" entry has been moved to the /contents/MacOS/starsector_mac.sh file.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: bbarr97 on February 01, 2014, 06:32:20 PM
Been getting a fatal error: 0 and get the following from the last few lines of the log file.

Looks like it is an Array out of Bounds exception caused by an autoresolve fleet battle.  Any clues how to fix this?  All I am using is Lazylib 1.7 and Uomuz's latest dev download.

Thanks for any help.

32060 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
82236 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 11, FP2: 14, maxFP1: 310, maxFP2: 390
804813 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 12, maxFP1: 390, maxFP2: 310
956392 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 7, maxFP1: 420, maxFP2: 280
1022670 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 0
java.lang.ArrayIndexOutOfBoundsException: 0
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: bbarr97 on February 02, 2014, 06:46:07 PM
Now I received this error and crashed.  Different but wondering if it is related to the crash I posted earlier?

Thanks for help.

1034160 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1037269 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Brad_3365486652407848835...
1042738 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
1081089 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V


java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 03, 2014, 07:08:45 AM
I get a CTD window after getting to the main menu;

Fatal: Index 0, Size: 0

Now I received this error and crashed.  Different but wondering if it is related to the crash I posted earlier?

Thanks for help.

1034160 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1037269 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Brad_3365486652407848835...
1042738 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
1081089 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V


java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Are you guys sure you are using the latest SS version?

I'm playing on a mac and can't find the "-Xms512m -Xmx512m" entry in the vmparams file (located in /contents). It seems to have been removed in 6.2a. I'm unable to load saves and wondering if this is the reason?

Edit: I think I figured it out. The "-Xms512m -Xmx512m" entry has been moved to the /contents/MacOS/starsector_mac.sh file.

I'm not really sure about it, not having any mac around to check :/

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: conorano on February 03, 2014, 09:23:20 AM
is there any way that i can modify the cost of suplies in this mod? i want to like this mod but i just cant becouse it takes a long time to get a good start and i dont like the constant slow grinding.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Imperial528 on February 04, 2014, 06:09:01 AM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on February 04, 2014, 06:18:43 AM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?

Could also upgrade to a Dreadnought. *wink wink* *nudge nudge*  ;)

I think your best bet for an Onslaught is to check Hegemony stations, or fight Hegemony fleets. But then, that might not be helpful if you're looking to purchase one from an independent station. To buy from the Hegemony you have to join them, right?  :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Leandero on February 04, 2014, 06:27:57 AM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?

 A possible solution is fighting the Hegemony fleets and research the blueprints until you get the Onslaught, then craft it yourself in the station of the faction you joined *think it was around 5k to unlock the storage/blueprint section of a faction* . The blueprints are a great source of income by the way some sell for over 50k creds.

Good luck with your quest for the Onslaught.


One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 04, 2014, 06:33:39 AM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?

 A possible solution is fighting the Hegemony fleets and research the blueprints until you get the Onslaught, then craft it yourself in the station of the faction you joined *think it was around 5k to unlock the storage/blueprint section of a faction* . The blueprints are a great source of income by the way some sell for over 50k creds.

Good luck with your quest for the Onslaught.


One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.

Whoa how did you manage to get that many BPs?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Imperial528 on February 04, 2014, 06:37:30 AM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?

Could also upgrade to a Dreadnought. *wink wink* *nudge nudge*  ;)

I think your best bet for an Onslaught is to check Hegemony stations, or fight Hegemony fleets. But then, that might not be helpful if you're looking to purchase one from an independent station. To buy from the Hegemony you have to join them, right?  :-\

Yeah, already joined the Interstellar Federation, so joining the Hegemony is a no-go. Unless I leave the Feds lol.

So far the only TuP capital ship I see regularly for sale is the Cormorant, which I'm not to much a fan of. If I see a Dreadnought (assuming it is a TuP ship) I'll go for it, depending on if I like the weapons layout.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: bbarr97 on February 04, 2014, 07:19:35 AM
I double checked and it looked like I was using RC2 and not RC3 of o.6.2a.  Will update if things improve with the new download.

***UPDATE***

After updating to RC3, JAVA64, and updating the bat file there have been zero crashes so far.  Looks like problem may be solved.

I get a CTD window after getting to the main menu;

Fatal: Index 0, Size: 0

Now I received this error and crashed.  Different but wondering if it is related to the crash I posted earlier?

Thanks for help.

1034160 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1037269 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Brad_3365486652407848835...
1042738 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
1081089 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V


java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Are you guys sure you are using the latest SS version?

I'm playing on a mac and can't find the "-Xms512m -Xmx512m" entry in the vmparams file (located in /contents). It seems to have been removed in 6.2a. I'm unable to load saves and wondering if this is the reason?

Edit: I think I figured it out. The "-Xms512m -Xmx512m" entry has been moved to the /contents/MacOS/starsector_mac.sh file.

I'm not really sure about it, not having any mac around to check :/


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on February 05, 2014, 08:15:16 AM
I am running all the newest downloads of SS lazy lib and this mod on 512-512, all saves corrupt even if i save instantly, i upped to 512-1024 and i get 2fps on the stat menu and 60 again when i get in game. i have not yet checked the saves at higher memory. I was wondering if anyone else was having such an issue?

Edit: ten seconds into the game the fps plummets again before crashing, the game will not even start with more than 1024 top-end, I am guessing my system can't keep up with it? :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Leandero on February 05, 2014, 09:54:36 AM


One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.
[/quote]

Whoa how did you manage to get that many BPs?
[/quote]

Taking down some of the big Kadur fleets 4-5 bp's at a time hehe, retreating to the Shadowyards base. Rinse and repeat. Save with a lot of bp's unresearched, research -> load if not getting Dolphin.... not the prettiest way but the result of bp research is random so I start to believe that you can't get the Dolphin from a bp as it is now.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: jrmeyers77 on February 06, 2014, 09:21:27 AM
I absolutely love this mod. This is the campaign I had hoped would be in this game. The delicate supply position that this mod puts you in really makes decisions about fleet composition, operational range from home base, and which ships to deploy into each battle have real consequences. I love it. Vanilla and Exerelin operate in environments of virtually limitless supply. You build the largest, most high tech fleet you can afford and hit deploy all into every battle. Smashing large, well supplied fleets into each other frequently certainly has its appeal. But ultimately, it leaves me feeling like losses, even large ones, have no consequences.

In this mod I have so much more to consider. Outside of this mod, the Hound, for example, wouldn't really get a lot of serious consideration in a fleet after the first 30 minutes of play. In this mod, it is an inexpensive and fairly potent ship that has the cargo capacity to supply itself and other more demanding craft. This mod makes the game full of decisions like that. Sure, after winning a battle, you could pursue the fleeing remnants of the defeated fleet but how much is it going to cost you to click the pursue them button and deploy enough ships to destroy the remaining forces?

I think the most important lesson to learn to really start doing well in this mod is to avoid Pyrrhic victories. There is almost no such thing outside of this mod. In this mod, the price of victory being too high is a definite and frequent possibility. This mod makes

I love the pacing, the overall strategic addition to the game and the style of this mod. Great work.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MadMattH on February 08, 2014, 07:01:15 PM
Absolutely loving this mod, though I've a quick question:

I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?

 A possible solution is fighting the Hegemony fleets and research the blueprints until you get the Onslaught, then craft it yourself in the station of the faction you joined *think it was around 5k to unlock the storage/blueprint section of a faction* . The blueprints are a great source of income by the way some sell for over 50k creds.

Good luck with your quest for the Onslaught.


One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.

That's weird though I seem to get the Dolphin pretty frequently.  Once I start the station up I have a ton of them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Kerak on February 08, 2014, 07:23:04 PM
I've been playing with this mod for a few days now, and when I first started the game, I drifted into the blackrock sector, so i joined them.  I am doing pretty well now, but i've visited a bunch of sectors and ALL stations are hostile to me, even independent stations.  I know I can leave Blackrock (making them hostile, as well)...but, if i do that, can i join another faction? can i make the independent faction friendly again? I feel like I'm locked out of a lot of the game (ships, weapons, chance to resupply/repair, trade, etc.) because of the way alliances and factions work together -- or don't work together, perhaps.

Anyone have an idea how I can open up the universe a bit more? It sucks being tethered to the Gneiss system because it's the only place to resupply (killing other fleets doesn't give more than like 15 supplies, which is useless)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Chaos Farseer on February 08, 2014, 07:38:15 PM
As it stands I believe that it's nigh impossible to improve your status with a faction (short of joining them, if you haven't yet). Uomoz may change it in the future.

However, in most systems there are independent trade hubs which you can access at any time. They sell supplies and fuel, as well as a random subset of ships and weapons. You probably won't find the ships you're looking for there, but you can find a lot of other things. Make sure you don't run out of fuel, though: I recall almost getting stranded in a system because there wasn't a trade hub.
There's another Blackrock station in the Oasis system, by the way. There's also pirates and Tri-Tachyon in there.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on February 08, 2014, 07:47:11 PM
I think each faction has two different systems where they're based in, the "home" system and then another "war" system.  For example, the Hegemoney have their "home" in Corvus, and then their "war" station in Mirage.  I pretty much stick to the faction's "war" system most of the time, since the faction is usually at war with most of, if not all, the other factions in that system as well, so lots of juicy pickings.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Kerak on February 08, 2014, 10:34:17 PM
What if the independent faction becomes hostile? I must have attacked an independent ship at some point, because i can't access any of the trade hubs :(
I guess i kinda blew it on that one...

Thanks for the tip about the BR base in Oasis, though!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 09, 2014, 03:14:52 AM
I get this CTD when engaging the Pirate fleet AssBringer, the one with the infernal machine, my fleet consists of 2 Conquerors and 1 Aurora battlecruiser with some Wolf Frigates as support. I get to kill a few ships then CTDs with null message.

164221 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 154, FP2: 386, maxFP1: 280, maxFP2: 420
339327 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I also have a question, how are you supposed to get fuel supplies and guns if you go the Void Walker route? I manufacture my ships,but is there any way to manufacture guns supplies or fuel?
I can only raid so many fleets before i run out of supplies and simply blow up.

Later edit:
After further testing I've found out that it has nothing to do with the AshBringer fleet, the culprit is the Piranha Missile launchers, they launch the carrier missile and when they're supposed to split into multi-warheads the game crashes with the above log message. Hope it helps :)

Ah just fought it again with the launchers removed almost won it but it still happened... I guess the enemy fleet has some kind of MIRV launchers? (Nevermind forgot to unmount that Piranha launcher from the Aurora  ::)).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on February 09, 2014, 06:35:47 AM
I also have a question, how are you supposed to get fuel supplies and guns if you go the Void Walker route? I manufacture my ships,but is there any way to manufacture guns supplies or fuel?
I can only raid so many fleets before i run out of supplies and simply blow up.

Use salvage to get extra guns from ships, and use convert materials to supplies or something like that to turn things into supplies. Electronics is a one to one ratio and you usually get a ton of those
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 09, 2014, 07:29:41 AM
Hi there! Thanks for the feedback guys!

I absolutely love this mod. This is the campaign I had hoped would be in this game. The delicate supply position that this mod puts you in really makes decisions about fleet composition, operational range from home base, and which ships to deploy into each battle have real consequences. I love it. Vanilla and Exerelin operate in environments of virtually limitless supply. You build the largest, most high tech fleet you can afford and hit deploy all into every battle. Smashing large, well supplied fleets into each other frequently certainly has its appeal. But ultimately, it leaves me feeling like losses, even large ones, have no consequences.

In this mod I have so much more to consider. Outside of this mod, the Hound, for example, wouldn't really get a lot of serious consideration in a fleet after the first 30 minutes of play. In this mod, it is an inexpensive and fairly potent ship that has the cargo capacity to supply itself and other more demanding craft. This mod makes the game full of decisions like that. Sure, after winning a battle, you could pursue the fleeing remnants of the defeated fleet but how much is it going to cost you to click the pursue them button and deploy enough ships to destroy the remaining forces?

I think the most important lesson to learn to really start doing well in this mod is to avoid Pyrrhic victories. There is almost no such thing outside of this mod. In this mod, the price of victory being too high is a definite and frequent possibility. This mod makes

I love the pacing, the overall strategic addition to the game and the style of this mod. Great work.

I'm so happy about this post.

As it stands I believe that it's nigh impossible to improve your status with a faction (short of joining them, if you haven't yet). Uomoz may change it in the future.

If you join a faction you stick with their relationship, until you leave them. Joining a faction doesn't fix previous actions though, so if you join Heg after attacking independents, you'll still be hostile to independents. I will implement some form of trading with neutral military outposts, but only for low-tier ships and a small quantity of supplies.

I get this CTD when engaging the Pirate fleet AssBringer, the one with the infernal machine, my fleet consists of 2 Conquerors and 1 Aurora battlecruiser with some Wolf Frigates as support. I get to kill a few ships then CTDs with null message.

164221 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 154, FP2: 386, maxFP1: 280, maxFP2: 420
339327 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I also have a question, how are you supposed to get fuel supplies and guns if you go the Void Walker route? I manufacture my ships,but is there any way to manufacture guns supplies or fuel?
I can only raid so many fleets before i run out of supplies and simply blow up.

Later edit:
After further testing I've found out that it has nothing to do with the AshBringer fleet, the culprit is the Piranha Missile launchers, they launch the carrier missile and when they're supposed to split into multi-warheads the game crashes with the above log message. Hope it helps :)

Ah just fought it again with the launchers removed almost won it but it still happened... I guess the enemy fleet has some kind of MIRV launchers? (Nevermind forgot to unmount that Piranha launcher from the Aurora  ::)).

Thanks for the report, removed the piranha launcher for the time being as it's bugged :).

On a side note, small report on what's happening in dev:
- Updated all mods to their latest versions.
- Removed Nomads and Kadur. Nomads have a sever inherent memory leak, bound to their hullmods, removing them improved the performance a lot on my system. Kadur, I felt like waiting for the graphic update that was announced wasn't worth it, as I didn't like their look so much even if the gameplay was pretty great.
- Made the blueprint selection a lot easier and classified by ship tier (frigate-destroyer-etc) instead of faction.
- Creating some cool events like boss fleets, invasions and stuff. I'm kind of thorn about bounties as they wouldn't apply to VW players like me.
- A lot of other things I totally forgot about.

Let me know if you guys have any idea for the upcoming release!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tecrys on February 09, 2014, 07:41:56 AM
Hi!

Just wanted to offer my mod (when it's full realesed, of course) for integration into UsS.
I would really love to see them in your compilation.
Do you think BGE would fit in or would it destroy your setting?
Let me know what you think about it, big thanks in advance!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 09, 2014, 11:49:18 AM
Will weapon manufacturing ever be implemented similarly to how blueprints work for ships? Or maybe we could analyze them and have them manufactured kinda how the Omnifactory works from Exerelin?
Also where can i get the DEV version if at all available?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 09, 2014, 12:11:25 PM
Hi!

Just wanted to offer my mod (when it's full realesed, of course) for integration into UsS.
I would really love to see them in your compilation.
Do you think BGE would fit in or would it destroy your setting?
Let me know what you think about it, big thanks in advance!

Hmmmm, it really depends. Not right now, as they'd need great AI, campaign implementation, and graphics that are not really available in SS right now. For example damage decals, or damage particles, that are not metallic. Also some good lore about their relation with the lost sector.

Will weapon manufacturing ever be implemented similarly to how blueprints work for ships? Or maybe we could analyze them and have them manufactured kinda how the Omnifactory works from Exerelin?
Also where can i get the DEV version if at all available?

I'd like to but it's not that easy. Let's just say that working with ships is way easier than working with weapons when you know an Id. UsS is filled with this lists of Ids for weapns/ships for all the factions and technologies, but there's no easy way to put the weapon lists to use without some workaround. Dealing with ships was super easy though.
There will be an official version soon enough!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 09, 2014, 12:22:26 PM
Maybe you could organize the weapons Ids by function(assault ,support), mount size and possibly faction since most weapons are faction specific ,similarly to what you said you did for the ship blueprints, though I guess there simply A LOT of weapons to go through.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 09, 2014, 12:30:08 PM
The real problem lies in the fact that its harder to pull off stats for a weapon then for a ship, for example values that I need to procedurally generate the resource cost.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tecrys on February 09, 2014, 12:38:40 PM
Okay, fair enough. I will get back to you, when I think I have fixed those things you have mentioned. I've got a few lore bits on my mod page, if you like to read those.
Thanks for the reply!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 09, 2014, 12:46:52 PM
The real problem lies in the fact that its harder to pull off stats for a weapon then for a ship, for example values that I need to procedurally generate the resource cost.

Ah I see, I don't know how Starsector handles that so I can't think of anything helpful unfortunately. :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 09, 2014, 03:43:38 PM
Do follower fleets collect resources, guns etc and drop them at the Theta base?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 09, 2014, 07:17:56 PM
Do follower fleets collect resources, guns etc and drop them at the Theta base?

yep!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 10, 2014, 01:51:38 AM
Been fooling around with carrier fleets and swarming enemy fleets is pretty fun, that said though I feel that the CR supply cost for fighters is a bit too high, I mean it takes a lot of supplies to get a few fighters combat ready more than you would need to keep 2-3 Battlecruisers up and running which seems kinda silly to me. They recover very slowly as well or am i doing something wrong here?  I have 1 carrier ship with 1 flight deck.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: iamzerg on February 10, 2014, 10:54:35 PM
Is there any way to build player's own faction?
If I am independent, I am only hostile to pirates....
Taking stations, build up your own empire, this sounds a good idea... better than just joining one.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sherpajack on February 11, 2014, 05:30:20 AM
Maybe someone did this already, but I was looking to figure out where all of the various factions had their bases, so I made a map. I did this in like 20 minutes so I'm not guaranteeing anything about accuracy or quality, but I'm attaching it here.

I'm confused though, as I wasn't able to find two of the factions. Where are Exigency Corp. and Interstellar Fed. located?

Also, why do the pirates have so many bases?

Independently, I love this mod :)




[attachment deleted by admin]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on February 11, 2014, 07:02:31 AM
IF is under their fleet spam inside hyperspace I believe. And I thought Exigency corp was corvus? not sure on that one.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 11, 2014, 07:12:30 AM
Ifed are in space and Exi is high in the map (you need to scroll to see it).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Creepin on February 14, 2014, 03:11:31 AM
Good day!

First of all, many thanks for making this great compilation, it's really fun to play with. I've just spend an hour slowly crunching my way from 1 good frigate to 2 and while it's annoying on itself, it turns out nice in the long run, letting you feel achievement even when having such a tiny upgrade.

- Removed Nomads ... Nomads have a sever inherent memory leak, bound to their hullmods, removing them improved the performance a lot on my system.
While I personally don't care about Kadur, being non-conforming to visual style of vanilla SS anyway, I would really like to have Nomads back in my lost sector. I haven't notice any performance changes since the new Nomad-less version release (it's still the same 15 sec. to save/load and still the same huge lag after 6-8 reloads), so I'd like to ask if it's possible to put these back from my end, provided I have no SS modding knowledge? Would it work good enough if I just drop both UsS and Nomads to my mods folder and activate both?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 14, 2014, 04:25:09 AM
Good day!

First of all, many thanks for making this great compilation, it's really fun to play with. I've just spend an hour slowly crunching my way from 1 good frigate to 2 and while it's annoying on itself, it turns out nice in the long run, letting you feel achievement even when having such a tiny upgrade.

- Removed Nomads ... Nomads have a sever inherent memory leak, bound to their hullmods, removing them improved the performance a lot on my system.
While I personally don't care about Kadur, being non-conforming to visual style of vanilla SS anyway, I would really like to have Nomads back in my lost sector. I haven't notice any performance changes since the new Nomad-less version release (it's still the same 15 sec. to save/load and still the same huge lag after 6-8 reloads), so I'd like to ask if it's possible to put these back from my end, provided I have no SS modding knowledge? Would it work good enough if I just drop both UsS and Nomads to my mods folder and activate both?

Hey there thanks for the feedback!

Uhm, well you can't have access to the nomad-less version because I didn't release it yet, but I think I will reintroduce em as soon as they are fixed. The leak exist and it "ruins" save games in the current released version (it increases the RAM requirements after every save).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Creepin on February 14, 2014, 04:32:09 AM
Uhm, well you can't have access to the nomad-less version because I didn't release it yet
D'oh, stupid me! I've downloaded latest release yesterday so I randomly assumed that your changes of 09.02. are in there. Now I see why I have no performance changes :)

Can't wait for your new release, especially if there will be performance improvement :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 14, 2014, 04:36:28 AM
Uhm, well you can't have access to the nomad-less version because I didn't release it yet
D'oh, stupid me! I've downloaded latest release yesterday so I randomly assumed that your changes of 09.02. are in there. Now I see why I have no performance changes :)

Can't wait for your new release, especially if there will be performance improvement :)

WELLLLLLL let's just say that every fps i gained i spent it again increasing the fleets count in the sector  ;D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Sir Goose on February 14, 2014, 03:21:13 PM
I've been playing for a bit and I have a question about the Nomads. Is it possible to capture their oasis capital ship? Or could one buy it somewhere? They don't have dedicated stations so I'm having an issue with this.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 14, 2014, 05:46:45 PM
I've been playing for a bit and I have a question about the Nomads. Is it possible to capture their oasis capital ship? Or could one buy it somewhere? They don't have dedicated stations so I'm having an issue with this.
Nomads are temporarily removed in the next version apparently.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 14, 2014, 06:11:29 PM
I've been playing for a bit and I have a question about the Nomads. Is it possible to capture their oasis capital ship? Or could one buy it somewhere? They don't have dedicated stations so I'm having an issue with this.
Nomads are temporarily removed in the next version apparently.

In the currently available version you should be able to purchase one in their system, unless it's flying around with the Armada.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 16, 2014, 05:08:55 PM
Progress update. I'm preparing a huge gameplay shift in the next version.

Dynamic variants creation.

Never seen before, it's basically a procedure that allows all ships to have "random" hull mods, weapons, flux capacitors etc. This should basically scratch the usage for pre-made variants, allowing for a more dynamic and cool experience. Every ship you'll encounter will be different from any other, given the different skillsets of each admiral (that will have different unlocks). Stay tuned for more.

https://www.dropbox.com/s/xjbw5z08djj8qz6/Screenshot%202014-02-17%2002.00.11.png

(In dev, all ships mount only vulcans for testing. It works, they are not specified in a file, it's procedurally generated everytime a ship is created).

thanks Alex for the complete Variant API.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Toxcity on February 16, 2014, 05:22:22 PM
Are certain hulls going to predisposed toward certain weapons/ hullmods? Is it random for every mount or just sets? Are we still going to see normal variants mixed in? Sorry for all the questions.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 16, 2014, 05:35:54 PM
Are certain hulls going to predisposed toward certain weapons/ hullmods? Is it random for every mount or just sets? Are we still going to see normal variants mixed in? Sorry for all the questions.

All good questions!

1) Every faction will have their own set of weapons (no vulcans on BR, rest assured). Still, there will be chances with weird cross-overs, like pirate stolen weapons.
2) Every mount is procedurally fit so they will be very diverse. I will make symmetrical slots mount identical weapons though, to give some rationale to it.
3) Some ships still requires standard variants, so they'll stay. Ideally you won't encounter many of them though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Toxcity on February 16, 2014, 06:43:40 PM
The System sounds great! Can't wait to see it finished!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: FasterThanSleepyfish on February 16, 2014, 06:53:01 PM
The Citadel ships are very optimized for random variants...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: drakhades on February 16, 2014, 11:07:43 PM
the new system sounds cool!

any chance you could make the omnifactory and "weapon_pack" mods compatable with Uomoz Sector? 

right now omnifactory works, except that it's not your faction and you can never join it properly.

weapon_pack works, except that the shipbuilder guild station is also not joinable/visitable.

right now the only hacky workaround for omnifactory is the "restock" mod, but that pretty much sucks because all stations have infinite of everything. (i like it easy, but not that easy)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on February 17, 2014, 08:49:27 AM
are you ever going to stop amazing me Uomoz? can't wait to try it out!!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 17, 2014, 10:53:56 AM
Without any form of tweaking, and still no flux mods or hull mods, still...

(http://i.imgur.com/XU5dN2Q.png)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 17, 2014, 03:33:21 PM
After a few hours of tweaking.. Yep, some of those are procedurally better then vanilla (they have more Op, due to the fact that their boss is high level).

(http://i.imgur.com/LeOMOAr.png)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 17, 2014, 05:48:17 PM
Last one before going to bed:

(http://i.imgur.com/thNHQAg.jpg)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Punch Clock Horrors on February 17, 2014, 05:53:35 PM
That's a pretty impressive system.
I think it would be interesting if the factions could use weapons and vessels that they capture or salvage in battle like players do.
There would have to be a certain logic behind it and not be too common, unless its pirates.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 17, 2014, 06:38:41 PM
Daymn Umz, thats quite a big battle over there
Spoiler
(http://i.imgur.com/thNHQAg.jpg)
[close]
that enforcer is SO frag'ed up over there <bump>
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 18, 2014, 10:10:35 AM
WIP still, all weapons available to everyone for testing purposes. Still pretty epic.

(http://i.imgur.com/rg5boD9.jpg)

That's a pretty impressive system.
I think it would be interesting if the factions could use weapons and vessels that they capture or salvage in battle like players do.
There would have to be a certain logic behind it and not be too common, unless its pirates.

Yeah, that's something I'm thinking about as well :)

the new system sounds cool!

any chance you could make the omnifactory and "weapon_pack" mods compatable with Uomoz Sector? 

right now omnifactory works, except that it's not your faction and you can never join it properly.

weapon_pack works, except that the shipbuilder guild station is also not joinable/visitable.

right now the only hacky workaround for omnifactory is the "restock" mod, but that pretty much sucks because all stations have infinite of everything. (i like it easy, but not that easy)

Mmh the omnifactory should be accessible if you join the Void Walkers, since you become of the "neutral" faction.
The weapons pack is not something I want to support, sorry :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: SpaceRiceBowl on February 18, 2014, 10:56:21 AM
Damn son, 2 hadrons
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Dragar on February 18, 2014, 04:50:27 PM
Been playing a game where I Void Walker as soon as possible and its pretty fun. But also really hard. It's given me a new appreciation for Brawlers and Foxhounds though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on February 19, 2014, 12:16:37 PM
Are you going to put in the Corvus Scavengers from TuP in a future version?

[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet.  :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uar on February 19, 2014, 12:32:41 PM
Are you going to put in the Corvus Scavengers from TuP in a future version?

[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet.  :D
That happens from time to time when starting a new game, at first I thought it was brutal but after more restarts than I like to admit I have come to learn to appreciate everything my character has now!


edit: also love your work Mr. Doe ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 19, 2014, 12:36:19 PM
Are you going to put in the Corvus Scavengers from TuP in a future version?

[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet.  :D

Yeap! Sounds like UsS to me! :D

I'm not sure about the scavengers. That would put all the TuP ships there, but I kind of like them spread all around like it is right now..
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on February 19, 2014, 12:43:20 PM
Are you going to put in the Corvus Scavengers from TuP in a future version?

[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet.  :D

Yeap! Sounds like UsS to me! :D

I'm not sure about the scavengers. That would put all the TuP ships there, but I kind of like them spread all around like it is right now..

I can remove the ones already for sale at the station. They will slowly get delivered by the occassional convoy. But the scrapyard won't sell them from the start. The fleets that spawn from the scrapyard are also heavily mixed in with vanilla with a lot of piranha's, tarsus freighters and mining pods. I can increase the vanilla factor in these spawns some more and remove the more high tech ones.

Also, thanks Uar. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 21, 2014, 08:48:13 PM
Ladies and gentlemen: UsS DEV is up. The variants are randomized and almost "legal", even if the weapons are free for all factions (crazy stuff).

If you access the game with the dev mode you get a pretty good fleet with randomized variants to test.

All mods are updated etc etc.

LINKY: https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z

(Alex try it! :D)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on February 21, 2014, 09:54:14 PM
Ran into the following bug upon selecting the default hound blueprint at the voidwalker fortress. I had gone straight to the fortress after refitting my ships a bit and buying some fuel.

Spoiler
1017949 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.shipAnalysis(UsSOrbitalStationInteractionDialogPluginImpl.java:1094)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.access$300(UsSOrbitalStationInteractionDialogPluginImpl.java:30)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl$2.pickedFleetMembers(UsSOrbitalStationInteractionDialogPluginImpl.java:1022)
   at com.fs.starfarer.ui.O0OO.private.advance(Unknown Source)
   at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.K.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advance(Unknown Source)
   at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Sundog on February 21, 2014, 09:57:53 PM
Hey, man. I've got work to do. Why doth thou lure me into temptation?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 21, 2014, 10:19:50 PM
Ran into the following bug upon selecting the default hound blueprint at the voidwalker fortress. I had gone straight to the fortress after refitting my ships a bit and buying some fuel.

Spoiler
1017949 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.shipAnalysis(UsSOrbitalStationInteractionDialogPluginImpl.java:1094)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.access$300(UsSOrbitalStationInteractionDialogPluginImpl.java:30)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl$2.pickedFleetMembers(UsSOrbitalStationInteractionDialogPluginImpl.java:1022)
   at com.fs.starfarer.ui.O0OO.private.advance(Unknown Source)
   at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.K.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advance(Unknown Source)
   at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Damn! Hotfixing that (already spotted the error). Gimme 5 mins!

Ok, uploading, give it 10 minutes :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Malarky on February 22, 2014, 01:42:17 AM
Open your Starsector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m. I am still not able to properly load my saved game. When I go to load it everything comes up fine but there is no ship there and I can not do anything. Sorry if this was covered already.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 22, 2014, 07:52:33 AM
my reaction after blow up a ship  (https://www.youtube.com/watch?feature=player_detailpage&v=A_sY2rjxq6M#t=33)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 22, 2014, 08:25:36 AM
Open your Starsector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m. I am still not able to properly load my saved game. When I go to load it everything comes up fine but there is no ship there and I can not do anything. Sorry if this was covered already.

Sorry, I don't quite understand the issue, can you explain it a little better?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on February 22, 2014, 01:41:48 PM
Another bug unless this on purpose:  If you give your followers access to a blueprint, and then trade it away for 100 electronics, they'll still have the ship on their build-list until you remove it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on February 22, 2014, 03:49:39 PM
Gave this a whirl; just had to see the randomized variants in action! Having to actually look at a ship to see what it's got on it really mixes things up - very neat feeling, game-changing I'd say. In a good way.

I didn't get very far in the campaign, though. Started with a Monitor and a pair of Samoyeds, and, well, the offensive punch was really lacking. Won a few fights, joined the Hegemony, but eventually a pirate Widowmaker (assisted by a single Hound) really lived up to its name. Not like it could effectively kill the Monitor, but I couldn't take it out either, and messed up eventually. Argh! Might have to give it another go.

(Totally planning on doing something in this vein later on, btw - though it won't be for a bit - but you got to it first. Which is really cool, and means I get to see how it works out ahead of time :D Impressive stuff, sir.)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: zoe_zucchini on February 22, 2014, 10:47:20 PM
(http://i.imgur.com/1nffXJq.png)

This is what I get from the dev version.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on February 23, 2014, 02:09:32 AM
I clicked to trade a tarsus blueprint away for another at the voidwalker base and got the following bug:

Spoiler
2883801 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1216)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:218)
   at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Zaphide on February 23, 2014, 02:11:47 AM
(http://i.imgur.com/1nffXJq.png)

This is what I get from the dev version.

You need to load the LazyLib mod as well :) See the OP for a link.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 23, 2014, 02:40:30 AM
I clicked to trade a tarsus blueprint away for another at the voidwalker base and got the following bug:

Spoiler
2883801 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1216)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:218)
   at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spotted and fixed! Will upload soon (it was the rare case where you'd have randomed a ship from the "neutral" faction roster xD) Uploading fix in dev2.

(http://i.imgur.com/1nffXJq.png)

This is what I get from the dev version.

You need to load the LazyLib mod as well :) See the OP for a link.

Thanks Zaph!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Stromko on February 23, 2014, 05:46:35 AM
The campaign is quite tough. Defeating enemy fleets yields almost no supplies, so having supplies enough to keep your fleet going are crazy expensive. If you can defeat high-tech ships, selling the parts is quite lucrative, but fighting low-tech enemies is often a losing proposition.

I don't believe the balance is too far off, though. The campaign is challenging, and that's a welcome improvement, but the old standby tactics (being a pirate hunter) just don't work anymore. The way Corvus is set up especially is a lot more challenging, since the Hegemony station requires you to join them (and that really limits your options) but the neutral station is extremely far away from the pirates, at least at the start.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 23, 2014, 06:04:02 AM
got this little bonzo
Spoiler
Code
903875 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 128, maxFP1: 280, maxFP2: 420
1465109 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 24, maxFP1: 420, maxFP2: 280
1757484 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 136, maxFP1: 280, maxFP2: 420
1960969 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1428)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1387)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
after fully reatreting fromj the battle, crashed when my fleet totaly dissapear from the battle map, watting for the next screen ...POW!!
fighting some hegemony, nothing new im my fleet
(latest dev build)
PS: How too spawn something bigger than a destroyer in the void walkers ?!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 23, 2014, 06:40:28 AM
Bug report(?) for DEV2 of v1.3: it doesn't seem to like any faction add-ons, whatsoever.

Code
102767 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:888)
at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:69)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Utility mods such as Combat Radar v0.6c and Console Commands v2.0 WIP3 work fine, but enable even one faction mod (in this case, Bounty Hunts v1.11), and bam! Reproducible crash!

The above error message strikes within 1 day of in-game time (the moment the date changes to Dec. 1), without fail, each and every time, whether starting a new game or otherwise.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on February 23, 2014, 06:49:46 AM
Far as I can tell, Uomoz's Corvus is a modpack that already has all the factions.  It's not like Exerelin, where you can pick and chosoe the faction that are loaded.  Here, it's all in the mod when you get it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 23, 2014, 06:56:06 AM
Thanks for the feedback guys!

got this little bonzo
Spoiler
Code
903875 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 128, maxFP1: 280, maxFP2: 420
1465109 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 24, maxFP1: 420, maxFP2: 280
1757484 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 136, maxFP1: 280, maxFP2: 420
1960969 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1428)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1387)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
after fully reatreting fromj the battle, crashed when my fleet totaly dissapear from the battle map, watting for the next screen ...POW!!
fighting some hegemony, nothing new im my fleet
(latest dev build)
PS: How too spawn something bigger than a destroyer in the void walkers ?!

Uhm sounds really weird, I didn't touch that file in ages... Very Very weird since that file is basically identical to vanilla (bar the name and a single unrelated line). Might be a vanilla error?

Bug report(?) for DEV2 of v1.3: it doesn't seem to like any faction add-ons, whatsoever.

Code
102767 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:888)
at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:69)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Utility mods such as Combat Radar v0.6c and Console Commands v2.0 WIP3 work fine, but enable even one faction mod (in this case, Bounty Hunts v1.11), and bam! Reproducible crash!

The above error message strikes within 1 day of in-game time (the moment the date changes to Dec. 1), without fail, each and every time, whether starting a new game or otherwise.

Yep that's my new restock script being super diligent and returning null on factions UsS doesn't know. Fixing! (UsS is not a TC, so you need to be able to add as many faction as you like, even if they are not properly supported by my custom stuff)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 23, 2014, 07:02:12 AM
Far as I can tell, Uomoz's Corvus is a modpack that already has all the factions.  It's not like Exerelin, where you can pick and chosoe the faction that are loaded.  Here, it's all in the mod when you get it.

Even so, previous versions of UzS (including v1.2 and its revisions) allowed a player/modder, either through judicious .java file editing, or using LazyWizard's Console Commands mod, to either playtest as a non-supported faction without/few obvious crashes, and/or spawn them in-game as victims test targets for the aptitudes/skills-buffed* UzS fleets.

If the man himself declares that any such incidental functionality is no longer a factor in this and future UzS versions, so be it. Until if/when that happens, I'm operating on the assumption that this is a bug.

* - And more recently, with a key file (LevelUpper.java) from Dark.Revenant's Starsector+, buffing the non-supported factions is also possible alongside UzS (tested with v1.2), by editing the mods' appropriate *SpawnPoint*.java files.

Addendum: So speaks the mod's author/creator himself. Thanks for that quick reply, boss!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Dragar on February 23, 2014, 08:17:30 AM
Playing the new version and its quite fun, though trying to get a faction's specific weapon is a huge pain in the ass, because the weapons are EVERYWHERE. So I don't know who I should beat on when I Void Walk to get the weapons I want.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Rubcies on February 23, 2014, 08:39:42 AM
Sounds great, waiting for my download to finish. I wish you had some pics for me to look at while I wait.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: acantoni on February 23, 2014, 09:16:10 AM
After years of lurking i surface
Great work with this mod :) i play it on and off since more than 2 years (!!)

With the 1.3 DEV version i sometime get this CTD during combat

407822 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.oOOO.String.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.oOoO.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Another CTD i experienced pretty often is when engaging a fleeing enemy, if i choose PURSUE and then engage with me in command it crashes , if instead i do pursue and let my second in command handle it it works (i do not have a log for this right now!!)

Hope this helps!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: zoe_zucchini on February 23, 2014, 09:42:23 AM
Whoops, completely forgot about lazylib! I Think I accidentally deleted it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 23, 2014, 09:43:19 AM
Man all those nulls.... I don't understand where is the error, they point to core stuff I don't have access to :(

What is happening!?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alex on February 23, 2014, 10:19:05 AM
Hmm. Took a look at that, unfortunately I can't tell exactly what's going on there. More information about the circumstances that trigger the crash would be really helpful.

Looks like it's something that happens in response to a collision - a ship hitting a ship, or a bullet/asteroid/beam/etc hitting a ship... but that's not really enough to narrow it down.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: acantoni on February 23, 2014, 11:02:26 AM
Hey!
Regarding my combat crash log it happened at the very first volley in a combat situation with around 10 ships total engaged; it might have to do with one of the weapon in that engagement; unfortunately my savegame was like 5 minutes before i am not sure if i can reproduce it , if i can will sure report it here.

°Beside the random crashes the mod is awesome! great great work :)
To be sure i will also completely reinstall the game.. you never know it might be an issue on my side too!

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 23, 2014, 11:33:42 AM
it's seems it's a Null season or something
i got only one crash so far (rapported)
but about game play, the whole system about scraping stuff for fuel/supplies/marines thing is cool but when rebuild/join void walkers i feel like an "Ant lion" or something, can't get too far from the base, becouse of lack of supplies, but i think this is a vanilla issue (i think it need to be separated supplies for the crew & ships ) becaue the whole gameplay is like: i got bigger fleet got money but will i ever make to the X system ?

& again: HOW TO SPAWN SOMETHING BIGGER THEN AN DESTROYER as a void Walker ?!  :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 23, 2014, 11:56:29 AM
Hey!
Regarding my combat crash log it happened at the very first volley in a combat situation with around 10 ships total engaged; it might have to do with one of the weapon in that engagement; unfortunately my savegame was like 5 minutes before i am not sure if i can reproduce it , if i can will sure report it here.

°Beside the random crashes the mod is awesome! great great work :)
To be sure i will also completely reinstall the game.. you never know it might be an issue on my side too!



Try the mod alone, with just LazyLib. Hopefully is just some weird conflict with another mod that I'm not aware of! :)

it's seems it's a Null season or something
i got only one crash so far (rapported)
but about game play, the whole system about scraping stuff for fuel/supplies/marines thing is cool but when rebuild/join void walkers i feel like an "Ant lion" or something, can't get too far from the base, becouse of lack of supplies, but i think this is a vanilla issue (i think it need to be separated supplies for the crew & ships ) becaue the whole gameplay is like: i got bigger fleet got money but will i ever make to the X system ?

& again: HOW TO SPAWN SOMETHING BIGGER THEN AN DESTROYER as a void Walker ?!  :-\

Thanks for the feedback bro! I suggest you carry around some support ship (with good cargo) if you plan inter-system travel!

The size of a fleet spawned from the void walkers depends on you own fleet size, try increasing that. :)

PS: streaming! http://www.twitch.tv/uomoz87
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 23, 2014, 09:49:57 PM
Got pretty much the same error as someone else in 1.3 DEV2. Was exchanging a blueprint at Theta.

Code
4031336 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1272)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 24, 2014, 09:59:35 AM
Dev 3
New game
(got null crash when try to load dev 2 save game, 2 sec. game & crash)
so im testing still Dev 3 & i can endlessly sell SHARK blueprints for 22 000(the blue prints wont dissapear when sold)
& when joined interstaller fed i saw that they have no ships for sale & only scavenged loot
no inter fed transports ect. i think that even the independents won't drop stuff at the inter Fed's station
+ inter attack fleets have strange behavior ( not all of them ) they just camp at the station or near it , stay fev days & come back to the station
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 24, 2014, 01:48:53 PM
Dev 3
New game
(got null crash when try to load dev 2 save game, 2 sec. game & crash)
so im testing still Dev 3 & i can endlessly sell SHARK blueprints for 22 000(the blue prints wont dissapear when sold)
& when joined interstaller fed i saw that they have no ships for sale & only scavenged loot
no inter fed transports ect. i think that even the independents won't drop stuff at the inter Fed's station
+ inter attack fleets have strange behavior ( not all of them ) they just camp at the station or near it , stay fev days & come back to the station

Thanks SONY! Fixed all, I think, will upload with next DEV!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 24, 2014, 01:56:46 PM
W8!
got some null for you  ;D
Spoiler
Code
3201094 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 434,35 MB of texture data so far
3201094 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/hyperspace_bg_cool.jpg (using cast)
3201094 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 52, FP2: 45, maxFP1: 375, maxFP2: 325
3340328 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
durning battle with The Mayorate
--------------------------------------------------------------------------------------------------
& another one this time strange one,happens durning refiting karkinos at Black Rock station
Spoiler
Code
169656 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
170687 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 338,35 MB of texture data so far
170703 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
749891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
at com.fs.starfarer.ui.newsuper.void(Unknown Source)
at com.fs.starfarer.ui.floatsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
just bought the ship, mothball it, & puting some weapons on it
-----------------------------------------------------------------------------------------------------
doing stuff at woid walkers station, trade fighter wing, try to check new blueprint then crashed
Spoiler
Code
2463047 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 46, FP2: 70, maxFP1: 280, maxFP2: 420
2621469 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 46, FP2: 17, maxFP1: 420, maxFP2: 280
2893516 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1296)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 24, 2014, 05:39:25 PM
Looks like the same error I got in DEV 2.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alexander86 on February 25, 2014, 03:51:45 AM
Got a fatal error when
variant_brdy_desdinova was not found. Sorry forgot to copy the whole line before the log got wiped. Love the mod btw. Any idea when the next dev release will be?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 07:56:44 AM
Hi there!

W8!
got some null for you  ;D
Spoiler
Code
3201094 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 434,35 MB of texture data so far
3201094 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/hyperspace_bg_cool.jpg (using cast)
3201094 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 52, FP2: 45, maxFP1: 375, maxFP2: 325
3340328 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
durning battle with The Mayorate
--------------------------------------------------------------------------------------------------
& another one this time strange one,happens durning refiting karkinos at Black Rock station
Spoiler
Code
169656 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
170687 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 338,35 MB of texture data so far
170703 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
749891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
at com.fs.starfarer.ui.newsuper.void(Unknown Source)
at com.fs.starfarer.ui.floatsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
just bought the ship, mothball it, & puting some weapons on it
-----------------------------------------------------------------------------------------------------
doing stuff at woid walkers station, trade fighter wing, try to check new blueprint then crashed
Spoiler
Code
2463047 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 46, FP2: 70, maxFP1: 280, maxFP2: 420
2621469 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 46, FP2: 17, maxFP1: 420, maxFP2: 280
2893516 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1296)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]


1,2 I have no idea, never happened to me and it's not related to my code  ???

3 Fixed in next dev!

Got a fatal error when
variant_brdy_desdinova was not found. Sorry forgot to copy the whole line before the log got wiped. Love the mod btw. Any idea when the next dev release will be?

I need the full error log to fix that, I'm sorry!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 25, 2014, 09:20:59 AM
Hi there!
1,2 I have no idea, never happened to me and it's not related to my code  ???
hmm... well i think we must summon Alex to check it out

PS: tell you that i didnt have any crashes when playing last mod ver.(your mod + lazy lib 1.7)
it all began from the new Dev. & with new Dev ver. i download a curret lazy Lib (1.8)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 25, 2014, 10:42:20 AM
Uomoz, I have no idea if the following makes any difference in mod stability, but I will say that the 'ship_data.csv' file for the v1.3 DEV release(s) has far, far too many columns in it. And a significant chunk of it is redundant copy/paste data specifically from the Tore Up Plenty ship entries (51 additional copies per individual ship entry!)

After making use of Notepad++ to eliminate excess commas/columns (attempting to open the .csv using Google Docs failed miserably, and I don't have a local spreadsheet editor such as MS/Open/LibreOffice installed right now), I can confirm the culprit being the aforementioned TUP ship entries: starting with the Foxhound, all the way down to Wolfpack, going by in-file descending order.

After cleaning up, file size went from 339,475 bytes as of DEV3 (yikes!), down to a far more reasonable 28,817 bytes. Again, no idea if that mess affects mod stability over time, but a degree of clean-up should help a little, right? ...Right?

Cleaned-up 'ship_data.csv' file contents, posted in code box below for my own laziness user/modder's convenience:

Code
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/day,repair %/day,repair cost,CR to deploy,peak CR sec,CR loss/sec,hints,number
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Ridgeback,pack_ridgeback,Destroyer,pack_flux_divert,8,2300,650,4500,,260,85,80,70,70,120,140,600,OMNI,,140,0.4,1,0,0,75,160,175,75,3,50,5,12000,3.5,10,150,15,,,,691001
Ridgeback X,pack_ridgeback_x,Destroyer,pack_flux_divert,8,2400,750,5000,,280,75,85,75,75,125,145,550,OMNI,,160,0.4,1,0,0,45,90,90,50,2.5,50,5,11000,3.5,10,120,10,,,,691002
Wirefox,pack_wirefox,Frigate,maneuveringjets,5,650,280,2000,,190,40,165,50,50,70,70,300,OMNI,,140,0.4,1,0,0,20,50,25,15,1,50,8,3500,2,15,50,5,180,0.2,,691003
Bedlington,pack_bedlington,Frigate,pack_drone_ion,6,400,250,1800,,260,25,180,110,110,110,140,300,OMNI,,120,0.4,1,0,0,20,45,25,15,1,50,8,4000,2,15,60,10,180,0.2,,691090
Ion Drone,pack_drone_ion,Drone,,1,200,50,200,,100,6,190,130,130,130,130,100,NONE,,0,0,1,0,0,0,0,0,10,,50,0,1000,,,,,,,,691004
Pitbull,pack_pitbull,Destroyer,maneuveringjets,7,2100,850,4200,,290,65,60,90,90,70,90,600,OMNI,,150,0.4,0.8,0,0,25,40,35,10,3.5,50,5,9000,4.5,10,150,10,,,,691005
BRT,pack_BRT,Destroyer,maneuveringjets,7,1800,750,4200,,240,70,80,60,80,55,60,600,OMNI,,140,0.4,1,0,0,60,120,60,10,3,50,5,11000,3.5,10,120,15,,,,691006
Samoyed,pack_samoyed,Frigate,burndrive,5,900,250,1700,,200,35,140,45,35,35,45,400,OMNI,,120,0.4,0.9,0,0,15,55,85,40,0.5,,8,7500,1,15,60,10,140,0.25,,691007
Komondor,pack_komondor,Destroyer,ammofeed,8,3500,650,5000,,340,70,75,75,75,65,65,600,OMNI,,160,0.4,0.8,0,0,75,120,55,35,2.5,,5,12000,4,10,140,10,,,,691008
Samoyed (Base),pack_samoyed_decoupled,Frigate,burndrive,4,850,240,1700,,200,35,160,100,100,100,100,200,OMNI,,120,0.4,0.9,0,0,15,55,15,20,0.2,,8,4500,0.5,15,40,10,140,0.25,,691009
Shar Pei,pack_sharpei,Destroyer,pack_skimmer,9,4500,750,4800,,280,85,75,75,85,65,65,550,NONE,,0,0,1,0,0,45,65,35,45,2,50,5,14000,2.5,15,80,10,240,0.25,,691010
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Welding Drone,junk_pirates_welding_drone,,,,60,20,100,,50,,200,250,250,180,360,5,NONE,,,,,,,,,,,,,,,,,,,,,,321998
TNT Drone,junk_pirates_tnt_drone,,junk_pirates_welding_drones,,120,150,200,,50,,125,120,80,180,180,15,NONE,,,,,,,,,,,,,,,,,,,,,,321997
Phase Drone,junk_pirates_drone_phase,,,,30,10,100,,50,,200,250,250,180,360,5,PHASE,phasecloak,90,,,0.05,0.05,,,,,,,,,,,,,,,,321999
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Shard,junk_pirates_shard,,,,550,150,600,,50,0,135,40,40,70,120,40,NONE,,0,0,0,,,3,3,,,,,6,,0.75,3,1,5,,,,321611
Cleat,junk_pirates_cleat,,,,100,50,400,,75,0,190,120,40,80,80,20,FRONT,,90,0.4,0.8,,,2,2,,,,,7,,1,3,1,5,,,,321605
Spike,junk_pirates_spike,,,,300,200,600,,50,0,145,60,30,100,180,30,NONE,,0,0,0,,,1,1,,,,,8,,0.5,4,1,4,,,,321604
Splinter,junk_pirates_splinter,,,,400,150,300,,50,14,145,145,145,145,100,150,NONE,,,,1,,,1,1,,,,,7,,0.75,3,1,4,,,,321620
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Sickle,junk_pirates_sickle,Frigate,burndrive,6,1500,120,2250,,220,40,190,100,80,120,120,200,OMNI,,90,0.2,0.8,,,15,25,30,40,1,40,7,6000,2,12,90,12,180,0.25,,321601
Hammer,junk_pirates_hammer,Frigate,fastmissileracks,5,1600,140,1500,,90,45,140,160,140,260,160,180,FRONT,,120,0.2,0.8,,,15,20,25,45,1,40,6,4500,1,10,60,10,240,0.2,,321603
Clam,junk_pirates_clam,Frigate,fortressshield,7,1800,300,2750,,280,45,75,120,100,100,140,220,FRONT,,360,0.35,0.8,,,10,20,40,40,1,40,5,5000,2,7,110,17,180,0.2,,321609
Stoat (B Variant),junk_pirates_stoatB,Frigate,burndrive,4,1900,50,100,,100,4,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321613
Stoat (A Variant),junk_pirates_stoatA,Frigate,burndrive,4,1900,50,250,,100,5,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321612
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Octopus,junk_pirates_octopus,Freighter,drone_pd_x2,10,5000,550,3500,,250,50,50,35,15,25,20,600,FRONT,,270,0.6,1,,,40,120,400,400,2,55,4,9000,5,5,140,10,,,CARRIER,321602
Boxenstein,junk_pirates_boxenstein,Destroyer,maneuveringjets,12,3800,1400,6000,,350,100,50,20,15,35,25,500,FRONT,,210,0.5,1,,,75,85,60,160,3.5,35,3,19000,5.5,5,180,12,,,,321608
Boxer,junk_pirates_boxer,Destroyer,maneuveringjets,11,3000,1250,4500,,325,75,60,25,15,45,25,420,FRONT,,210,0.6,1,,,35,45,55,155,3,35,3,13500,5,5,190,12,,,,321607
Langoustine,junk_pirates_langoustine,Destroyer,highenergyfocus,10,3500,400,4800,,450,80,120,65,40,85,65,580,FRONT,,120,0.3,0.8,,,35,55,40,140,2.5,40,5,12000,5,5,150,15,,,,321614
Scythe,junk_pirates_scythe,Destroyer,flarelauncher,9,2400,250,3000,,450,65,115,85,65,95,85,320,OMNI,,110,0.5,1.2,,,25,75,150,160,1.8,60,5,8000,4,6,130,10,,,,321615
Turbot,junk_pirates_turbot,Destroyer,junk_pirates_drone_phase,10,2500,400,5000,,200,65,90,50,50,65,65,450,PHASE,phasecloak,120,,,0.05,0.05,75,85,50,50,4,50,4,28000,5,4,180,15,,,,321618
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Dugong,junk_pirates_dugong,Cruiser,ammofeed,18,4500,800,8500,,450,135,55,40,15,25,20,600,OMNI,,120,0.2,1,,,65,75,45,450,4,60,3,20000,8,4,320,10,,,,321606
Orca,junk_pirates_orca,Battleship,drone_pd,16,6000,700,11000,,375,150,25,25,25,20,20,2800,FRONT,,250,0.35,0.8,,,80,260,350,650,12,45,2,65000,10,4,440,12,,,CARRIER,321610
Goat,junk_pirates_goat,Cruiser,drone_sensor,14,7500,1000,10000,,500,90,55,45,35,25,25,2100,FRONT,,300,0.7,0.8,,,125,275,300,200,4,75,3,24000,10,4,400,15,,,,321616
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Kraken,junk_pirates_kraken,Battleship,highenergyfocus,20,14000,1250,15000,,750,280,45,15,15,10,5,3500,FRONT,,220,0.3,0.8,,,350,450,500,650,25,65,2,80000,15,3,1300,15,,,,321617
The Reaper,junk_pirates_the_reaper,Constructor,junk_pirates_tnt_drone,20,15000,500,10000,,450,125,35,15,15,8,8,3000,FRONT,,120,0.4,1,,,300,450,450,300,35,40,2,90000,20,5,1600,20,,,CARRIER,312619
Onslaught,junk_pirates_onslaught_overdrive,Battleship,burndrive,20,18000,1500,7500,,500,200,110,45,25,50,40,3400,FRONT,,180,0.4,0.8,,,200,250,350,300,20,50,6,180000,15,3,1400,12,,,,321500
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Constrictor,syndicate_asp_constrictor,Fighter,,,1000,100,800,,100,16,100,50,50,40,80,100,FRONT,,120,0.4,0.8,,,2,2,0,0,0,0,8,0,1,1.5,10,2.5,,,,991004
Venom,syndicate_asp_venom,Fighter,,,500,50,400,,50,10,140,75,75,100,150,50,FRONT,,45,0.4,0.8,,,1,1,0,0,0,0,8,0,1,1.5,10,2,,,,991005
Bite,syndicate_asp_bite,Fighter,,,350,40,200,,30,6,175,160,140,100,200,30,NONE,,0,0,0,,,1,1,0,0,0,0,8,0,0.5,2,10,2,,,,991006
Diamondback,syndicate_asp_diamondback,Frigate,flarelauncher_active,6,1000,145,2500,,125,30,195,110,75,80,80,325,OMNI,,120,0.4,0.8,,,25,50,80,65,0.75,86.67,8,9000,1.5,7.5,70,12.5,180,0.25,,991001
Copperhead,syndicate_asp_copperhead,Destroyer,burndrive,10,3000,400,5000,,200,60,100,40,40,40,30,650,OMNI,,90,0.4,0.8,,,50,150,250,150,1.75,85.71,5,16000,4,7.5,140,12.5,,,,991002
Gigantophis,syndicate_asp_gigantophis,Cruiser,drone_pd,16,8000,750,12000,,400,120,60,10,10,10,10,2500,FRONT,,300,0.4,0.8,,,250,800,750,400,4,100,4,50000,7,7.5,400,12.5,,,,991003
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Skinwalker,ms_skinwalker,,ms_swflares,,600,60,1200,,150,0,200,140,100,80,140,31,OMNI,,135,0.25,0.6,,,2,2,,,,,8,,1,2.5,10,3,,,,52701
Neriad,ms_neriad,,ms_neriadjets,,300,30,400,,60,0,220,175,140,120,190,16,FRONT,,100,0.25,0.6,,,1,1,,,,,9,,0.5,3,10,2,,,,52702
Raksasha,ms_raksasha,,,,800,100,800,80,130,0,145,95,75,55,40,65,OMNI,,120,0.25,0.6,,,3,3,,,,,6,,2,2,10,4,,,,52703
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Enlil,ms_enlil,Frigate,flarelauncher,5,1350,200,2250,4000,200,55,150,80,80,90,120,95,FRONT,,190,0.2,0.7,,,12,30,60,40,1.25,70,7,7000,1.5,10,80,10,420,0.1,,54913
Seski,ms_seski,Corvette,ms_displacer,4,750,50,2000,3000,160,40,185,170,120,140,200,60,OMNI,,60,0.3,0.8,,,7,18,35,50,1.25,70,8,5500,1,10,50,12.5,180,0.2,,54914
Shamash,ms_shamash,Phase Frigate,ms_phasemine,7,1200,200,3000,1500,300,35,170,140,120,130,150,80,PHASE,ms_phaseanchor,90,,,0.01,0.065,8,20,40,70,1.35,60,7,12000,2,7.5,140,17.5,180,0.3,,54915
Inanna,ms_inanna,Frigate,highenergyfocus,6,1600,300,2500,2500,200,60,150,90,70,70,70,130,OMNI,,80,0.2,0.7,,,15,40,60,50,1.25,75,6,8000,2,5,100,15,300,0.25,,54918
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Morningstar,ms_morningstar,Destroyer,drone_sensor,10,2400,350,6000,7500,400,80,110,80,60,60,100,280,FRONT,,260,0.2,0.7,,,25,60,50,70,0.75,100,5,14000,3,5,200,15,,,,54912
Sargasso,ms_sargasso,Escort Carrier,ms_swacs,11,3000,200,3500,3500,250,60,70,50,40,40,45,340,FRONT,,200,0.7,0.7,,,35,90,60,60,1.45,80,4,12500,2,5,180,10,,,CARRIER,54917
Solidarity,ms_solidarity,Armed Freighter,ms_booster,9,3500,350,4500,350,200,70,70,55,50,45,50,325,OMNI,,120,0.4,0.7,,,30,80,275,150,2,70,4,11000,3,5,180,12.5,,,,54922
Potnia-bis,ms_potniaBis,Destroyer,flarelauncher,9,2500,300,4500,450,300,70,90,60,40,50,45,375,OMNI,,120,0.5,1,,,60,90,90,60,3,70,4,9000,3,5,120,12.5,,,,59971
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Charybdis,ms_charybdis,Carrier,ms_fighterdrones,18,5000,500,12000,12000,700,135,70,40,30,40,45,1700,FRONT,,300,0.7,0.7,,,170,380,350,300,2.75,90,4,37500,6,3.5,600,12.5,,,,54911
Elysium,ms_elysium,Light Cruiser,ms_drivecharger,14,4000,800,10000,9500,500,100,85,50,35,35,45,900,FRONT,,280,0.2,0.7,,,95,210,175,150,1.25,50,4,27500,7,3,400,15,300,0.33,,54916
Tartarus,ms_tartarus,Heavy Cruiser,ms_siegemode,16,8000,1000,11000,11000,800,150,65,45,45,20,30,1800,FRONT,,270,0.4,0.7,,,140,340,300,250,3.75,80,3,32500,6,4,450,12.5,,,,54920
Scylla,ms_scylla,Phase Cruiser,ms_phasedrones,17,6000,600,10000,700,1000,160,75,55,40,45,50,1250,PHASE,ms_phaseanchor,,,1,0.02,0.08,85,200,150,250,2.5,85,4,65000,8,3.5,700,15,,,,59421
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Mimir,ms_mimir,Battlecruiser,ms_mimirskimmir,25,9000,1200,18000,800,1300,240,55,35,25,25,20,2200,FRONT,,260,0.4,0.7,,,340,750,600,450,10,75,3,100000,14,2.5,1500,17.5,,,,54919
Mimir XV,ms_mimirBaus,Battlecruiser,ms_mimirskimmir,26,9000,1200,22000,1000,1500,300,55,35,25,25,20,2200,FRONT,,300,0.4,0.7,,,340,750,600,450,10,75,3,145000,12,3,1700,17.5,,,,54919.1
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Lambent,ms_lambent,Tanker,flarelauncher,8,2000,300,2500,2500,200,25,60,35,30,35,35,400,OMNI,,80,0.3,0.9,,,0,15,20,800,1.25,500,4,8000,1,5,130,10,,,CIVILIAN,54970
Potnia,ms_potnia,Troop Transport,ms_jammer,7,3000,300,3000,450,200,40,70,50,30,40,35,375,OMNI,,110,0.4,0.8,,,15,215,60,50,1.5,90,4,7000,2,5,120,7.5,,,CIVILIAN,59971
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Hydra Drone,ms_hydra_drone,,ms_neriadjets,,170,40,1000,,180,,260,280,20,260,240,5,PHASE,ms_phaseanchor,,,,0.01,0.025,,,,,,,,,,,,,,,,
Thetis Drone,ms_thetis_drone,,,,200,50,600,,100,,300,320,60,200,210,5,OMNI,,45,0.2,0.8,,,,,,,,,,,,,,,,,,
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Nevermore,brdy_nevermore,Cruiser,burstjets,17,7000,700,8500,5,520,150,80,25,30,13,22,1660,FRONT,,190,0.51,0.85,0,0,75,140,90,60,6,60,5,33000,8,10,440,25,,,,
Scarab,brdy_scarab,Heavy Frigate,brdy_sentineldrone,6,2400,250,3000,4,230,55,115,50,40,35,35,400,OMNI,,130,0.45,1.075,0,0,20,50,150,75,1,50,6,7500,2.5,8,140,15,180,0.25,,
Desdinova,brdy_desdinova,Destroyer,desdinovajets,12,4500,620,6500,4,480,115,100,95,110,32,65,720,OMNI,,110,0.53,1.075,0,0,22,40,40,80,3,70,7,17000,5,7,180,25,180,0.3,,
Krait,brdy_krait,,burstjets_drone,,700,180,1650,4,190,0,140,330,330,145,280,40,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,2,5,7,10,,,,
Locust,brdy_locust,Gunship,sparkdrive,4,1200,200,2400,4,145,35,160,150,150,140,210,400,OMNI,,120,0.53,1.05,,,6,18,35,25,0.75,5,8,4800,1,10,15,12,180,0.25,,
Revenant,brdy_revenant,Cruiser,brdy_sentineldronex2,13,10000,800,8400,5,340,120,60,32,32,10,9,2250,OMNI,,140,0.65,0.95,,,65,160,250,140,4,50,4,25000,7,6,290,20,,,,
Barracuda,barracuda_drone,Drone,burstjets_drone,,450,90,600,4,95,,195,260,260,180,300,20,NONE,,,,,,,,,,,,,,,,,,,,,,
Gonodactylus,brdy_gonodactylus,Destroyer,arcjetburner,9,5400,800,4400,4,270,85,80,80,80,30,44,1200,OMNI,,90,0.5,0.9,,,30,60,130,90,3,,5,9400,4,8,200,12,,,,
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Mantis,brdy_mantis,Frigate,burstjets,7,1300,250,2600,4,250,55,170,125,135,90,140,300,OMNI,,110,0.45,1,,,8,20,30,40,1.4,,9,8400,3,7,130,20,140,0.3,,
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Kurmaraja,brdy_kurmaraja,Interdictor,gravityfield,19,10500,850,15000,4,620,240,70,40,33,11,25,2600,OMNI,,160,0.53,0.95,,,150,450,450,300,13.5,86,4,95000,10,5,705,20,,,,
Squilla,brdy_squilla,,burstjets_drone,,500,115,700,,200,0,150,140,100,70,90,65,NONE,,140,0.4,0.45,,,3,3,,,,,7,,2,4,5,6,,,,
Serket,brdy_serket,,,,550,130,1000,,175,,165,300,250,230,240,50,PHASE,brphasecloak,,,,0.018,0.025,3,3,,,,,8,,2,5,22,8,,,,
Cetonia,brdy_cetonia,Freight Courier,arcjetburner,3,3200,300,3000,4,120,45,80,30,35,24,25,550,FRONT,,240,0.5,0.9,,,40,100,300,120,2.5,48,5,8500,2,8,165,8,,,CIVILIAN,
Typheus,brdy_typheus,Destroyer,brdy_sentineldrone,10,3800,420,3200,4,140,55,75,25,30,22,16,500,OMNI,,90,0.55,1,,,50,120,150,100,2.7,40,5,9800,5,8,190,10,,,CARRIER,
Stenos,brdy_stenos,Cruiser,autoloader,15,7000,500,11500,4,570,160,75,30,26,13,20,2250,OMNI,,90,0.5,1,,,65,150,250,205,4,50,6,35000,7,5,400,20,,,,
Sentinel,brdy_sentinel_drone,Drone,,,575,45,650,4,205,,85,280,300,180,200,25,OMNI,,90,0.5,0.55,,,,,,,,,,,,,,,,,,
Robberfly,brdy_robberfly,Corvette,burstjets,3,1400,250,1100,4,140,30,190,225,195,95,135,150,NONE,,0,0,0,,,6,18,40,25,0.75,60,8,4100,0.8,15,60,10,210,0.2,,
Karkinos,brdy_karkinos,Battleship,deracinator,28,12000,1400,22000,4,1350,310,35,14,12,11,10,3450,FRONT,,180,0.48,1,,,400,750,350,1000,35,40,3,75000,15,3,1280,30,,,,
Convergence,brdy_convergence,Support Cruiser,brdy_bulwarkdrone,12,8500,720,7000,4,300,100,50,19,14,14,6,1500,OMNI,,100,0.61,1,,,100,350,300,450,5,60,3,23000,8,6,390,8,,,CARRIER,402
Asura,brdy_asura,Heavy Destroyer,br_fluxejector,16,6500,750,9000,4,660,115,95,95,80,32,65,1000,PHASE,brphasecloak,320,,,0.045,0.095,30,60,100,120,4,70,6,27000,6.5,7,340,30,210,0.2,,
Imaginos,brdy_imaginos,Frigate,deracinator_small,20,1400,570,1800,4,450,65,165,255,240,100,180,390,NONE,,200,0.4,0.8,,,5,15,10,25,0.5,50,7,32000,5,6,280,50,120,0.25,,202
Bulwark,brdy_bulwark,Drone,flarelauncher,,850,250,900,4,245,,75,200,300,180,200,25,OMNI,,200,0.5,0.5,,,,,,,,,,,,,,,,,,
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Dipteron,brdy_dipteron,,burstjets_drone,,390,45,700,4,70,0,220,370,370,195,280,25,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,1.5,5,12,4,,,,
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Eschaton,brdy_eschaton,Superfreighter,brdy_sentineldronex2,12,13000,750,6000,4,300,120,22,5,2,4,2,4400,OMNI,,90,0.5,1,,,45,200,1500,800,10,70,2,23000,6.5,3,950,25,,,CIVILIAN,502
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Shark,pp_shark,Battle Barge,burndrive,11,5000,500,3800,4,260,100,90,40,30,15,25,450,OMNI,,100,0.4,1,,,55,120,150,160,2,55,4,9900,4,5,140,12.5,,,,
Renegade,pp_renegade,Battlecruiser,inferniumdrive,18,19000,1500,16000,4,750,250,35,11,8,3.6,3,3500,OMNI,,170,0.45,1.1,,,500,1250,400,1000,25,40,3,95000,12,3.5,1000,12.5,,,,
Bull,pp_bull,Destroyer,maneuveringjets,10,3500,300,2600,4,300,70,85,60,40,20,30,350,FRONT,,100,0.2,1.1,,,40,40,60,40,2,20,4,9000,3,5,150,10,,,,
Torch,pp_torch,Gunboat,inferniumdrive,7,2000,250,2500,4,180,75,100,70,60,45,70,220,OMNI,,190,0.32,1.1,,,25,45,50,50,1.25,40,7,5700,2,7.5,80,10,120,0.33,,
Tiger,pp_tiger,Frigate,highenergyfocus,8,1400,250,3000,4,210,50,120,90,80,45,70,220,FRONT,,260,0.32,0.95,,,25,45,50,50,1.25,40,6,5700,2,7.5,80,10,180,0.2,,
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Pergon,exigency_cruiser,Sniper-Cruiser,repulsor,16,7000,450,5000,,300,55,80,45,30,30,70,700,NONE,,0,0,0,,,60,120,130,175,3.5,60,4,115000,8,4.5,170,18.5,,,,1000
Irithia,exigency_carrier,Combat-Carrier,repulsor,28,13000,1000,7200,,640,169,50,16,11,9,30,2300,NONE,,0,0,0,,,250,450,500,450,17,65,3,270000,17,3,650,16.5,,,,1001
Yria,exigency_yria,Frigate,repulsor,8,1200,200,500,,195,18,125,80,50,60,75,175,NONE,,0,0,0,,,10,25,50,40,0.75,70,8,14000,1.8,8,65,15,200,0.2,,1002
Kaivor,exigency_kaivor,,repulsor,,500,60,250,,230,0,130,100,100,200,300,35,NONE,,0,0,0,,,1,1,,,,,7,,0.6,2.5,10,2.5,,,,1003
Glynado,exigency_glynado,,,,300,40,50,,13,0,225,170,120,120,240,12,NONE,,0,0,0,,,1,1,,,,,9,,1.4,2.5,10,2,,,,1004
Elhiur,exigency_compactfrigate,Frigate,repulsor,2,800,160,300,,48,10,200,180,100,120,85,130,NONE,,0,0,0,,,7,19,35,35,0.7,80,10,3500,0.9,10.5,46,10,260,0.2,,1005
Zephos,exigency_destroyer,Destroyer,repulsor,11,2600,280,1000,,250,44,95,55,30,30,40,280,NONE,,0,0,0,,,30,45,70,95,1.4,65,6,60000,4.5,5.5,91,17.5,,,,1006
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Foxhound,tup_foxhound,Frigate,drone_pd_x2,6,2500,250,850,1250,120,30,170,140,70,85,105,250,NONE,,0,0,0,,,5,55,90,70,1,60,8,5000,1,15,50,10,300,0.2,,1
Sentinel,tup_sentinel,Frigate,flarelauncher,7,1550,125,2100,1625,140,35,120,100,75,40,90,150,OMNI,,60,0.3,0.6,,,5,45,70,60,1,50,6,6000,2,13,80,12,240,0.2,,2
Striker,tup_striker,Frigate,burndrive,7,2350,220,2300,1500,135,41,85,85,65,55,85,250,OMNI,,120,0.2,0.9,,,10,60,60,70,1.25,40,6,5500,1.5,13,80,12,240,0.2,,3
Timberwolf,tup_timberwolf,Frigate,maneuveringjets,7,2150,185,2400,1875,165,44,120,100,80,60,120,250,FRONT,,100,0.25,0.8,,,5,50,65,55,0.75,53,7,7000,2,13,100,15,180,0.25,,4
Wrestler,tup_wrestler,Gunship,ammofeed,7,2850,250,2850,2750,220,43,90,170,120,60,120,275,FRONT,,130,0.3,0.7,,,10,45,70,70,1,40,5,7000,2,13,80,12,,,,5
Talus,tup_talus,Freighter,drone_pd,9,5950,375,2150,2083,175,41,55,45,35,25,20,450,OMNI,,70,0.66,1.2,,,20,120,350,140,2.2,55,4,8000,4,8,160,15,,,,6
Mace,tup_mace,Light Cruiser,drone_pd_x2,13,8000,650,6500,6500,375,95,70,50,30,20,25,700,FRONT,,200,0.4,0.8,,,75,200,250,200,3.5,51,4,20000,6,5,360,15,,,,7
Moth,tup_moth,Combat Frigate,burndrive,8,2750,325,2000,2000,125,50,70,50,40,50,40,300,FRONT,,120,0.5,0.8,,,20,65,125,75,2,48,7,9000,2,13,100,12,180,0.25,,8
Ryker,tup_ryker,Converted Tanker,flarelauncher,8,1500,175,1500,1250,125,25,110,50,50,30,60,250,OMNI,,90,0.5,1.1,,,5,30,35,115,1,350,6,5000,1.5,13,80,10,240,0.2,,9
Damocles,tup_damocles,Converted Freighter,burndrive,15,12000,1000,7000,5000,350,85,45,20,15,25,15,3000,OMNI,,65,0.4,0.7,,,25,150,800,500,10,70,2,21000,5,4,600,10,,,,10
Centaur,tup_centaur,Heavy Cruiser,highenergyfocus,18,10000,700,14500,17000,900,125,70,55,25,25,25,2000,OMNI,,140,0.6,0.7,,,35,250,200,200,4,45,3,36000,10,5,600,20,,,,11
Boartusk,tup_boartusk,,,,500,70,450,,55,0,180,150,100,120,240,15,NONE,,0,0,0,,,1,1,,,,,7,,0.5,4,5,4,,,,12
Lance,tup_lance,Light Carrier,flarelauncher,11,6000,400,2750,2083,200,55,60,50,40,25,20,600,FRONT,,260,0.6,1.1,,,40,160,300,150,2.5,55,3,20000,8,8,360,15,,,CARRIER,13
Annihilator,tup_annihilator,Heavy Destroyer,flarelauncher,11,6500,550,4500,4167,275,80,90,60,40,30,60,500,FRONT,,90,0.3,0.6,,,30,120,100,100,2,55,4,11000,4,8,160,15,,,,14
Hedgehog,tup_hedgehog,Missile Destroyer,fastmissileracks,10,6000,500,4000,4167,250,80,80,60,40,30,60,450,NONE,,90,0.3,0.6,,,35,150,105,105,2,55,4,10000,4,8,160,15,,,,15
Stampede,tup_stampede,Ramming Cruiser,burndrive,15,9750,1500,12000,12000,600,90,80,40,20,20,20,4000,FRONT,,120,0.6,0.6,,,40,160,180,180,2,55,4,32000,5,8,200,15,,,,16
Cormorant,tup_cormorant,Carrier,drone_pd_x2,20,15000,1250,12000,15000,600,180,25,15,10,7,4,4000,OMNI,,120,0.6,0.6,,,100,1000,500,500,8,63,2,100000,15,4,1400,20,,,CARRIER,17
Thunderchild,tup_thunderchild_blue,Shuttle,drone_terminator,8,1850,235,2500,3000,200,50,200,190,170,90,260,250,OMNI,,120,0.4,0.8,,,15,60,60,60,0.8,44,8,20000,2.5,10,150,20,180,0.25,,18
Zephyr,tup_zephyr,Colonial Freighter,burndrive,15,15000,500,5000,3000,200,50,70,25,20,30,10,5000,FRONT,,360,0.7,1,,,50,2000,500,500,10,70,2,25000,5,3,600,12,,,CIVILIAN,19
Barracuda,tup_barracuda,Destroyer,maneuveringjets,10,4000,400,5000,4000,300,70,100,75,50,25,60,400,FRONT,,120,0.4,0.8,,,35,150,140,140,2,55,4,12000,4,10,160,12,,,,20
Raider,tup_raider,,,,900,125,450,,55,0,160,130,80,100,200,20,NONE,,0,0,0,,,2,10,,,,,6,,1,4,15,7,,,,21
Gull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22
Void,tup_void,Science Ship,drone_sensor,12,3500,250,4000,3000,250,50,125,100,75,25,50,350,OMNI,,180,0.4,0.7,,,40,180,175,175,3,55,4,13000,4,8,160,20,,,,23
Platypus,tup_platypus,Missile Frigate,fastmissileracks,6,2500,200,3000,0,300,45,80,160,100,60,100,250,NONE,,0,0,0,,,15,45,50,50,1,40,5,7000,2,13,80,10,,,,24
Wildebeest,tup_wildebeest,Destroyer,flarelauncher,10,3750,175,2500,0,150,70,90,70,45,25,35,350,NONE,,0,0,0,,,20,60,80,80,2,20,4,8000,3,10,150,12,120,0.2,,25
Hermit,tup_hermit,Utility Ship,burndrive,11,3500,750,2750,0,200,60,80,50,25,25,30,400,NONE,,0,0,0,,,25,75,100,150,2,20,4,9000,3,8,150,12,120,0.2,,26
Dreadnought,tup_dreadnought,Battlecruiser,burndrive,26,17500,1500,18000,0,1000,300,35,20,15,5,5,3000,OMNI,,90,0.4,1.2,,,350,1000,500,500,20,40,2,70000,15,3,1400,15,,,,27
Phoenix,tup_phoenix,Civilian Cruiser,drone_pd,12,7500,500,2600,0,185,76,80,60,60,30,45,500,OMNI,,100,0.3,0.7,,,50,275,280,255,3,40,5,15000,3,10,200,15,,,,28
Redstar,tup_redstar,Privateer,flarelauncher,7,3250,425,1475,0,200,37,125,75,65,60,125,350,NONE,,0,0,0,,,15,65,125,95,1.5,53,6,14000,3,15,140,12,300,0.2,,29
Wolfpack,tup_wolfpack,Privateer,flarelauncher,6,2950,375,1350,0,175,37,115,75,65,60,120,350,NONE,,0,0,0,,,15,60,120,80,1.5,53,6,12000,2,13,140,10,260,0.2,,30
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Sidecar,tim_sidecar,Frigate,burndrive,3,2400,290,950,,80,26,100,120,60,50,80,240,FRONT,,100,0.2,0.9,,,13,43,40,50,1,,6,4200,1,10,80,14,300,0.2,,3000
Tick,tim_tick,VIP Transport,flarelauncher_active,4,1700,200,2000,,100,35,110,90,90,80,110,250,OMNI,,120,0.5,0.8,,,5,50,45,25,0.25,,6,3500,0.6,6,34,18,200,0.25,,3001
Vulture,tim_vulture,Cruiser,drone_pd_x2,13,6500,850,7500,,320,101,85,60,40,30,35,800,FRONT,,270,0.5,0.8,,,120,200,175,190,3.7,,4,19500,6.5,4,250,12,,,,3002
Phalanx,tim_phalanx,Frigate,flarelauncher,6,1800,350,2500,,200,42,110,190,130,60,120,220,OMNI,,130,0.4,0.8,,,13,28,45,45,1,,6,5500,2,8,80,12,240,0.2,,3003
The Infernal Machine,tim_infernalmachine,Relic,drone_pd_x2,28,25000,1400,22000,,1200,262,20,6,6,2.5,2,5500,FRONT,,170,0.4,1,,,1000,2500,600,4000,30,,2,150000,20,3,1600,13,,,,3004
Barbarian,tim_barbarian,Cruiser,burndrive,13,9000,1200,9500,,450,128,38,28,13,13,12,2000,OMNI,,110,0.5,1,,,180,280,200,230,7,,3,18000,8,4,360,12,,,,3005
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Titan,ifed_titan,Carrier,ifed_hadrontransporter,25,20000,1275,18000,20000,1400,325,30,10,10,4,3,3250,FRONT,,280,0.25,0.8,,,525,1300,1450,1225,20,61,2,190000,30,2.5,1400,12.5,,,CARRIER,500.55
Auria,ifed_auria,Battleship,maneuveringjets,20,18000,1500,20000,15000,850,320,25,12,12,8,7,2800,FRONT,,180,0.35,1,,,485,1075,300,1000,20,50,2,130000,25,2.5,1200,10,,,,501.55
Antares,ifed_antares,Battlecruiser,ifed_meddrone_pd,17,13000,1250,12000,10000,750,150,40,15,10,8,6,2000,FRONT,,360,0.3,0.9,,,250,500,500,500,7,71,3,45000,15,2.5,1000,12.5,,,,400.55
Yukon,ifed_yukon,Prototype Destroyer,ifed_shockprobes,16,12000,995,10000,9000,675,170,50,18,13,9,7,950,FRONT,,300,0.3,0.9,,,175,350,240,200,5.5,36,3,42000,8,4,500,12.5,,,,400.55
Ballista,ifed_ballista,Anti-Capital Cruiser,ifed_defensematrix,14,9000,950,9000,8000,510,120,60,18,15,9,7,900,FRONT,,50,0.25,0.8,,,135,235,145,160,4,40,3,22000,8,4,400,10,,,,300.55
Mercury,ifed_mercury,Prototype Gunship,drone_sensor,13,8000,725,8000,8000,480,110,70,30,18,20,15,650,FRONT,,260,0.3,0.8,,,115,200,120,120,3.5,34,3,20000,8,3.5,500,15,,,,301.55
Ares,ifed_ares,Heavy Destroyer,ifed_xflarelauncher,12,9000,875,6500,8000,360,105,60,20,15,10,8,850,FRONT,,250,0.3,0.8,,,125,220,160,150,3.5,42,3,18000,6,4,350,10,,,,302.55
Montana,ifed_montana,Utility Cruiser,ifed_minelayer,13,12000,1350,6000,6000,325,90,45,18,15,11,7,1650,OMNI,,170,0.4,0.7,,,100,300,400,250,3.75,66,3,16000,6,5,300,10,,,CARRIER,303.55
Helios,ifed_helios,Assault Ship,ifed_neutrongun,12,10000,1100,6500,6000,350,100,48,19,16,11,8,1100,FRONT,,250,0.4,0.8,,,90,250,280,200,4,50,4,19000,4,5,140,12.5,,,,304.55
Toa,ifed_toa,Destroyer,ammofeed,10,5250,475,4500,4167,260,80,85,55,40,30,60,435,FRONT,,280,0.25,0.8,,,60,110,100,110,2,55,4,10000,4,5,180,15,,,,200.55
Defiant,ifed_defiant,Heavy Gunship,ammofeed,10,3500,350,5000,4000,325,70,95,65,55,55,65,275,FRONT,,200,0.4,0.8,,,40,95,40,58,1.45,26,5,10000,5,5,200,15,,,,201.55
Vixen,ifed_vixen,Missile Ship,fastmissileracks,9,4500,315,2200,2250,210,65,50,30,30,20,10,310,FRONT,,300,0.2,0.9,,,40,115,65,55,1.2,45,4,8800,4,5,160,12.5,,,,202.55
Shogun,ifed_shogun,Command Ship,drone_sensor,8,3250,375,3500,1500,255,45,75,60,45,35,65,285,OMNI,,200,0.3,0.95,,,45,120,60,85,1.65,51,4,8250,3,5,150,7.5,,,,203.55
Zephyr,ifed_zephyr,Strike Carrier,drone_pd_x2,10,5000,485,3000,2000,190,45,45,40,30,20,50,400,OMNI,,140,0.4,0.8,,,65,150,120,100,2.5,40,4,9000,4,4,160,10,,,CARRIER,204.55
Scythe,ifed_scythe,Interceptor,burndrive,5,2000,175,2600,1500,165,35,180,80,75,60,85,215,OMNI,,120,0.3,1,,,25,50,30,65,1.25,52,7,6000,2.5,7.5,100,17.5,180,0.25,,100.55
Dakota,ifed_dakota,Frigate,flarelauncher,5,2200,250,1950,1875,145,35,95,75,70,55,85,210,OMNI,,120,0.3,0.7,,,15,55,85,60,0.75,80,6,5200,2,10,100,12.5,240,0.2,,101.55
Rickshaw,ifed_rickshaw,Frigate,flarelauncher,5,1750,230,2200,1500,120,50,125,90,70,60,90,200,OMNI,,150,0.25,1,,,20,50,40,50,1.25,40,7,4200,2,7.5,120,15,240,0.2,,102.55
Echo,ifed_echo,Scout,flarelauncher,3,2000,285,750,1250,100,30,195,175,95,90,120,185,NONE,,0,0,0,,,5,35,25,60,1,60,8,3600,1,10,50,7.5,240,0.2,,103.55
Albatross,ifed_albatross,Attack Ship,ammofeed,6,1700,250,2300,1500,140,50,110,90,70,60,90,215,OMNI,,150,0.25,0.8,,,25,50,40,50,1.25,40,6,6250,2,7.5,80,10,240,0.2,,104.55
Mazerk,ifed_mazerk,Superbarge,flarelauncher,15,7500,250,4000,2500,140,50,30,6,3,4,2,3900,OMNI,,45,0.5,1,,,25,100,1850,800,8,87,2,22000,5,2.5,600,7.5,,,,900.55
Orion,ifed_orion,Hypertug,flarelauncher,7,4750,250,2700,1200,170,50,165,70,65,55,65,255,OMNI,,120,0.3,0.95,,,25,100,50,60,1.75,34,6,8000,2,7.5,100,15,180,0.25,,901.55
Tahoe,ifed_tahoe,Cargo Barge,flarelauncher,10,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,450,150,1.75,86,4,12000,2,5,80,10,180,0.25,,902.55
Trexel,ifed_trexel,Fuel Barge,flarelauncher,9,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,50,750,1.75,86,4,11000,2,2.5,100,7.5,180,0.25,,903.55
Icarus,ifed_earthcracker,Earth Cracker,,15,10000,1500,50000,25000,5000,1025,20,2,5,3,4,3500,NONE,,0,0,0,,,1,1,1,500,15,30,5,200000,30,2.5,1600,20,180,0.25,,1000.55
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Draken,ifed_draken,,,,375,40,400,,50,0,225,160,110,120,240,10,NONE,,0,0,0,,,1,1,,,,,8,,1.5,2.5,10,3.5,,,,50.55
Hornet,ifed_hornet,,,,750,75,850,,190,0,125,125,100,90,180,25,OMNI,,160,0.25,0.6,,,2,2,,,,,6,,1.5,1.5,10,3,,,,51.55
Tracer,ifed_tracer,,,,850,75,675,,135,0,100,85,70,75,140,30,OMNI,,160,0.4,0.6,,,2,2,,,,,7,,1,1.5,10,3,,,,52.55
Foxbat,ifed_foxbat,,,,200,55,200,,40,0,200,130,120,120,240,6,NONE,,0,0,0,,,1,1,,,,,8,,0.5,2,10,2,,,,53.55
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PD Drone,ifed_meddrone_pd,,,,35,15,120,,55,,180,230,230,170,340,6,NONE,,,,,,,,,,,,,,,,,,,,,,
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Del Azarchel,ilk_del_azarchel,Cruiser,fastmissileracks,17,8500,800,8000,10000,500,150,55,20,10,12,7,1800,FRONT,,220,1,0.7,,,120,170,160,220,6,37,3,38000,9,4,220,12,,,,7601
Lilith,ilk_lilith,Frigate,highenergyfocus,6,2000,200,2200,2700,150,40,140,80,60,45,100,250,OMNI,,100,0.8,0.7,,,10,30,60,50,1,50,6,9000,2,8,50,15,,,,7602
Reaver Gunship,ilk_reaver,Fighter,,,900,100,1200,,250,0,110,100,80,70,150,65,OMNI,,150,0.3,0.8,,,2,2,,,,,6,,1.5,3,1,8,,,,7603
Esfahan,ilk_esfahan,Destroyer,drone_pd_x2,11,4000,400,6000,8000,400,90,70,30,15,30,15,500,FRONT,,220,0.7,0.6,,,65,90,100,80,2,40,4,18000,4,5,80,12,,,,7604
Ravana,ilk_ravana,Battlecruiser,maneuveringjets,25,11000,1200,17000,30000,900,250,50,20,15,8,7,2500,FRONT,,150,0.9,0.5,,,300,400,400,600,20,30,4,90000,15,2,650,15,,,,7605
Inanna,ilk_inanna,Fighter,,,400,100,500,,100,0,150,200,100,120,240,25,NONE,,0,0,0,,,0,0,,,,,6,,1.5,4,1,4,,,,7606
Cimeterre,ilk_cimeterre,Destroyer,ilk_sprint_drive,9,4500,550,6000,6500,250,60,70,50,30,30,50,400,OMNI,,120,0.8,0.6,,,40,80,100,120,2.5,48,4,12000,4,5,85,12,,,,7607
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 11:24:51 AM
Uomoz, I have no idea if the following makes any difference in mod stability, but I will say that the 'ship_data.csv' file for the v1.3 DEV release(s) has far, far too many columns in it. And a significant chunk of it is redundant copy/paste data specifically from the Tore Up Plenty ship entries (51 additional copies per individual ship entry!)

After making use of Notepad++ to eliminate excess commas/columns (attempting to open the .csv using Google Docs failed miserably, and I don't have a local spreadsheet editor such as MS/Open/LibreOffice installed right now), I can confirm the culprit being the aforementioned TUP ship entries: starting with the Foxhound, all the way down to Wolfpack, going by in-file descending order.

After cleaning up, file size went from 339,475 bytes as of DEV3 (yikes!), down to a far more reasonable 28,817 bytes. Again, no idea if that mess affects mod stability over time, but a degree of clean-up should help a little, right? ...Right?

Cleaned-up 'ship_data.csv' file contents, posted in code box below for my own laziness user/modder's convenience:

Code
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/day,repair %/day,repair cost,CR to deploy,peak CR sec,CR loss/sec,hints,number
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Ridgeback,pack_ridgeback,Destroyer,pack_flux_divert,8,2300,650,4500,,260,85,80,70,70,120,140,600,OMNI,,140,0.4,1,0,0,75,160,175,75,3,50,5,12000,3.5,10,150,15,,,,691001
Ridgeback X,pack_ridgeback_x,Destroyer,pack_flux_divert,8,2400,750,5000,,280,75,85,75,75,125,145,550,OMNI,,160,0.4,1,0,0,45,90,90,50,2.5,50,5,11000,3.5,10,120,10,,,,691002
Wirefox,pack_wirefox,Frigate,maneuveringjets,5,650,280,2000,,190,40,165,50,50,70,70,300,OMNI,,140,0.4,1,0,0,20,50,25,15,1,50,8,3500,2,15,50,5,180,0.2,,691003
Bedlington,pack_bedlington,Frigate,pack_drone_ion,6,400,250,1800,,260,25,180,110,110,110,140,300,OMNI,,120,0.4,1,0,0,20,45,25,15,1,50,8,4000,2,15,60,10,180,0.2,,691090
Ion Drone,pack_drone_ion,Drone,,1,200,50,200,,100,6,190,130,130,130,130,100,NONE,,0,0,1,0,0,0,0,0,10,,50,0,1000,,,,,,,,691004
Pitbull,pack_pitbull,Destroyer,maneuveringjets,7,2100,850,4200,,290,65,60,90,90,70,90,600,OMNI,,150,0.4,0.8,0,0,25,40,35,10,3.5,50,5,9000,4.5,10,150,10,,,,691005
BRT,pack_BRT,Destroyer,maneuveringjets,7,1800,750,4200,,240,70,80,60,80,55,60,600,OMNI,,140,0.4,1,0,0,60,120,60,10,3,50,5,11000,3.5,10,120,15,,,,691006
Samoyed,pack_samoyed,Frigate,burndrive,5,900,250,1700,,200,35,140,45,35,35,45,400,OMNI,,120,0.4,0.9,0,0,15,55,85,40,0.5,,8,7500,1,15,60,10,140,0.25,,691007
Komondor,pack_komondor,Destroyer,ammofeed,8,3500,650,5000,,340,70,75,75,75,65,65,600,OMNI,,160,0.4,0.8,0,0,75,120,55,35,2.5,,5,12000,4,10,140,10,,,,691008
Samoyed (Base),pack_samoyed_decoupled,Frigate,burndrive,4,850,240,1700,,200,35,160,100,100,100,100,200,OMNI,,120,0.4,0.9,0,0,15,55,15,20,0.2,,8,4500,0.5,15,40,10,140,0.25,,691009
Shar Pei,pack_sharpei,Destroyer,pack_skimmer,9,4500,750,4800,,280,85,75,75,85,65,65,550,NONE,,0,0,1,0,0,45,65,35,45,2,50,5,14000,2.5,15,80,10,240,0.25,,691010
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Welding Drone,junk_pirates_welding_drone,,,,60,20,100,,50,,200,250,250,180,360,5,NONE,,,,,,,,,,,,,,,,,,,,,,321998
TNT Drone,junk_pirates_tnt_drone,,junk_pirates_welding_drones,,120,150,200,,50,,125,120,80,180,180,15,NONE,,,,,,,,,,,,,,,,,,,,,,321997
Phase Drone,junk_pirates_drone_phase,,,,30,10,100,,50,,200,250,250,180,360,5,PHASE,phasecloak,90,,,0.05,0.05,,,,,,,,,,,,,,,,321999
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Shard,junk_pirates_shard,,,,550,150,600,,50,0,135,40,40,70,120,40,NONE,,0,0,0,,,3,3,,,,,6,,0.75,3,1,5,,,,321611
Cleat,junk_pirates_cleat,,,,100,50,400,,75,0,190,120,40,80,80,20,FRONT,,90,0.4,0.8,,,2,2,,,,,7,,1,3,1,5,,,,321605
Spike,junk_pirates_spike,,,,300,200,600,,50,0,145,60,30,100,180,30,NONE,,0,0,0,,,1,1,,,,,8,,0.5,4,1,4,,,,321604
Splinter,junk_pirates_splinter,,,,400,150,300,,50,14,145,145,145,145,100,150,NONE,,,,1,,,1,1,,,,,7,,0.75,3,1,4,,,,321620
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Sickle,junk_pirates_sickle,Frigate,burndrive,6,1500,120,2250,,220,40,190,100,80,120,120,200,OMNI,,90,0.2,0.8,,,15,25,30,40,1,40,7,6000,2,12,90,12,180,0.25,,321601
Hammer,junk_pirates_hammer,Frigate,fastmissileracks,5,1600,140,1500,,90,45,140,160,140,260,160,180,FRONT,,120,0.2,0.8,,,15,20,25,45,1,40,6,4500,1,10,60,10,240,0.2,,321603
Clam,junk_pirates_clam,Frigate,fortressshield,7,1800,300,2750,,280,45,75,120,100,100,140,220,FRONT,,360,0.35,0.8,,,10,20,40,40,1,40,5,5000,2,7,110,17,180,0.2,,321609
Stoat (B Variant),junk_pirates_stoatB,Frigate,burndrive,4,1900,50,100,,100,4,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321613
Stoat (A Variant),junk_pirates_stoatA,Frigate,burndrive,4,1900,50,250,,100,5,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321612
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Octopus,junk_pirates_octopus,Freighter,drone_pd_x2,10,5000,550,3500,,250,50,50,35,15,25,20,600,FRONT,,270,0.6,1,,,40,120,400,400,2,55,4,9000,5,5,140,10,,,CARRIER,321602
Boxenstein,junk_pirates_boxenstein,Destroyer,maneuveringjets,12,3800,1400,6000,,350,100,50,20,15,35,25,500,FRONT,,210,0.5,1,,,75,85,60,160,3.5,35,3,19000,5.5,5,180,12,,,,321608
Boxer,junk_pirates_boxer,Destroyer,maneuveringjets,11,3000,1250,4500,,325,75,60,25,15,45,25,420,FRONT,,210,0.6,1,,,35,45,55,155,3,35,3,13500,5,5,190,12,,,,321607
Langoustine,junk_pirates_langoustine,Destroyer,highenergyfocus,10,3500,400,4800,,450,80,120,65,40,85,65,580,FRONT,,120,0.3,0.8,,,35,55,40,140,2.5,40,5,12000,5,5,150,15,,,,321614
Scythe,junk_pirates_scythe,Destroyer,flarelauncher,9,2400,250,3000,,450,65,115,85,65,95,85,320,OMNI,,110,0.5,1.2,,,25,75,150,160,1.8,60,5,8000,4,6,130,10,,,,321615
Turbot,junk_pirates_turbot,Destroyer,junk_pirates_drone_phase,10,2500,400,5000,,200,65,90,50,50,65,65,450,PHASE,phasecloak,120,,,0.05,0.05,75,85,50,50,4,50,4,28000,5,4,180,15,,,,321618
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Dugong,junk_pirates_dugong,Cruiser,ammofeed,18,4500,800,8500,,450,135,55,40,15,25,20,600,OMNI,,120,0.2,1,,,65,75,45,450,4,60,3,20000,8,4,320,10,,,,321606
Orca,junk_pirates_orca,Battleship,drone_pd,16,6000,700,11000,,375,150,25,25,25,20,20,2800,FRONT,,250,0.35,0.8,,,80,260,350,650,12,45,2,65000,10,4,440,12,,,CARRIER,321610
Goat,junk_pirates_goat,Cruiser,drone_sensor,14,7500,1000,10000,,500,90,55,45,35,25,25,2100,FRONT,,300,0.7,0.8,,,125,275,300,200,4,75,3,24000,10,4,400,15,,,,321616
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Kraken,junk_pirates_kraken,Battleship,highenergyfocus,20,14000,1250,15000,,750,280,45,15,15,10,5,3500,FRONT,,220,0.3,0.8,,,350,450,500,650,25,65,2,80000,15,3,1300,15,,,,321617
The Reaper,junk_pirates_the_reaper,Constructor,junk_pirates_tnt_drone,20,15000,500,10000,,450,125,35,15,15,8,8,3000,FRONT,,120,0.4,1,,,300,450,450,300,35,40,2,90000,20,5,1600,20,,,CARRIER,312619
Onslaught,junk_pirates_onslaught_overdrive,Battleship,burndrive,20,18000,1500,7500,,500,200,110,45,25,50,40,3400,FRONT,,180,0.4,0.8,,,200,250,350,300,20,50,6,180000,15,3,1400,12,,,,321500
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Constrictor,syndicate_asp_constrictor,Fighter,,,1000,100,800,,100,16,100,50,50,40,80,100,FRONT,,120,0.4,0.8,,,2,2,0,0,0,0,8,0,1,1.5,10,2.5,,,,991004
Venom,syndicate_asp_venom,Fighter,,,500,50,400,,50,10,140,75,75,100,150,50,FRONT,,45,0.4,0.8,,,1,1,0,0,0,0,8,0,1,1.5,10,2,,,,991005
Bite,syndicate_asp_bite,Fighter,,,350,40,200,,30,6,175,160,140,100,200,30,NONE,,0,0,0,,,1,1,0,0,0,0,8,0,0.5,2,10,2,,,,991006
Diamondback,syndicate_asp_diamondback,Frigate,flarelauncher_active,6,1000,145,2500,,125,30,195,110,75,80,80,325,OMNI,,120,0.4,0.8,,,25,50,80,65,0.75,86.67,8,9000,1.5,7.5,70,12.5,180,0.25,,991001
Copperhead,syndicate_asp_copperhead,Destroyer,burndrive,10,3000,400,5000,,200,60,100,40,40,40,30,650,OMNI,,90,0.4,0.8,,,50,150,250,150,1.75,85.71,5,16000,4,7.5,140,12.5,,,,991002
Gigantophis,syndicate_asp_gigantophis,Cruiser,drone_pd,16,8000,750,12000,,400,120,60,10,10,10,10,2500,FRONT,,300,0.4,0.8,,,250,800,750,400,4,100,4,50000,7,7.5,400,12.5,,,,991003
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Skinwalker,ms_skinwalker,,ms_swflares,,600,60,1200,,150,0,200,140,100,80,140,31,OMNI,,135,0.25,0.6,,,2,2,,,,,8,,1,2.5,10,3,,,,52701
Neriad,ms_neriad,,ms_neriadjets,,300,30,400,,60,0,220,175,140,120,190,16,FRONT,,100,0.25,0.6,,,1,1,,,,,9,,0.5,3,10,2,,,,52702
Raksasha,ms_raksasha,,,,800,100,800,80,130,0,145,95,75,55,40,65,OMNI,,120,0.25,0.6,,,3,3,,,,,6,,2,2,10,4,,,,52703
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Enlil,ms_enlil,Frigate,flarelauncher,5,1350,200,2250,4000,200,55,150,80,80,90,120,95,FRONT,,190,0.2,0.7,,,12,30,60,40,1.25,70,7,7000,1.5,10,80,10,420,0.1,,54913
Seski,ms_seski,Corvette,ms_displacer,4,750,50,2000,3000,160,40,185,170,120,140,200,60,OMNI,,60,0.3,0.8,,,7,18,35,50,1.25,70,8,5500,1,10,50,12.5,180,0.2,,54914
Shamash,ms_shamash,Phase Frigate,ms_phasemine,7,1200,200,3000,1500,300,35,170,140,120,130,150,80,PHASE,ms_phaseanchor,90,,,0.01,0.065,8,20,40,70,1.35,60,7,12000,2,7.5,140,17.5,180,0.3,,54915
Inanna,ms_inanna,Frigate,highenergyfocus,6,1600,300,2500,2500,200,60,150,90,70,70,70,130,OMNI,,80,0.2,0.7,,,15,40,60,50,1.25,75,6,8000,2,5,100,15,300,0.25,,54918
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Morningstar,ms_morningstar,Destroyer,drone_sensor,10,2400,350,6000,7500,400,80,110,80,60,60,100,280,FRONT,,260,0.2,0.7,,,25,60,50,70,0.75,100,5,14000,3,5,200,15,,,,54912
Sargasso,ms_sargasso,Escort Carrier,ms_swacs,11,3000,200,3500,3500,250,60,70,50,40,40,45,340,FRONT,,200,0.7,0.7,,,35,90,60,60,1.45,80,4,12500,2,5,180,10,,,CARRIER,54917
Solidarity,ms_solidarity,Armed Freighter,ms_booster,9,3500,350,4500,350,200,70,70,55,50,45,50,325,OMNI,,120,0.4,0.7,,,30,80,275,150,2,70,4,11000,3,5,180,12.5,,,,54922
Potnia-bis,ms_potniaBis,Destroyer,flarelauncher,9,2500,300,4500,450,300,70,90,60,40,50,45,375,OMNI,,120,0.5,1,,,60,90,90,60,3,70,4,9000,3,5,120,12.5,,,,59971
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Charybdis,ms_charybdis,Carrier,ms_fighterdrones,18,5000,500,12000,12000,700,135,70,40,30,40,45,1700,FRONT,,300,0.7,0.7,,,170,380,350,300,2.75,90,4,37500,6,3.5,600,12.5,,,,54911
Elysium,ms_elysium,Light Cruiser,ms_drivecharger,14,4000,800,10000,9500,500,100,85,50,35,35,45,900,FRONT,,280,0.2,0.7,,,95,210,175,150,1.25,50,4,27500,7,3,400,15,300,0.33,,54916
Tartarus,ms_tartarus,Heavy Cruiser,ms_siegemode,16,8000,1000,11000,11000,800,150,65,45,45,20,30,1800,FRONT,,270,0.4,0.7,,,140,340,300,250,3.75,80,3,32500,6,4,450,12.5,,,,54920
Scylla,ms_scylla,Phase Cruiser,ms_phasedrones,17,6000,600,10000,700,1000,160,75,55,40,45,50,1250,PHASE,ms_phaseanchor,,,1,0.02,0.08,85,200,150,250,2.5,85,4,65000,8,3.5,700,15,,,,59421
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Mimir,ms_mimir,Battlecruiser,ms_mimirskimmir,25,9000,1200,18000,800,1300,240,55,35,25,25,20,2200,FRONT,,260,0.4,0.7,,,340,750,600,450,10,75,3,100000,14,2.5,1500,17.5,,,,54919
Mimir XV,ms_mimirBaus,Battlecruiser,ms_mimirskimmir,26,9000,1200,22000,1000,1500,300,55,35,25,25,20,2200,FRONT,,300,0.4,0.7,,,340,750,600,450,10,75,3,145000,12,3,1700,17.5,,,,54919.1
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Lambent,ms_lambent,Tanker,flarelauncher,8,2000,300,2500,2500,200,25,60,35,30,35,35,400,OMNI,,80,0.3,0.9,,,0,15,20,800,1.25,500,4,8000,1,5,130,10,,,CIVILIAN,54970
Potnia,ms_potnia,Troop Transport,ms_jammer,7,3000,300,3000,450,200,40,70,50,30,40,35,375,OMNI,,110,0.4,0.8,,,15,215,60,50,1.5,90,4,7000,2,5,120,7.5,,,CIVILIAN,59971
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Hydra Drone,ms_hydra_drone,,ms_neriadjets,,170,40,1000,,180,,260,280,20,260,240,5,PHASE,ms_phaseanchor,,,,0.01,0.025,,,,,,,,,,,,,,,,
Thetis Drone,ms_thetis_drone,,,,200,50,600,,100,,300,320,60,200,210,5,OMNI,,45,0.2,0.8,,,,,,,,,,,,,,,,,,
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Nevermore,brdy_nevermore,Cruiser,burstjets,17,7000,700,8500,5,520,150,80,25,30,13,22,1660,FRONT,,190,0.51,0.85,0,0,75,140,90,60,6,60,5,33000,8,10,440,25,,,,
Scarab,brdy_scarab,Heavy Frigate,brdy_sentineldrone,6,2400,250,3000,4,230,55,115,50,40,35,35,400,OMNI,,130,0.45,1.075,0,0,20,50,150,75,1,50,6,7500,2.5,8,140,15,180,0.25,,
Desdinova,brdy_desdinova,Destroyer,desdinovajets,12,4500,620,6500,4,480,115,100,95,110,32,65,720,OMNI,,110,0.53,1.075,0,0,22,40,40,80,3,70,7,17000,5,7,180,25,180,0.3,,
Krait,brdy_krait,,burstjets_drone,,700,180,1650,4,190,0,140,330,330,145,280,40,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,2,5,7,10,,,,
Locust,brdy_locust,Gunship,sparkdrive,4,1200,200,2400,4,145,35,160,150,150,140,210,400,OMNI,,120,0.53,1.05,,,6,18,35,25,0.75,5,8,4800,1,10,15,12,180,0.25,,
Revenant,brdy_revenant,Cruiser,brdy_sentineldronex2,13,10000,800,8400,5,340,120,60,32,32,10,9,2250,OMNI,,140,0.65,0.95,,,65,160,250,140,4,50,4,25000,7,6,290,20,,,,
Barracuda,barracuda_drone,Drone,burstjets_drone,,450,90,600,4,95,,195,260,260,180,300,20,NONE,,,,,,,,,,,,,,,,,,,,,,
Gonodactylus,brdy_gonodactylus,Destroyer,arcjetburner,9,5400,800,4400,4,270,85,80,80,80,30,44,1200,OMNI,,90,0.5,0.9,,,30,60,130,90,3,,5,9400,4,8,200,12,,,,
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Mantis,brdy_mantis,Frigate,burstjets,7,1300,250,2600,4,250,55,170,125,135,90,140,300,OMNI,,110,0.45,1,,,8,20,30,40,1.4,,9,8400,3,7,130,20,140,0.3,,
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Kurmaraja,brdy_kurmaraja,Interdictor,gravityfield,19,10500,850,15000,4,620,240,70,40,33,11,25,2600,OMNI,,160,0.53,0.95,,,150,450,450,300,13.5,86,4,95000,10,5,705,20,,,,
Squilla,brdy_squilla,,burstjets_drone,,500,115,700,,200,0,150,140,100,70,90,65,NONE,,140,0.4,0.45,,,3,3,,,,,7,,2,4,5,6,,,,
Serket,brdy_serket,,,,550,130,1000,,175,,165,300,250,230,240,50,PHASE,brphasecloak,,,,0.018,0.025,3,3,,,,,8,,2,5,22,8,,,,
Cetonia,brdy_cetonia,Freight Courier,arcjetburner,3,3200,300,3000,4,120,45,80,30,35,24,25,550,FRONT,,240,0.5,0.9,,,40,100,300,120,2.5,48,5,8500,2,8,165,8,,,CIVILIAN,
Typheus,brdy_typheus,Destroyer,brdy_sentineldrone,10,3800,420,3200,4,140,55,75,25,30,22,16,500,OMNI,,90,0.55,1,,,50,120,150,100,2.7,40,5,9800,5,8,190,10,,,CARRIER,
Stenos,brdy_stenos,Cruiser,autoloader,15,7000,500,11500,4,570,160,75,30,26,13,20,2250,OMNI,,90,0.5,1,,,65,150,250,205,4,50,6,35000,7,5,400,20,,,,
Sentinel,brdy_sentinel_drone,Drone,,,575,45,650,4,205,,85,280,300,180,200,25,OMNI,,90,0.5,0.55,,,,,,,,,,,,,,,,,,
Robberfly,brdy_robberfly,Corvette,burstjets,3,1400,250,1100,4,140,30,190,225,195,95,135,150,NONE,,0,0,0,,,6,18,40,25,0.75,60,8,4100,0.8,15,60,10,210,0.2,,
Karkinos,brdy_karkinos,Battleship,deracinator,28,12000,1400,22000,4,1350,310,35,14,12,11,10,3450,FRONT,,180,0.48,1,,,400,750,350,1000,35,40,3,75000,15,3,1280,30,,,,
Convergence,brdy_convergence,Support Cruiser,brdy_bulwarkdrone,12,8500,720,7000,4,300,100,50,19,14,14,6,1500,OMNI,,100,0.61,1,,,100,350,300,450,5,60,3,23000,8,6,390,8,,,CARRIER,402
Asura,brdy_asura,Heavy Destroyer,br_fluxejector,16,6500,750,9000,4,660,115,95,95,80,32,65,1000,PHASE,brphasecloak,320,,,0.045,0.095,30,60,100,120,4,70,6,27000,6.5,7,340,30,210,0.2,,
Imaginos,brdy_imaginos,Frigate,deracinator_small,20,1400,570,1800,4,450,65,165,255,240,100,180,390,NONE,,200,0.4,0.8,,,5,15,10,25,0.5,50,7,32000,5,6,280,50,120,0.25,,202
Bulwark,brdy_bulwark,Drone,flarelauncher,,850,250,900,4,245,,75,200,300,180,200,25,OMNI,,200,0.5,0.5,,,,,,,,,,,,,,,,,,
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Dipteron,brdy_dipteron,,burstjets_drone,,390,45,700,4,70,0,220,370,370,195,280,25,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,1.5,5,12,4,,,,
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Eschaton,brdy_eschaton,Superfreighter,brdy_sentineldronex2,12,13000,750,6000,4,300,120,22,5,2,4,2,4400,OMNI,,90,0.5,1,,,45,200,1500,800,10,70,2,23000,6.5,3,950,25,,,CIVILIAN,502
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Shark,pp_shark,Battle Barge,burndrive,11,5000,500,3800,4,260,100,90,40,30,15,25,450,OMNI,,100,0.4,1,,,55,120,150,160,2,55,4,9900,4,5,140,12.5,,,,
Renegade,pp_renegade,Battlecruiser,inferniumdrive,18,19000,1500,16000,4,750,250,35,11,8,3.6,3,3500,OMNI,,170,0.45,1.1,,,500,1250,400,1000,25,40,3,95000,12,3.5,1000,12.5,,,,
Bull,pp_bull,Destroyer,maneuveringjets,10,3500,300,2600,4,300,70,85,60,40,20,30,350,FRONT,,100,0.2,1.1,,,40,40,60,40,2,20,4,9000,3,5,150,10,,,,
Torch,pp_torch,Gunboat,inferniumdrive,7,2000,250,2500,4,180,75,100,70,60,45,70,220,OMNI,,190,0.32,1.1,,,25,45,50,50,1.25,40,7,5700,2,7.5,80,10,120,0.33,,
Tiger,pp_tiger,Frigate,highenergyfocus,8,1400,250,3000,4,210,50,120,90,80,45,70,220,FRONT,,260,0.32,0.95,,,25,45,50,50,1.25,40,6,5700,2,7.5,80,10,180,0.2,,
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Pergon,exigency_cruiser,Sniper-Cruiser,repulsor,16,7000,450,5000,,300,55,80,45,30,30,70,700,NONE,,0,0,0,,,60,120,130,175,3.5,60,4,115000,8,4.5,170,18.5,,,,1000
Irithia,exigency_carrier,Combat-Carrier,repulsor,28,13000,1000,7200,,640,169,50,16,11,9,30,2300,NONE,,0,0,0,,,250,450,500,450,17,65,3,270000,17,3,650,16.5,,,,1001
Yria,exigency_yria,Frigate,repulsor,8,1200,200,500,,195,18,125,80,50,60,75,175,NONE,,0,0,0,,,10,25,50,40,0.75,70,8,14000,1.8,8,65,15,200,0.2,,1002
Kaivor,exigency_kaivor,,repulsor,,500,60,250,,230,0,130,100,100,200,300,35,NONE,,0,0,0,,,1,1,,,,,7,,0.6,2.5,10,2.5,,,,1003
Glynado,exigency_glynado,,,,300,40,50,,13,0,225,170,120,120,240,12,NONE,,0,0,0,,,1,1,,,,,9,,1.4,2.5,10,2,,,,1004
Elhiur,exigency_compactfrigate,Frigate,repulsor,2,800,160,300,,48,10,200,180,100,120,85,130,NONE,,0,0,0,,,7,19,35,35,0.7,80,10,3500,0.9,10.5,46,10,260,0.2,,1005
Zephos,exigency_destroyer,Destroyer,repulsor,11,2600,280,1000,,250,44,95,55,30,30,40,280,NONE,,0,0,0,,,30,45,70,95,1.4,65,6,60000,4.5,5.5,91,17.5,,,,1006
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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Foxhound,tup_foxhound,Frigate,drone_pd_x2,6,2500,250,850,1250,120,30,170,140,70,85,105,250,NONE,,0,0,0,,,5,55,90,70,1,60,8,5000,1,15,50,10,300,0.2,,1
Sentinel,tup_sentinel,Frigate,flarelauncher,7,1550,125,2100,1625,140,35,120,100,75,40,90,150,OMNI,,60,0.3,0.6,,,5,45,70,60,1,50,6,6000,2,13,80,12,240,0.2,,2
Striker,tup_striker,Frigate,burndrive,7,2350,220,2300,1500,135,41,85,85,65,55,85,250,OMNI,,120,0.2,0.9,,,10,60,60,70,1.25,40,6,5500,1.5,13,80,12,240,0.2,,3
Timberwolf,tup_timberwolf,Frigate,maneuveringjets,7,2150,185,2400,1875,165,44,120,100,80,60,120,250,FRONT,,100,0.25,0.8,,,5,50,65,55,0.75,53,7,7000,2,13,100,15,180,0.25,,4
Wrestler,tup_wrestler,Gunship,ammofeed,7,2850,250,2850,2750,220,43,90,170,120,60,120,275,FRONT,,130,0.3,0.7,,,10,45,70,70,1,40,5,7000,2,13,80,12,,,,5
Talus,tup_talus,Freighter,drone_pd,9,5950,375,2150,2083,175,41,55,45,35,25,20,450,OMNI,,70,0.66,1.2,,,20,120,350,140,2.2,55,4,8000,4,8,160,15,,,,6
Mace,tup_mace,Light Cruiser,drone_pd_x2,13,8000,650,6500,6500,375,95,70,50,30,20,25,700,FRONT,,200,0.4,0.8,,,75,200,250,200,3.5,51,4,20000,6,5,360,15,,,,7
Moth,tup_moth,Combat Frigate,burndrive,8,2750,325,2000,2000,125,50,70,50,40,50,40,300,FRONT,,120,0.5,0.8,,,20,65,125,75,2,48,7,9000,2,13,100,12,180,0.25,,8
Ryker,tup_ryker,Converted Tanker,flarelauncher,8,1500,175,1500,1250,125,25,110,50,50,30,60,250,OMNI,,90,0.5,1.1,,,5,30,35,115,1,350,6,5000,1.5,13,80,10,240,0.2,,9
Damocles,tup_damocles,Converted Freighter,burndrive,15,12000,1000,7000,5000,350,85,45,20,15,25,15,3000,OMNI,,65,0.4,0.7,,,25,150,800,500,10,70,2,21000,5,4,600,10,,,,10
Centaur,tup_centaur,Heavy Cruiser,highenergyfocus,18,10000,700,14500,17000,900,125,70,55,25,25,25,2000,OMNI,,140,0.6,0.7,,,35,250,200,200,4,45,3,36000,10,5,600,20,,,,11
Boartusk,tup_boartusk,,,,500,70,450,,55,0,180,150,100,120,240,15,NONE,,0,0,0,,,1,1,,,,,7,,0.5,4,5,4,,,,12
Lance,tup_lance,Light Carrier,flarelauncher,11,6000,400,2750,2083,200,55,60,50,40,25,20,600,FRONT,,260,0.6,1.1,,,40,160,300,150,2.5,55,3,20000,8,8,360,15,,,CARRIER,13
Annihilator,tup_annihilator,Heavy Destroyer,flarelauncher,11,6500,550,4500,4167,275,80,90,60,40,30,60,500,FRONT,,90,0.3,0.6,,,30,120,100,100,2,55,4,11000,4,8,160,15,,,,14
Hedgehog,tup_hedgehog,Missile Destroyer,fastmissileracks,10,6000,500,4000,4167,250,80,80,60,40,30,60,450,NONE,,90,0.3,0.6,,,35,150,105,105,2,55,4,10000,4,8,160,15,,,,15
Stampede,tup_stampede,Ramming Cruiser,burndrive,15,9750,1500,12000,12000,600,90,80,40,20,20,20,4000,FRONT,,120,0.6,0.6,,,40,160,180,180,2,55,4,32000,5,8,200,15,,,,16
Cormorant,tup_cormorant,Carrier,drone_pd_x2,20,15000,1250,12000,15000,600,180,25,15,10,7,4,4000,OMNI,,120,0.6,0.6,,,100,1000,500,500,8,63,2,100000,15,4,1400,20,,,CARRIER,17
Thunderchild,tup_thunderchild_blue,Shuttle,drone_terminator,8,1850,235,2500,3000,200,50,200,190,170,90,260,250,OMNI,,120,0.4,0.8,,,15,60,60,60,0.8,44,8,20000,2.5,10,150,20,180,0.25,,18
Zephyr,tup_zephyr,Colonial Freighter,burndrive,15,15000,500,5000,3000,200,50,70,25,20,30,10,5000,FRONT,,360,0.7,1,,,50,2000,500,500,10,70,2,25000,5,3,600,12,,,CIVILIAN,19
Barracuda,tup_barracuda,Destroyer,maneuveringjets,10,4000,400,5000,4000,300,70,100,75,50,25,60,400,FRONT,,120,0.4,0.8,,,35,150,140,140,2,55,4,12000,4,10,160,12,,,,20
Raider,tup_raider,,,,900,125,450,,55,0,160,130,80,100,200,20,NONE,,0,0,0,,,2,10,,,,,6,,1,4,15,7,,,,21
Void,tup_void,Science Ship,drone_sensor,12,3500,250,4000,3000,250,50,125,100,75,25,50,350,OMNI,,180,0.4,0.7,,,40,180,175,175,3,55,4,13000,4,8,160,20,,,,23
Platypus,tup_platypus,Missile Frigate,fastmissileracks,6,2500,200,3000,0,300,45,80,160,100,60,100,250,NONE,,0,0,0,,,15,45,50,50,1,40,5,7000,2,13,80,10,,,,24
Wildebeest,tup_wildebeest,Destroyer,flarelauncher,10,3750,175,2500,0,150,70,90,70,45,25,35,350,NONE,,0,0,0,,,20,60,80,80,2,20,4,8000,3,10,150,12,120,0.2,,25
Hermit,tup_hermit,Utility Ship,burndrive,11,3500,750,2750,0,200,60,80,50,25,25,30,400,NONE,,0,0,0,,,25,75,100,150,2,20,4,9000,3,8,150,12,120,0.2,,26
Dreadnought,tup_dreadnought,Battlecruiser,burndrive,26,17500,1500,18000,0,1000,300,35,20,15,5,5,3000,OMNI,,90,0.4,1.2,,,350,1000,500,500,20,40,2,70000,15,3,1400,15,,,,27
Phoenix,tup_phoenix,Civilian Cruiser,drone_pd,12,7500,500,2600,0,185,76,80,60,60,30,45,500,OMNI,,100,0.3,0.7,,,50,275,280,255,3,40,5,15000,3,10,200,15,,,,28
Redstar,tup_redstar,Privateer,flarelauncher,7,3250,425,1475,0,200,37,125,75,65,60,125,350,NONE,,0,0,0,,,15,65,125,95,1.5,53,6,14000,3,15,140,12,300,0.2,,29
Wolfpack,tup_wolfpack,Privateer,flarelauncher,6,2950,375,1350,0,175,37,115,75,65,60,120,350,NONE,,0,0,0,,,15,60,120,80,1.5,53,6,12000,2,13,140,10,260,0.2,,30
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Sidecar,tim_sidecar,Frigate,burndrive,3,2400,290,950,,80,26,100,120,60,50,80,240,FRONT,,100,0.2,0.9,,,13,43,40,50,1,,6,4200,1,10,80,14,300,0.2,,3000
Tick,tim_tick,VIP Transport,flarelauncher_active,4,1700,200,2000,,100,35,110,90,90,80,110,250,OMNI,,120,0.5,0.8,,,5,50,45,25,0.25,,6,3500,0.6,6,34,18,200,0.25,,3001
Vulture,tim_vulture,Cruiser,drone_pd_x2,13,6500,850,7500,,320,101,85,60,40,30,35,800,FRONT,,270,0.5,0.8,,,120,200,175,190,3.7,,4,19500,6.5,4,250,12,,,,3002
Phalanx,tim_phalanx,Frigate,flarelauncher,6,1800,350,2500,,200,42,110,190,130,60,120,220,OMNI,,130,0.4,0.8,,,13,28,45,45,1,,6,5500,2,8,80,12,240,0.2,,3003
The Infernal Machine,tim_infernalmachine,Relic,drone_pd_x2,28,25000,1400,22000,,1200,262,20,6,6,2.5,2,5500,FRONT,,170,0.4,1,,,1000,2500,600,4000,30,,2,150000,20,3,1600,13,,,,3004
Barbarian,tim_barbarian,Cruiser,burndrive,13,9000,1200,9500,,450,128,38,28,13,13,12,2000,OMNI,,110,0.5,1,,,180,280,200,230,7,,3,18000,8,4,360,12,,,,3005
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Titan,ifed_titan,Carrier,ifed_hadrontransporter,25,20000,1275,18000,20000,1400,325,30,10,10,4,3,3250,FRONT,,280,0.25,0.8,,,525,1300,1450,1225,20,61,2,190000,30,2.5,1400,12.5,,,CARRIER,500.55
Auria,ifed_auria,Battleship,maneuveringjets,20,18000,1500,20000,15000,850,320,25,12,12,8,7,2800,FRONT,,180,0.35,1,,,485,1075,300,1000,20,50,2,130000,25,2.5,1200,10,,,,501.55
Antares,ifed_antares,Battlecruiser,ifed_meddrone_pd,17,13000,1250,12000,10000,750,150,40,15,10,8,6,2000,FRONT,,360,0.3,0.9,,,250,500,500,500,7,71,3,45000,15,2.5,1000,12.5,,,,400.55
Yukon,ifed_yukon,Prototype Destroyer,ifed_shockprobes,16,12000,995,10000,9000,675,170,50,18,13,9,7,950,FRONT,,300,0.3,0.9,,,175,350,240,200,5.5,36,3,42000,8,4,500,12.5,,,,400.55
Ballista,ifed_ballista,Anti-Capital Cruiser,ifed_defensematrix,14,9000,950,9000,8000,510,120,60,18,15,9,7,900,FRONT,,50,0.25,0.8,,,135,235,145,160,4,40,3,22000,8,4,400,10,,,,300.55
Mercury,ifed_mercury,Prototype Gunship,drone_sensor,13,8000,725,8000,8000,480,110,70,30,18,20,15,650,FRONT,,260,0.3,0.8,,,115,200,120,120,3.5,34,3,20000,8,3.5,500,15,,,,301.55
Ares,ifed_ares,Heavy Destroyer,ifed_xflarelauncher,12,9000,875,6500,8000,360,105,60,20,15,10,8,850,FRONT,,250,0.3,0.8,,,125,220,160,150,3.5,42,3,18000,6,4,350,10,,,,302.55
Montana,ifed_montana,Utility Cruiser,ifed_minelayer,13,12000,1350,6000,6000,325,90,45,18,15,11,7,1650,OMNI,,170,0.4,0.7,,,100,300,400,250,3.75,66,3,16000,6,5,300,10,,,CARRIER,303.55
Helios,ifed_helios,Assault Ship,ifed_neutrongun,12,10000,1100,6500,6000,350,100,48,19,16,11,8,1100,FRONT,,250,0.4,0.8,,,90,250,280,200,4,50,4,19000,4,5,140,12.5,,,,304.55
Toa,ifed_toa,Destroyer,ammofeed,10,5250,475,4500,4167,260,80,85,55,40,30,60,435,FRONT,,280,0.25,0.8,,,60,110,100,110,2,55,4,10000,4,5,180,15,,,,200.55
Defiant,ifed_defiant,Heavy Gunship,ammofeed,10,3500,350,5000,4000,325,70,95,65,55,55,65,275,FRONT,,200,0.4,0.8,,,40,95,40,58,1.45,26,5,10000,5,5,200,15,,,,201.55
Vixen,ifed_vixen,Missile Ship,fastmissileracks,9,4500,315,2200,2250,210,65,50,30,30,20,10,310,FRONT,,300,0.2,0.9,,,40,115,65,55,1.2,45,4,8800,4,5,160,12.5,,,,202.55
Shogun,ifed_shogun,Command Ship,drone_sensor,8,3250,375,3500,1500,255,45,75,60,45,35,65,285,OMNI,,200,0.3,0.95,,,45,120,60,85,1.65,51,4,8250,3,5,150,7.5,,,,203.55
Zephyr,ifed_zephyr,Strike Carrier,drone_pd_x2,10,5000,485,3000,2000,190,45,45,40,30,20,50,400,OMNI,,140,0.4,0.8,,,65,150,120,100,2.5,40,4,9000,4,4,160,10,,,CARRIER,204.55
Scythe,ifed_scythe,Interceptor,burndrive,5,2000,175,2600,1500,165,35,180,80,75,60,85,215,OMNI,,120,0.3,1,,,25,50,30,65,1.25,52,7,6000,2.5,7.5,100,17.5,180,0.25,,100.55
Dakota,ifed_dakota,Frigate,flarelauncher,5,2200,250,1950,1875,145,35,95,75,70,55,85,210,OMNI,,120,0.3,0.7,,,15,55,85,60,0.75,80,6,5200,2,10,100,12.5,240,0.2,,101.55
Rickshaw,ifed_rickshaw,Frigate,flarelauncher,5,1750,230,2200,1500,120,50,125,90,70,60,90,200,OMNI,,150,0.25,1,,,20,50,40,50,1.25,40,7,4200,2,7.5,120,15,240,0.2,,102.55
Echo,ifed_echo,Scout,flarelauncher,3,2000,285,750,1250,100,30,195,175,95,90,120,185,NONE,,0,0,0,,,5,35,25,60,1,60,8,3600,1,10,50,7.5,240,0.2,,103.55
Albatross,ifed_albatross,Attack Ship,ammofeed,6,1700,250,2300,1500,140,50,110,90,70,60,90,215,OMNI,,150,0.25,0.8,,,25,50,40,50,1.25,40,6,6250,2,7.5,80,10,240,0.2,,104.55
Mazerk,ifed_mazerk,Superbarge,flarelauncher,15,7500,250,4000,2500,140,50,30,6,3,4,2,3900,OMNI,,45,0.5,1,,,25,100,1850,800,8,87,2,22000,5,2.5,600,7.5,,,,900.55
Orion,ifed_orion,Hypertug,flarelauncher,7,4750,250,2700,1200,170,50,165,70,65,55,65,255,OMNI,,120,0.3,0.95,,,25,100,50,60,1.75,34,6,8000,2,7.5,100,15,180,0.25,,901.55
Tahoe,ifed_tahoe,Cargo Barge,flarelauncher,10,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,450,150,1.75,86,4,12000,2,5,80,10,180,0.25,,902.55
Trexel,ifed_trexel,Fuel Barge,flarelauncher,9,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,50,750,1.75,86,4,11000,2,2.5,100,7.5,180,0.25,,903.55
Icarus,ifed_earthcracker,Earth Cracker,,15,10000,1500,50000,25000,5000,1025,20,2,5,3,4,3500,NONE,,0,0,0,,,1,1,1,500,15,30,5,200000,30,2.5,1600,20,180,0.25,,1000.55
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Draken,ifed_draken,,,,375,40,400,,50,0,225,160,110,120,240,10,NONE,,0,0,0,,,1,1,,,,,8,,1.5,2.5,10,3.5,,,,50.55
Hornet,ifed_hornet,,,,750,75,850,,190,0,125,125,100,90,180,25,OMNI,,160,0.25,0.6,,,2,2,,,,,6,,1.5,1.5,10,3,,,,51.55
Tracer,ifed_tracer,,,,850,75,675,,135,0,100,85,70,75,140,30,OMNI,,160,0.4,0.6,,,2,2,,,,,7,,1,1.5,10,3,,,,52.55
Foxbat,ifed_foxbat,,,,200,55,200,,40,0,200,130,120,120,240,6,NONE,,0,0,0,,,1,1,,,,,8,,0.5,2,10,2,,,,53.55
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
PD Drone,ifed_meddrone_pd,,,,35,15,120,,55,,180,230,230,170,340,6,NONE,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Del Azarchel,ilk_del_azarchel,Cruiser,fastmissileracks,17,8500,800,8000,10000,500,150,55,20,10,12,7,1800,FRONT,,220,1,0.7,,,120,170,160,220,6,37,3,38000,9,4,220,12,,,,7601
Lilith,ilk_lilith,Frigate,highenergyfocus,6,2000,200,2200,2700,150,40,140,80,60,45,100,250,OMNI,,100,0.8,0.7,,,10,30,60,50,1,50,6,9000,2,8,50,15,,,,7602
Reaver Gunship,ilk_reaver,Fighter,,,900,100,1200,,250,0,110,100,80,70,150,65,OMNI,,150,0.3,0.8,,,2,2,,,,,6,,1.5,3,1,8,,,,7603
Esfahan,ilk_esfahan,Destroyer,drone_pd_x2,11,4000,400,6000,8000,400,90,70,30,15,30,15,500,FRONT,,220,0.7,0.6,,,65,90,100,80,2,40,4,18000,4,5,80,12,,,,7604
Ravana,ilk_ravana,Battlecruiser,maneuveringjets,25,11000,1200,17000,30000,900,250,50,20,15,8,7,2500,FRONT,,150,0.9,0.5,,,300,400,400,600,20,30,4,90000,15,2,650,15,,,,7605
Inanna,ilk_inanna,Fighter,,,400,100,500,,100,0,150,200,100,120,240,25,NONE,,0,0,0,,,0,0,,,,,6,,1.5,4,1,4,,,,7606
Cimeterre,ilk_cimeterre,Destroyer,ilk_sprint_drive,9,4500,550,6000,6500,250,60,70,50,30,30,50,400,OMNI,,120,0.8,0.6,,,40,80,100,120,2.5,48,4,12000,4,5,85,12,,,,7607

Oups, fixed, thanks for catching that!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 25, 2014, 02:34:42 PM
Uomoz, can you type in the dev version for the dropbox link? Kind of hard to tell if you've updated it or not.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 02:37:42 PM
Uomoz, can you type in the dev version for the dropbox link? Kind of hard to tell if you've updated it or not.

The dev version is stated in the mod list when you start the game :).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 25, 2014, 03:12:20 PM
The dev version is stated in the mod list when you start the game :).
Well yeah, but redownloading it and seeing that it's still the same version is a bit awkward.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 25, 2014, 04:17:23 PM
The dev version is stated in the mod list when you start the game :).
Well yeah, but redownloading it and seeing that it's still the same version is a bit awkward.
well you can always check the time that file was created from the dropbox
like the curret dev 3 ver was created 37 hours ago so it's not the newest :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 04:41:54 PM
Hey there SONY, are you totally sure you are running the latest UsS version and LazyLib and SS?

Because I have none else reporting your errors and this thing is giving me a huge headache xD.

The error you reported is in a file I haven't changed in the DEV, it looks really strange.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on February 25, 2014, 05:00:05 PM
is the 1.3 DEV 3 the latest ver ?
i download it form "https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z"
& im sure that i have latest Lazy as well
& as i was saying, i do a NEW game with dev 3 & with lazy 1.8 ( all curret dev i got lazy Lib 1,8)
will do a new game for the testing downloading everything once again ( DEv & lazy lib)
PS: can always mail you my save game
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 25, 2014, 05:18:02 PM
is the 1.3 DEV 3 the latest ver ?
i download it form "https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z"
& im sure that i have latest Lazy as well
& as i was saying, i do a NEW game with dev 3 & with lazy 1.8 ( all curret dev i got lazy Lib 1,8)
will do a new game for the testing downloading everything once again ( DEv & lazy lib)
PS: can always mail you my save game
Could try reinstalling Starsector.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 06:38:48 PM
is the 1.3 DEV 3 the latest ver ?
i download it form "https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z"
& im sure that i have latest Lazy as well
& as i was saying, i do a NEW game with dev 3 & with lazy 1.8 ( all curret dev i got lazy Lib 1,8)
will do a new game for the testing downloading everything once again ( DEv & lazy lib)
PS: can always mail you my save game

Thanks that would help, with possibly the explanation how to reproduce the bug. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 25, 2014, 06:42:17 PM
Frak, frak, frak!

Uomoz, that cleaned-up version of 'ship_data.csv' I pasted the code for? It's missing one line/entry.

Line #158 (Below 'Raider', but above 'Void'), copy/paste in the following:

Code
Gull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22

Editing earlier post as appropriate.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 06:53:10 PM
Frak, frak, frak!

Uomoz, that cleaned-up version of 'ship_data.csv' I pasted the code for? It's missing one line/entry.

Line #158 (Below 'Raider', but above 'Void'), copy/paste in the following:

Code
Gull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22

Editing earlier post as appropriate.

No problem man! I simply cleaned it using the csv editor I have, so nothing should be missing. Sorry for making you work for this!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 25, 2014, 07:21:24 PM
Dev 3, got the same error as theSONY's first error on the list of three.

Code
4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Was fighting the Mayorate, like he was.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 25, 2014, 08:23:34 PM
Dev 3, got the same error as theSONY's first error on the list of three.

Code
4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Was fighting the Mayorate, like he was.

Nice catch! Can you tell which weapon is firing when it all crashes? Or if it a ship being hit? Otherwise send me the save (possibly with any info if you have them)! It could be some Mayorate bug, or something wrong when i transcribed the files.

EDIT: Just fought the biggest mayorate fleet I could find a couple of times in campaign, no crashes. I will release the new dev tomorrow, maybe this version is magically good xD.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on February 25, 2014, 09:22:52 PM
Dev 3, got the same error as theSONY's first error on the list of three.

Code
4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Was fighting the Mayorate, like he was.

Nice catch! Can you tell which weapon is firing when it all crashes? Or if it a ship being hit? Otherwise send me the save (possibly with any info if you have them)! It could be some Mayorate bug, or something wrong when i transcribed the files.

EDIT: Just fought the biggest mayorate fleet I could find a couple of times in campaign, no crashes. I will release the new dev tomorrow, maybe this version is magically good xD.
My saves have custom portraits I added by editing the core files. Will you be able to use them?

I don't know what might've caused it in battle, but I was piloting an Imaginos. The other ships in my fleet were some Sequilla bombers and Krait Wings, along with a Revenant cruiser, and two Mayorate Cimeterre destroyers. The first three are Blackrock ships.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: acantoni on February 26, 2014, 08:25:04 AM
Got this

48731 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 35, FP2: 73, maxFP1: 200, maxFP2: 300
85747 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

While fighting tri tachyon with Dev3 and i have a save and i was able to reproduce it 3 times in a row;
Just go with the fleet and intercept the big bubble of tri-tac ships in the north and engage, in combat will crash within 30 seconds of the first volley

https://www.dropbox.com/s/6yumn6wzxeci10z/save_Bomba_tritac_crash1.zip


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on February 26, 2014, 09:06:59 AM
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 26, 2014, 11:27:46 AM
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.

Quoting myself from the Interstellar Federation v1.27 mod thread:

To follow up on this: for whatever reason, Starsector does not like the 'explosionSpec' set of entries being used in MIRV-spawned projectiles; at least, from the limited testing I've been able to do on the matter.

Simply removing lines #14-24 from 'ifed_piranha_warhead.proj' removes the crash caused by by the Piranha Missile Launcher's 40-odd MIRV-spawned warheads on collision, but also removes the very tiny AOE (5 radius?) damage effect per projectile, an attached flak-type explosion sound effect, and a similarly tiny particle effect visual.

Addendum:

Also, the 'ifed_piranha.wpn' file is missing a '"renderHints":[RENDER_LOADED_MISSILES]' entry, so the actual missile isn't being rendered until it's actually launched, and with no real means of predicting whether said weapon is in the middle of a reloading phase or not.

Bug, or intentional by design?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on February 26, 2014, 02:00:45 PM
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.

I thought you removed Piranha launchers a while ago :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on February 26, 2014, 02:45:21 PM
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.

I thought you removed Piranha launchers a while ago :)

I came up with a temporary (hot)fix for the original Piranha Missile Launcer crash in the IFed mod thread awhile back (involving a mis-named .proj file reference)... which then exposed the current crash bug, regarding explosionSpec entries and MIRV-spawned projectiles not getting along :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: fartcannon on March 01, 2014, 05:51:21 AM
Using the most recent dev version, it seems that the tornado AM is killing every member of a wing of fighter/bomber/etc in it's blast radius on detonation - including replacement chassis that arent on the map yet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alexander86 on March 01, 2014, 04:20:14 PM
Any news on the new dev version? Few days overdue, can't wait to try it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 01, 2014, 04:54:55 PM
Any news on the new dev version? Few days overdue, can't wait to try it.

Working on it right now! Can't say a proper day but if I keep going like this, may be like tomorrow :).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alexander86 on March 01, 2014, 08:35:26 PM
Any news on the new dev version? Few days overdue, can't wait to try it.

Working on it right now! Can't say a proper day but if I keep going like this, may be like tomorrow :).

Suhweet. Keep up the good work  :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 02, 2014, 10:25:50 PM
It's that time! Updated the DEV (I hope I didn't derp at the last minute while packing). o7

https://www.dropbox.com/s/vsrunx83je7mach/UomozSector%20DEV4.7z
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 02, 2014, 11:31:53 PM
General change list? Anywhere you want me poking until it breaks?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 02, 2014, 11:52:15 PM
General change list? Anywhere you want me poking until it breaks?

Uhm, general bug fixing and weapon lists for all factions (this means that BR will use BR weaponry even on random variants). I don't recall what actually changed since the last patch, but I'd be grateful if you reported any "bad", broken, variants you find around. Any general feedback would be cool as well! :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on March 03, 2014, 04:32:57 AM
Uhm, general bug fixing and weapon lists for all factions (this means that BR will use BR weaponry even on random variants). I don't recall what actually changed since the last patch, but I'd be grateful if you reported any "bad", broken, variants you find around. Any general feedback would be cool as well! :)
So far, no crashes of note with DEV4... the day is still early, though.

Two teensy-tiny, nigh-unnoticeable errors to report:

1. The Eschaton-class super-freighter from Blackrock Driveyards has no 'description.csv' entry.

2. The custom mission 'Raider' is not shown in-game; missing an entry in 'mission_list.csv'.

More general inquiry: any reason why the custom portraits from the latest revision (v5a) of Tore Up Plenty aren't included in the mix?

Granted, it ain't at all difficult for the moderately computer-savvy user to add them in manually, but still curious.

Addendum: The hull mods 'Blackrock Assault Fitting' and 'Blackrock Targeting Suite' are missing the 'TRUE' parameter for the 'unlocked' column in 'hull_mods.csv', preventing them from being added to a player-bought Blackrock ship (they aren't the 'built-in' type of hull mods).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on March 03, 2014, 10:27:57 AM
More general inquiry: any reason why the custom portraits from the latest revision (v5a) of Tore Up Plenty aren't included in the mix?

I'm guessing that is down to the 'cluttered' folder structure under graphics in the TuP mod in that version. Uomoz might have overlooked TuP's custom portraits. Or perhaps he feels they don't match with the other potraits.  :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: bbarr97 on March 04, 2014, 08:20:04 AM
Uomoz,

On DEV3 and DEV4 noticed a great way to make money that may be too beneficial.  The cost in parts to build the Cerebus frigate is about 5500 in "core" parts.  Once built you can sell it for 5500 which means you can make a lot of money very quickly.  I have not checked ALL other blueprints but the hound, lasher, striker, tiger, talon fighters, targus? do not offer this same benefit.  You will lose money by building those.

I like this feature as you should get more money for creating something with the parts but I am making a killing with this frigate.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on March 05, 2014, 05:55:43 PM
Did you happen to remove a lot of the system in the mod?  I remember there being Mirage, where the Hegemony Military Outpost used to be (now it's in the Breh'Inni System, with the Junk Pirates).  Now Mirage is lost, along with a bunch of other systems.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 06, 2014, 11:41:09 AM
Loving some of the effects you've added (flames and whatnot to burning ships), noticed something tho. are we not able to create ships anywhere other than void walkers now? I don't believe I have access to building things when I purchase space at a station
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 06, 2014, 12:05:15 PM
Hi there guys! Noted all the feedback.

Loving some of the effects you've added (flames and whatnot to burning ships), noticed something tho. are we not able to create ships anywhere other than void walkers now? I don't believe I have access to building things when I purchase space at a station

Courtesy of Dark Revenant (the graphic stuff). Just tried making a ship in a sindrian outpost and it works... Are you sure?

Did you happen to remove a lot of the system in the mod?  I remember there being Mirage, where the Hegemony Military Outpost used to be (now it's in the Breh'Inni System, with the Junk Pirates).  Now Mirage is lost, along with a bunch of other systems.

Only removed Kadur and all the related content!

Uomoz,

On DEV3 and DEV4 noticed a great way to make money that may be too beneficial.  The cost in parts to build the Cerebus frigate is about 5500 in "core" parts.  Once built you can sell it for 5500 which means you can make a lot of money very quickly.  I have not checked ALL other blueprints but the hound, lasher, striker, tiger, talon fighters, targus? do not offer this same benefit.  You will lose money by building those.

I like this feature as you should get more money for creating something with the parts but I am making a killing with this frigate.



Lets call that a feature :D

More general inquiry: any reason why the custom portraits from the latest revision (v5a) of Tore Up Plenty aren't included in the mix?

I'm guessing that is down to the 'cluttered' folder structure under graphics in the TuP mod in that version. Uomoz might have overlooked TuP's custom portraits. Or perhaps he feels they don't match with the other potraits.  :)

That's actually a design decision, since I find those portrait too different in style from vanilla (while I kind of like them). Maybe I'm wrong?

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 06, 2014, 12:34:05 PM
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)

Here the error from the log

java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.lang.AbstractStringBuilder.<init>(Unknown Source)
   at java.lang.StringBuffer.<init>(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:131)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 06, 2014, 12:54:53 PM
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)

Same settings, not happening in my game... Are you sure you didn't mess up somewhere?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 06, 2014, 03:33:27 PM
works now, must have been in a new save where I didn't have BPs when I thought I did
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 07, 2014, 03:18:53 AM
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)

Same settings, not happening in my game... Are you sure you didn't mess up somewhere?

Yar. that was error between screen and chair... :P I were messing with the starsector.bat file and not the vmparams one.
Changed the correct file settings to 1024 and works now. Gonna test with 2048 also to see if its even better.

Note to self: Make sure to read the instructions with some brain power. :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 07, 2014, 03:39:33 AM
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)

Same settings, not happening in my game... Are you sure you didn't mess up somewhere?

Yar. that was error between screen and chair... :P I were messing with the starsector.bat file and not the vmparams one.
Changed the correct file settings to 1024 and works now. Gonna test with 2048 also to see if its even better.

Note to self: Make sure to read the instructions with some brain power. :P

Thankfully it wasn't some weird bug I wasn't aware of! Have fun! :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 07, 2014, 04:32:23 AM
Spoiler
Code
448647 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_UMZsDEV4_6026211133816195197...
520682 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
578907 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.K.show(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
was trying to load game
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 07, 2014, 05:21:56 AM
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)

Same settings, not happening in my game... Are you sure you didn't mess up somewhere?

Yar. that was error between screen and chair... :P I were messing with the starsector.bat file and not the vmparams one.
Changed the correct file settings to 1024 and works now. Gonna test with 2048 also to see if its even better.

Note to self: Make sure to read the instructions with some brain power. :P

Thankfully it wasn't some weird bug I wasn't aware of! Have fun! :)

Thanks. And nice job on the mod. Loving it. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 07, 2014, 05:50:37 AM
Sony, are you loading that from the main menu? If so, try loading a different save then loading that one. I suspect it's the bug I found when pausing the game while intersecting a fleet, clicking the fleet, and then saving creates issues when loading from the main menu. Alex said just load some other save then load that one. Hopefully that'll work
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 07, 2014, 07:15:12 AM
Sony, are you loading that from the main menu? If so, try loading a different save then loading that one. I suspect it's the bug I found when pausing the game while intersecting a fleet, clicking the fleet, and then saving creates issues when loading from the main menu. Alex said just load some other save then load that one. Hopefully that'll work

Thanks ciago,you were right
Spoiler
screen after loading (http://i.imgur.com/XRYGlGB.png?1?5633)
[close]
i didn't know about THAT issue, load another game helped
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 07, 2014, 07:27:45 AM
yeah I ran into that about 14 pages back lol glad i could help
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 07, 2014, 11:18:51 AM
Spoiler
2739531 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [null] is not a valid fighter wing id
java.lang.RuntimeException: [null] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.?ÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1303)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1231)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
   at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.?Ó?000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
trying to Trade fighter wing (Talon i think) in Void station
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on March 07, 2014, 12:25:46 PM
So any chance of other factions being added?

EDIT: Just ran into the Void Walker blueprint bug again. Dev version 4. Was exchanging a Bull blueprint.

Code
2402280 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1278)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1231)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 07, 2014, 02:25:49 PM
BTW, if you r hostile with some faction. Any way to make them non hostile again? Also is there way to see your faction standings?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 08, 2014, 02:03:47 AM
Spoiler
2739531 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [null] is not a valid fighter wing id
java.lang.RuntimeException: [null] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.?ÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1303)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1231)
   at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
   at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.?Ó?000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
trying to Trade fighter wing (Talon i think) in Void station

Mhh, yeah the VW exchange is buggy and really cheapens the value of a blueprint. I need to find a better use for duplicates. Removed in DEV.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Sabotsas on March 10, 2014, 04:53:01 PM
Wanted to try out this mod(collection).
What I did:

- new folder with new installation of starsector 0.6.2a
- extracted the mod and lazy lib into the sub-folder for mods
- edited vmparams according to description
- edited settings.json for dev mode
- started a new game (lazy lib + mod enabled), played a bit (joined faction, blueprints, buy/sell stuff) and on the first encounter game crashes every time

Spoiler
3405990 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

edit:
Just checked it. The game (and combat) itself works fine. The problem / error appears when I try to pursue an enemy fleet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 11, 2014, 01:50:51 AM
Wanted to try out this mod(collection).
What I did:

- new folder with new installation of starsector 0.6.2a
- extracted the mod and lazy lib into the sub-folder for mods
- edited vmparams according to description
- edited settings.json for dev mode
- started a new game (lazy lib + mod enabled), played a bit (joined faction, blueprints, buy/sell stuff) and on the first encounter game crashes every time

Spoiler
3405990 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

edit:
Just checked it. The game (and combat) itself works fine. The problem / error appears when I try to pursue an enemy fleet.

Hey there!
Looks like you don't have a proper 0.6.2a SS installation, since its missing a core method (I think).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 11, 2014, 06:00:49 AM
great mod!!!

I just registered to ask a question about it:
can I stop my followers from using the weapons I stored in the fortress/station? (Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 11, 2014, 06:23:39 AM
Uomoz, is there a place somewhere in UI you can see your faction standing?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 11, 2014, 06:40:35 AM
Uomoz, is there a place somewhere in UI you can see your faction standing?
I don't think so, it is missing from the vanilla game if I am not mistaken.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on March 11, 2014, 01:14:17 PM
I very much enjoyed playing Elite on the C64 as a teenager and this is the first game I've played that takes me back to that, although the games are quite different.  This is a seriously cool mod as well.  To me it seems to complete the game as the default base game is a little spartan.  I've been playing since 0.6.1a on linux, a case sensitive OS.  I just switched up to 0.6.2a and thought I would create a forum account and report the case mismatches out of gratitude.

sounds/fx/l_Kayser.wav -> l_kayser.wav
sounds/exi/fx/exi_weapons/exigency_RR.ogg -> exigency_rr.ogg

I know this is the wrong place to appreciate the devs so it's probably also the wrong place to complain about balance in a compilation mod.  Anyway, the Shadowyards Mimir is just way too good.  Properly equipped I can solo any fleet with it.  It's fast and with heavy phase skimming can jump away from trouble with just a little planning.  It's only defect is that you can't get complete shield coverage. 
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Sabotsas on March 11, 2014, 03:44:21 PM
Wanted to try out this mod(collection).
What I did:

- new folder with new installation of starsector 0.6.2a
- extracted the mod and lazy lib into the sub-folder for mods
- edited vmparams according to description
- edited settings.json for dev mode
- started a new game (lazy lib + mod enabled), played a bit (joined faction, blueprints, buy/sell stuff) and on the first encounter game crashes every time

Spoiler
3405990 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

edit:
Just checked it. The game (and combat) itself works fine. The problem / error appears when I try to pursue an enemy fleet.

Hey there!
Looks like you don't have a proper 0.6.2a SS installation, since its missing a core method (I think).

Thanks for the fast reply.
Tried to install it again but didn't work properly till:
- antivirus disabled
- all other programs closed
- admin mode enabled

Now it works perfectly.
Kind Regards
Sabotsas
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DIEHARD25 on March 12, 2014, 12:09:07 AM
disable dev mode in config file.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 12, 2014, 10:10:06 AM
Uomoz, is there a place somewhere in UI you can see your faction standing?
I don't think so, it is missing from the vanilla game if I am not mistaken.

Yeah, havent seen in vanilla either. :( Really needed though if there is more than few factions.
Also i noticed that if you join one faction, all other factions get hostile right away. So every faction is war at each other and not alliances going on at all?

Is there anyway to make faction neutral after it has gone rampage on you?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 12, 2014, 10:23:19 AM
Uomoz, is there a place somewhere in UI you can see your faction standing?
I don't think so, it is missing from the vanilla game if I am not mistaken.
Yeah, havent seen in vanilla either. :( Really needed though if there is more than few factions.
Also i noticed that if you join one faction, all other factions get hostile right away. So every faction is war at each other and not alliances going on at all?

Is there anyway to make faction neutral after it has gone rampage on you?

if you join Hegemony: Indepedent, Interstellar Federation(?) and a few others stay neutral. Tri Tachyon gets hostile. It seems not that everyone is at war with everyone, also the indepedent faction has many trade hubs in different system. Well, except for the Theta Fortress activation than really everyone gets hostile :( even independent.

didn't find anything to make a faction neutral again, there was one when there was still only one star system about 1-2 years ago.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on March 13, 2014, 01:36:59 AM
I've been playing since 0.6.1a on linux, a case sensitive OS.  I just switched up to 0.6.2a and thought I would create a forum account and report the case mismatches out of gratitude.

sounds/fx/l_Kayser.wav -> l_kayser.wav

Fixed now!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Luewen on March 13, 2014, 05:32:05 AM
Uomoz, is there a place somewhere in UI you can see your faction standing?
I don't think so, it is missing from the vanilla game if I am not mistaken.
Yeah, havent seen in vanilla either. :( Really needed though if there is more than few factions.
Also i noticed that if you join one faction, all other factions get hostile right away. So every faction is war at each other and not alliances going on at all?

Is there anyway to make faction neutral after it has gone rampage on you?

Ahh. Thanks for the info.


if you join Hegemony: Indepedent, Interstellar Federation(?) and a few others stay neutral. Tri Tachyon gets hostile. It seems not that everyone is at war with everyone, also the indepedent faction has many trade hubs in different system. Well, except for the Theta Fortress activation than really everyone gets hostile :( even independent.

didn't find anything to make a faction neutral again, there was one when there was still only one star system about 1-2 years ago.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 14, 2014, 10:49:31 AM
I guess my question got lost:
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on March 14, 2014, 12:43:27 PM
I guess my question got lost:
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).


Since when do the followers use stored weapons? I've never seen that.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 14, 2014, 12:56:33 PM
I guess my question got lost:
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).

Since when do the followers use stored weapons? I've never seen that.
they do or my weapons keep disappearing, first I thought I had a save game mixup, but my large weapons (I have loads of different ones and it is hard enough to keep track of the large ones) "disappeared", e.g., 2 Mjolnir Cannons.

now if Uomoz's or some other modder can tell me that this is not an intended behavior I will triple-check again, but I am very confident that some weapons disappeared... well, one possibility could be that built ships get "auto equipped", but as far as I remember I had to put nearly all guns on my ships manually. (I built quite a huge fleet, cause I have loads of materials, yet I miss weapons, cause well, they seem to disappear :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 14, 2014, 01:26:22 PM
I guess my question got lost:
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).

Since when do the followers use stored weapons? I've never seen that.
they do or my weapons keep disappearing, first I thought I had a save game mixup, but my large weapons (I have loads of different ones and it is hard enough to keep track of the large ones) "disappeared", e.g., 2 Mjolnir Cannons.

now if Uomoz's or some other modder can tell me that this is not an intended behavior I will triple-check again, but I am very confident that some weapons disappeared... well, one possibility could be that built ships get "auto equipped", but as far as I remember I had to put nearly all guns on my ships manually. (I built quite a huge fleet, cause I have loads of materials, yet I miss weapons, cause well, they seem to disappear :(

Hi there! What version of the mod are you using? Older versions had a limited storage for the player and some stuff could disappear randomly.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 14, 2014, 01:58:35 PM
1.2... downloaded on the 4th of March 2014... I tried to find a proper version info file or other indicator, but I can't find any.

as far as I know it should be the newest version.

I don't convert weapons into supplies anymore, because I get nearly nothing for it and I have loads of building materials.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 14, 2014, 07:34:28 PM
Is it possible that the Hammerhead Destroyer blueprint can't be "found" or traded? I have loads of blueprints especially from factions that employ the Hammerhead and I have 3-4 of the same battleship blueprints from them, yet today not one time found (or before traded) a Hammerhead blueprint.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on March 15, 2014, 12:25:35 PM
I picked up a Thermal Lance; not sure what mod it's from (same as Graser family).  Anyway, it's a large energy weapon that costs nothing, takes 0 ordnance points, and doesn't have an image (does hella damage though).  Does the game really pull data from weapons.csv?... it looks intentional.  Am I missing something?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: FasterThanSleepyfish on March 15, 2014, 01:12:45 PM
The Thermal Lance is from Kazi's Mayorate mod. I believe it was once on the cruiser for the Mayorate, but it got taken out and replaced with the Grav Cannon. It's one of those weapons which you shouldn't find naturally, and probably a bit cheaty too.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on March 15, 2014, 02:26:35 PM
The Thermal Lance is from Kazi's Mayorate mod. I believe it was once on the cruiser for the Mayorate, but it got taken out and replaced with the Grav Cannon. It's one of those weapons which you shouldn't find naturally, and probably a bit cheaty too.

Exactly, but I found two of them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: FasterThanSleepyfish on March 15, 2014, 04:22:46 PM
Point being? I suggest you throw them in the station storage, that's all.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on March 16, 2014, 07:23:18 AM
Point being?
I think it's a bug.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Isaew on March 21, 2014, 03:01:53 AM
dear Uomoz, you've done a great work!
Thank you.
Its  time that quantity of stuff you've put together started to evolve into some quality code.
The original vanilla game runs more than smoothly on my PC, while your mode activated drains my system completely.
I mean that it seems the time to put more effort into polishing gems of this great collection into a crown, not a pile of treasures.
Thank you
Wish you best,
Isaew
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Kazzthal on March 22, 2014, 12:35:02 AM
I think I have a problem

In some ships beam weapons won't work... For example in the wolf class hull installing beam weapons is not working, I mean I can install them, but they just don't work at all, If I fire them, they create the flux they are suposed to but no laser or animation will show up, targeting an enemy at very very close range with this will take no efect, meaning that these weapons become useles, and a lot of ships seem to have the same problem.

I have reinstalled the mod like 100 times & deleted saved games with no success

I'm using the latest vertion of the game, I have no problem runing ram demanding mods & the latest version of the mod.

This is the very first time I have a problem ever in this great mod.

Great work tho.

Thankx in advance  
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 22, 2014, 05:54:30 AM
I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.
there is a steam version of this game?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tecrys on March 22, 2014, 06:23:29 AM
I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.
there is a steam version of this game?

No
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Kazzthal on March 22, 2014, 06:59:41 AM
haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...

Still, anyone with that problem that I just mentioned ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: gladius2metal on March 22, 2014, 07:02:38 AM
haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...

Still, anyone with that problem that I just mentioned ?
well, check if you really have the current version and also the requirements: you need another mod too.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Taverius on March 24, 2014, 03:01:30 AM
I noticed the factional hull mods (like the BRDY Assault Fitting) are disabled. Is that for balancing or technical reasons?

Edit: Ok, level 20 now, I think its enough for a preliminary assessment.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on March 24, 2014, 03:38:04 PM
Uomoz, is there a way for me to use the Random Variants with Exerelin?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 29, 2014, 12:42:59 AM
Hi guys! Will answer to all feedback later today, for now here's the link to the current working DEV of UsS. Go check the changes, some things are pretty cool (BPs ever more important)!

https://www.dropbox.com/sh/tcdfwh7smxa7p2k/uUy-OWFQQs

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 29, 2014, 04:29:13 AM
Spoiler
Code
java.lang.RuntimeException: Error compiling [data.scripts.plugins.exigency_MacrossMissilePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@e8059e"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/exigency_MacrossMissilePlugin.java, Line 1, Column 1: Invalid character input " " (character code 0)
at org.codehaus.janino.Scanner.produce(Scanner.java:593)
at org.codehaus.janino.Parser.peek(Parser.java:2332)
at org.codehaus.janino.Parser.peek(Parser.java:2353)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:142)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
[close]

crashed just before Main Menu, all old mods deleted, redownload lazyLib (just to be sure)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on March 29, 2014, 05:45:01 AM
*snip code*
crashed just before Main Menu, all old mods deleted, redownload lazyLib (just to be sure)

Confirmed with both 'exigency_MacrossMissilePlugin.java' and 'exigency_RepulsionBeamEffect.java'.

Still going through all the files in the 'data' sub-folders, but these two were the immediate culprits.

Also, (pre-defined) variants for the added Starsector+ ships (the Revenant and the Achilles) are missing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 29, 2014, 06:24:12 AM
Definitely weird, it's working here! Maybe it's just dropbox being bad? :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on March 29, 2014, 06:52:47 AM
Just re-downloaded from that link four posts above this one, just to be sure.

Both aforementioned files, in spite of having the same file size as the earlier DEV releases, are filled with null characters, thus resulting in the crash-on-load.

Easy enough to work around by extracting valid versions of those files from an earlier release ('Date modified' stamps are identical, so...)

Addendum:

Don't suppose asking for all of the music tracks to be moved into a strictly optional add-on is asking for too much?

Granted, it's simple enough to delete any unwanted tracks and edit 'sounds.json' as appropriate to avoid crashes, but hey.

Also, unless you're lucky enough to have a really high speed connection, it'd make uploading less time-consuming as well, ya?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: cestus41 on March 29, 2014, 11:28:39 AM
hey new starsector player here i saw your mod on youtube and it convinced me to buy the game i have tried installing your mod but starsector  cant seem to find it it just plays vanilla and does not appear in the mod list i downloaded and installed the lazy lib and that works and modified the vmparams but it cant seem to pick up the mod and im not sure what im doing wrong??
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 29, 2014, 03:07:50 PM
extract files to the MOD folder ( but you alredy know that) BUT ... dont create a new folder  when extracting like:
   BAD                                                      
d:\STARSECTOR\mods\UomozSector\UomozSector

GOOD
d:\STARSECTOR\mods\UomozSector

Definitely weird, it's working here! Maybe it's just dropbox being bad? :D
i also think this the dropbox issue, cuz when followed the link some files is 3-4 months old
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: cestus41 on March 29, 2014, 03:11:47 PM
yea that is how i have it set up just the uomozSector.7z file on its own in the mod folder it dosent show up i have lazy lib enabled to.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ZhAlias on March 29, 2014, 05:05:11 PM
Am I the only one who have troubles loading save with this mode?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on March 29, 2014, 05:26:46 PM
Am I the only one who have troubles loading save with this mode?

Requires Modified vmparams file to load any game.[/size] Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
For Mac users, the vmparams file is called info.plist and is located in /contents folder.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on March 29, 2014, 05:49:46 PM
yea that is how i have it set up just the uomozSector.7z file on its own in the mod folder it dosent show up i have lazy lib enabled to.

There is your issue, you need to extract the .7z file.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Shield on March 29, 2014, 09:28:04 PM
Well at least you guys can download I keep getting failed to download as zip....sigh
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ValkyriaL on March 30, 2014, 08:20:25 AM
I feel like i should play UC more, i haven't been paying this as much attention as i used to since Exerelin came out, heard a lot of good stuff about it ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 30, 2014, 02:42:24 PM
7z RC1: https://www.mediafire.com/?axf0dccifpfoh2c

added latest SS+ ships and weapons :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on March 30, 2014, 03:21:24 PM
I suppose an official release at last?  Either that, or I've been gone way too long. ;D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on March 30, 2014, 03:25:08 PM
Damn, so many simultaneous releases in barely two days. Why can't i hold all these mods?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Lakis on March 30, 2014, 05:05:40 PM
Damn, so many simultaneous releases in barely two days. Why can't i hold all these mods?

More arms, the better to hold them all with?


Really though, heres a quick list of issues that have come up with a fresh install on Linux Mint 13.  (Ubuntu LTS based.)

Mayorate
Spoiler
Code
java.lang.RuntimeException: Error loading [sounds/fx/l_kayser.wav] resource, not found in [/home/viymese/Games/starsector/./mods/Galatia Complete,/home/viymese/Games/starsector/./mods/LazyLib,/home/viymese/Games/starsector/./mods/UomozSector,../starfarer.res/res,CLASSPATH]

"K" in l_Kayser.wav should be lowercase.
(Already reported in Mayorate thread, figured that it should be said here as well.)
[close]

Exigency
Spoiler

Code
[sounds/exi/fx/exi_weapons/exigency_rr.ogg] resource, not found in [/home/viymese/Games/starsector/./mods/Galatia Complete,/home/viymese/Games/starsector/./mods/LazyLib,/home/viymese/Games/starsector/./mods/UomozSector,../starfarer.res/res,CLASSPATH]

exigency_RR.ogg: "RR" should be lower case. (Shall be posting in exigency topic about this one if its not been reported already.)
[close]


Those are the only two issues, otherwise this is AWESOME!

A really good challenge, can't wait to see how far I get before going pop at the hands of a stray hostile fleet...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MesoTroniK on March 30, 2014, 06:28:41 PM
exigency_RR.ogg: "RR" should be lower case. (Shall be posting in exigency topic about this one if its not been reported already.)

I have been aware of that issue for a while now, but have not bothered to hotfix it. Because by the time I found out about it, that build that people have had access to is incredibly out of date.

I am currently (slowly) working on a huge update to the mod, that might as well be re-launching the whole thing again. I suspect it will be finished in around two weeks though I cannot guarantee this as my schedule is very erratic.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on March 30, 2014, 08:33:25 PM
Damn, so many simultaneous releases in barely two days. Why can't i hold all these mods?
It's because your arms are full of awesome ships you've made! :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Lakis on March 30, 2014, 10:12:15 PM

I have been aware of that issue for a while now, but have not bothered to hotfix it. Because by the time I found out about it, that build that people have had access to is incredibly out of date.

I am currently (slowly) working on a huge update to the mod, that might as well be re-launching the whole thing again. I suspect it will be finished in around two weeks though I cannot guarantee this as my schedule is very erratic.

Ah, well I'm glad that I didn't bother you with it in that topic. ^^;

I'm eager to see what becomes of the faction after the update and would be happy to give you a list of bugs for linux if I'm the first. ^^

If not ah well.

I hope things go well
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on March 31, 2014, 07:11:52 AM
I hope I'm not too late with the TuP update.  :-[
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on March 31, 2014, 09:37:49 AM
Since people like modular ships I will make so one can convert a ship into any of the possible other forms. For example a Talus into a Tarsus, or into a Condor.

Here some examples:

(http://i.imgur.com/GiKWrxj.jpg)

You will only find blueprint for the basic ship (Buffalo mk1, Tarsus, Cerberus etc), but once produced you will be able to convert it in any of the other possible forms (paying a cost).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on March 31, 2014, 02:47:00 PM
Since people like modular ships I will make so one can convert a ship into any of the possible other forms. For example a Talus into a Tarsus, or into a Condor.

Here some examples:

Spoiler
(http://i.imgur.com/GiKWrxj.jpg)
[close]

You will only find blueprint for the basic ship (Buffalo mk1, Tarsus, Cerberus etc), but once produced you will be able to convert it in any of the other possible forms (paying a cost).

I love you. I love you so much. That was my favorite part of when you first started introducing TuP ships!!!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on March 31, 2014, 03:10:00 PM
I love this.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on March 31, 2014, 03:25:27 PM
Getting to convert a ship was great fun in Ironclads.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on March 31, 2014, 04:23:02 PM
I love that, at last!  No more scrounging for that one blueprint of a Tarsus. :)

How will this work with your Void Walkers?  Will they also use the same thing, so if I give them a Tarsus Blueprint, they'll be able to get the Talus, Condor, etc?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 01, 2014, 11:43:54 PM
I'm at the point where i amassed a few frigates and 3 cruisers and it's basically CHEWING trough supplies.And considering enemies don't drop any supplies whatsoever (unlike in vanilla) , im stuck in a process of stagnation...i have no idea what to do, i can't scuttle them because that would just destroy my hard earned ships and would destroy my progress. Maybe make supplies less expensive or make them a more common drop?I mean come on! They're more expensive than the CREW that is using them.  :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 01, 2014, 11:45:02 PM
I'm at the point where i amassed a few frigates and 3 cruisers and it's basically CHEWING trough supplies.And considering enemies don't drop any supplies whatsoever (unlike in vanilla) , im stuck in a process of stagnation...i have no idea what to do, i can't scuttle them because that would just destroy my hard earned ships and would destroy my progress. Maybe make supplies less expensive or make them a more common drop?I mean come on! They're more expensive than the CREW that is using them.  :-\
Buy a freighter?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 01, 2014, 11:46:41 PM

[/quote]Buy a freighter?
[/quote]

How is that gonna solve anything?I have a shitload of cargo space, but the thing is i have NOTHING to fill that space with.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 01, 2014, 11:58:44 PM
How is that gonna solve anything?I have a shitload of cargo space, but the thing is i have NOTHING to fill that space with.
Have you tried supplies?

I admit, I've never had this problem.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on April 02, 2014, 12:20:59 AM
I'm at the point where i amassed a few frigates and 3 cruisers and it's basically CHEWING trough supplies.And considering enemies don't drop any supplies whatsoever (unlike in vanilla) , im stuck in a process of stagnation...i have no idea what to do, i can't scuttle them because that would just destroy my hard earned ships and would destroy my progress. Maybe make supplies less expensive or make them a more common drop?I mean come on! They're more expensive than the CREW that is using them.  :-\


Sounds like your ships are eating more supplies than they're earn'n you. The general thing to do is either take on tougher enemies if you can, or store away the ships that aren't pulling their weight until you can afford their upkeep. You also don't want to have too much extra crew, since they each cost you.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 02, 2014, 12:33:52 AM
How is that gonna solve anything?I have a shitload of cargo space, but the thing is i have NOTHING to fill that space with.
Have you tried supplies?

I admit, I've never had this problem.

My strategy is : Engage pirate/enemy fleet  -> Molest enemy -> Take all -> Sell half electronics/armor scraps/etc. and keep rest as profit -> rinse and repeat

But the credits i get from that aren't enough to buy the supplies necessary for repairs and maintenance.So i have to sell the rest of the things too, and i don't make any profit from that.That basically means the battle cost me more in repairs than the credits i got from the fight.I currently have 90000 credits , 220/488 crew (196 skeleton) 400/600 fuel 320/600 cargo, with 60 supplies and random weapons i got off kaldur and blackrock.


Sounds like your ships are eating more supplies than they're earn'n you. The general thing to do is either take on tougher enemies if you can, or store away the ships that aren't pulling their weight until you can afford their upkeep. You also don't want to have too much extra crew, since they each cost you.

Tougher enemies? I killed the Ashbringer and all i got was 3 hellbores and 100 electronics/scraps.Well, not the WHOLE fleet.Hegemony killed most of them off, but they still had 8 cruisers and frigates + the infernal machine.In general i aim for fleets slightly bigger than mine.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 02, 2014, 01:15:42 AM
Instead of selling them, it may be more cost effective to turn scraps and stuff into fuel and supplies at the Voidwalker fortress, if you aren't already doing so.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 02, 2014, 01:20:36 AM
Instead of selling them, it may be more cost effective to turn scraps and stuff into fuel and supplies at the Voidwalker fortress, if you aren't already doing so.

I had no idea the void walker fortress did that.When i found it, i didn't activate it, because i thought it would make all factions attack me on sight... but , considering the only ones that aren't after my ass are Hegemony and the "Sindrian Dilaktat" , i don't have that much to lose, eh?

http://hydra-media.cursecdn.com/dota2.gamepedia.com/f/fa/Sven_rare_06.mp3
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Creepin on April 02, 2014, 02:42:50 AM
Actually, I had to put aside Uomoz Journey for a time being due to the same problem as BlittzOff. I have tried two separate approaches, playing for Voidwalkers and Hegemony respectively, and in both cases I made pretty good money at start, but as soon as I get my first Onslaught, the profit from almost any combat falls below the expenses to repair after said combat. Now, supposedly I could stick with cruisers forever, having steady profit, but what fun is it? I believe that the endgame content of Starsector is to field 5 Onslaughts, to be afraid of absolutely no fleet, and to be able to erase any possible opposition from existence by the sheer power of mindless frontal assault. Is this not the case for Uomoz Journey, or am I missing something necessary to have such endgame content?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ValkyriaL on April 02, 2014, 08:50:52 AM
UsS is more realistic and considerably harder than vanilla. you CANNOT roflstomp fleets in this, you have to use tactics to win.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 02, 2014, 10:10:54 AM
Actually, I had to put aside Uomoz Journey for a time being due to the same problem as BlittzOff. I have tried two separate approaches, playing for Voidwalkers and Hegemony respectively, and in both cases I made pretty good money at start, but as soon as I get my first Onslaught, the profit from almost any combat falls below the expenses to repair after said combat. Now, supposedly I could stick with cruisers forever, having steady profit, but what fun is it? I believe that the endgame content of Starsector is to field 5 Onslaughts, to be afraid of absolutely no fleet, and to be able to erase any possible opposition from existence by the sheer power of mindless frontal assault. Is this not the case for Uomoz Journey, or am I missing something necessary to have such endgame content?

Void Walkers fixed everything for me. Considering i get 200 electronics and an average of 40 scraps/cores/etc.  and that the scrap to supply conversion is 1/1 , i'm set.Mastery pats give 80 credits- supplies cost 120. Now i no longer have to drag myself trough the pain of losing all my hard earned credits for repairs.

And you can't just blast your way tough this mod with sheer power.My approach was to create a small pack of average ships and swarm the enemy by killing their small frigates and overwhelm bigger ships as they weren't able to block all the things i threw at them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 03, 2014, 10:33:09 AM
I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 03, 2014, 10:47:04 AM
I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.

Next version will have a more aggressive combat ai in general, less xp gain, less bp drop, even more optimized and strong enemy variants. And less buffaloes.

LETS HAVE "FUN".
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on April 03, 2014, 12:41:20 PM
Well, you do have to invest an initial 5000 credits to even be able to get blueprints, so that's going to stall you a bit.  Still, selling blueprints for 10K + credits is lifesaver sometimes.

Well, with the rise of the single blueprint giving the ability to make all the variants of a ship, I could agree.  Maybe increase the price you sell them for a bit then.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: BlittzOff on April 03, 2014, 10:26:37 PM
I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.

Next version will have a more aggressive combat ai in general, less xp gain, less bp drop, even more optimized and strong enemy variants. And less buffaloes.

LETS HAVE "FUN".

Why less exp gain? I can barely crawl up to lvl 16.And the upgrades are mostly insignificant, except for the 5 and 10 points milestones.
I can't see how the AI can get more agressive , they've been coded by kamikaze pilots.

You can't sell the blueprints once you go with the Void Walkers , so you might want to add some 'diplomacy' system where attacking a faction's enemies makes them friendly or something...

We'rent Buffaloes rare as ***?I only saw 3 so far.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on April 03, 2014, 11:22:38 PM
Is it possible to create a hard mode right now? Or is that something Alex would have to code in? Cuz I get some of the complaints of easiness but at the same time I do feel you've got a nice balance right now
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 04, 2014, 08:39:27 AM
Would be cool if we could know what other mods version UsS is using, i was a bit sad to see BRDY's Imaginos lacking its recent upgrade.

Anyway, i played it for a while now. That was load of fun. The only thing i really noticed was that some faction never left their own systems. Mayorate never leave thought that may be because there's always a giant Ifed fleet hovering their jump point and blocking everything that try to get in or out (those d*ckbags screwed me over and over in my Mayorate campaign). Don't see much PACK and junk pirates either, aside from an occasional scout flying around. Never spotted Exigency out of their blackhole as well.

Also i was wondering, is it even possible to play a Nomad campaign? Their home system is on the edge of the sector, the supply and fuel cost to get from there to around Corvus must be insane! I haven't tried yet but given how i struggled already with a neighbor system, doing it with Normads must be crazy.

It would be good if factions had some features the void walkers fortress have. The most important would be the convert scraps to supplies (also why those useless green crew give almost nothing when thrown in the meatgrinder? That would be so convenient!). Starting with a faction seems easier as you can get quick ships and weapons but later the supply cost prevent you from growing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Roddy Mcrizzle on April 06, 2014, 01:50:44 PM
Anyone have suggestions on starting? I am having a terrible time getting up and running. I went to the voidwalkers right off the start, but it makes every faction hostile so I can't go anywhere without fleets 10x my size accosting me. I can handle the little ones, but the big ones are just as fast as me.

Any tips would be appreciated.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 06, 2014, 02:38:05 PM
Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).

The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).

I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.

You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.

I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.

Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Roddy Mcrizzle on April 06, 2014, 10:27:42 PM
Thanks for the advice. It was a great help.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sirboomalot on April 07, 2014, 05:05:44 AM
Using the latest download link posted in this thread, and I believe the Void walker station is STILL eating weapons when you have too many. Having just returned to the station with quite a bit of loot and weapons, I noticed that I had 3 exigency corp Sidewinder missile launchers already in the station, and queued up several missile ships to be constructed in order to wield them. After dumping the loot and waiting for the new ships to be constructed, I immediately went into the refit screen, only to discover that the missiles I was after had disappeared.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 08, 2014, 10:22:53 PM
(http://i.imgur.com/2zTgpFw.png)

YAY! You can now actually CHOOSE what pinata field in battle!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 09, 2014, 12:40:20 AM
YAY! You can now actually CHOOSE what pinata field in battle!
Awesome.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 09, 2014, 04:07:28 AM
(http://i.imgur.com/DEB3bB3.png)

Also ship per ship custom combat AI!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: mendonca on April 09, 2014, 06:24:20 AM
Oh wow!

That is cool.

-

On Us S in general, have you given any thought to 'generalising' the faction specific ship parts?

e.g. Reinforced Federation Plates, which I pick up on occasion when I flit out to the 'south' side of the Sector, are pretty useless to me, because I don't have any useful federation blueprints.

I guess, I'm concerned that the specificity of the parts makes having to 'Farm' that faction as the only solution to making more ships - particularly when Walking t' Void. Sometimes I don't want to do that.

It might be nicer if there was a bit of synergy to some of the specific parts, particularly the more 'generic' (at least in terms of lore) factions (or ships?)

e.g. Junk Pirates and IFED are, as far as I can tell, pretty normal in terms of engineering. It might be reasonable to be able to make them from 'normal' (hi / low / mid) parts.

SHI and BRDY are a bit specialist, perhaps its reasonable to keep these separate - especially the headliners like the Desdinova or Imaginos (or even the relatively specialist Seski).

Would make accidental blueprint gains more useful (whether that is a good or bad thing), especially if the intention is to reduce the frequency of blueprint drops.

The thought occured to me, anyway, not sure if you had thought about anything like that :) (and I appreciate it would be a lot of work to replan)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 09, 2014, 06:26:52 AM
The ability to set ship behavior?  That's great!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 09, 2014, 06:39:44 AM

On Us S in general, have you given any thought to 'generalising' the faction specific ship parts?

e.g. Reinforced Federation Plates, which I pick up on occasion when I flit out to the 'south' side of the Sector, are pretty useless to me, because I don't have any useful federation blueprints.

I guess, I'm concerned that the specificity of the parts makes having to 'Farm' that faction as the only solution to making more ships - particularly when Walking t' Void. Sometimes I don't want to do that.

It might be nicer if there was a bit of synergy to some of the specific parts, particularly the more 'generic' (at least in terms of lore) factions (or ships?)

e.g. Junk Pirates and IFED are, as far as I can tell, pretty normal in terms of engineering. It might be reasonable to be able to make them from 'normal' (hi / low / mid) parts.

SHI and BRDY are a bit specialist, perhaps its reasonable to keep these separate - especially the headliners like the Desdinova or Imaginos (or even the relatively specialist Seski).

Would make accidental blueprint gains more useful (whether that is a good or bad thing), especially if the intention is to reduce the frequency of blueprint drops.

The thought occured to me, anyway, not sure if you had thought about anything like that :) (and I appreciate it would be a lot of work to replan)


Mmh, actually the situation right now works like this:

Every ship needs 4 part types: vanilla ships (+ TuP, cyc's PP and meso's TiM) only need either low, mid or high tech parts for every type (armor, scrap, engine and flux). These are basically high, mid, low tech components, 4 of each type, so there are the 16 "vanilla" parts in the game. These are very common and easy to find, and with them one can build most of the ships. Every extra tech (BR, SHI, NOM, PCK...) add 1 more type, for example PCK uses lowtech scraps (generalistic), lowtech flux(generalistic), lowtech engines(generalistic), and pck armor(specialistic). So "farming" pieces for the "non-vanilla" factions is somewhat a requirement to use their ship, unless you find their components in some other way *events, hint hint*.

EDIT: New Dev with the things in the screenshots!
https://www.dropbox.com/s/tucwn1rjj6bd692/UomozSector.7z
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TheKillerWolf on April 09, 2014, 06:07:15 PM
not sure if you found this or not but i ran into a bug with the void walkers.  the claymore fighter wing costs 0 parts to make. or its not displaying what it takes. ill have to double check to see what one it is.

EDIT: scratch that its taking the parts its just not displaying the list when you go to make it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on April 09, 2014, 09:27:43 PM
crash on startup never loads or anything
just the dropbox dev you just posted and lazylib 1.8c

Spoiler
6776 [Thread-5] ERROR sound.B  - org.lwjgl.LWJGLException: Could not locate OpenAL library.
org.lwjgl.LWJGLException: Could not locate OpenAL library.
   at org.lwjgl.openal.AL.create(AL.java:151)
   at org.lwjgl.openal.AL.create(AL.java:102)
   at org.lwjgl.openal.AL.create(AL.java:201)
   at sound.B$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
6950 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
   at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
   at org.lwjgl.openal.AL10.alDistanceModel(AL10.java:1303)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 10, 2014, 03:16:08 AM
Try this: http://www.mediafire.com/download/gf8h7cnt0x370w7/UomozSector+1.3+RC2.7z
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 10, 2014, 07:56:09 AM
i got strange frame drops when flying around
yesterday i was playing older ver & it was all peachy
did you add anything new effects to the map or increase fleets or something ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 10, 2014, 08:28:46 AM
I don't know! Having a good PC I don't really know how to spot this kind of things :(. In my dev is all smooth as always.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 10, 2014, 11:58:09 AM
also this :
Spoiler
Code
2008688 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.PlayerArmySpawnPoint.AddD(PlayerArmySpawnPoint.java:297)
at data.scripts.uss.PlayerArmySpawnPoint.CreateGenericFleet(PlayerArmySpawnPoint.java:251)
at data.scripts.uss.PlayerArmySpawnPoint.spawnFleet(PlayerArmySpawnPoint.java:104)
at data.scripts.uss.PlayerArmySpawnPoint.advance(PlayerArmySpawnPoint.java:67)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Alzrius on April 10, 2014, 03:20:45 PM
Just ran into this error after a few minutes of playing the second Dev version you linked:
Spoiler
2049013 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.PlayerArmySpawnPoint.AddFW(PlayerArmySpawnPoint.java:313)
   at data.scripts.uss.PlayerArmySpawnPoint.CreateGenericFleet(PlayerArmySpawnPoint.java:253)
   at data.scripts.uss.PlayerArmySpawnPoint.spawnFleet(PlayerArmySpawnPoint.java:104)
   at data.scripts.uss.PlayerArmySpawnPoint.advance(PlayerArmySpawnPoint.java:67)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 10, 2014, 05:46:06 PM
Left the game at the main menu while I got something to eat with the most recent link, came back and it said this.
Spoiler
339511 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [thunderchild_blue_Assault] not found!
java.lang.RuntimeException: Ship hull variant [thunderchild_blue_Assault] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.class(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 10, 2014, 05:48:36 PM
I just noticed... Are you supposed to be able to farm your void walkers followers? You can left the hound as a default blueprint and they'll eventually form massive herd of those, very easy to take down with the right weapons, lot of free juicy exp.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 10, 2014, 10:48:07 PM
New RC!

http://www.mediafire.com/download/1dpd80ckgo8wyyn/UomozSector_1.3_RC3.7z

Dimished the lag drastically, squashed bugs, added new tup stuff.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 11, 2014, 04:34:28 AM
So far no crashes. The mission "TuP Collection" doesn't work as it hasn't been updated and still looks for the Vulture instead of the Buzzard.

BTW, did you add the Hawk fighter wing and / or the Hawk Ranger frigate?


I like the starting ships.  :)


By the way, did Cycerin do the new loading icon and bar?  :) The style reminds me of Cyc's sharply defined graphics in his artwork.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Vensalir on April 11, 2014, 04:26:27 PM
Love the mod so far, especially the void walker faction. It's a complete game changer, although I would have liked to maintain at least neutral standing with the independents.
The new soundtrack is also really cool, especially the combat one. Were you inspired by any game in particular ? I think I am hearing small bits of Human Revolution's soundtrack mixed in with some X3/X3TC in the general ambient one  ;)

Also, it's very very stable for a mod with so many features not present in the base game. Only crashed once so far.

Really great job  :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 13, 2014, 07:33:39 AM
RC 3 is unplayable for me, 20 FPS at 0% Idle everything moves in slow-mo :(. Haven't been around for a while last version I played was DEV4 an that worked ok.  :-\
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 13, 2014, 08:09:33 AM
RC 3 is unplayable for me, 20 FPS at 0% Idle everything moves in slow-mo :(. Haven't been around for a while last version I played was DEV4 an that worked ok.  :-\

Mhh, since I cannot reproduce it on my pc, can you describe exactly what you did? Any other mods installed? Is is immediately broken or after a while?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 13, 2014, 08:49:43 AM
I didn't do anything special, just moved RC3 into mods folder and fired up a game. It unfortunately lags quite hard at the start and after about 20 min it sorta gets a little better but still slow-mo in certain situations. The combat however works fine.

Oh, and I don't have other mods in the mods folder.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 13, 2014, 09:06:58 AM
I didn't do anything special, just moved RC3 into mods folder and fired up a game. It unfortunately lags quite hard at the start and after about 20 min it sorta gets a little better but still slow-mo in certain situations. The combat however works fine.

Oh, and I don't have other mods in the mods folder.
got similar things, i think it's about some fleets or fleet behavior, & things gets worst when flying into a system (even vanilla ones)
so if previous build was more stable & nothing new was added then the problem must be in someone's mod
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 13, 2014, 09:16:42 AM
As a side note, how are you supposed to progress? I mean there are few small ship fleets that i can tackle with my starter ships, and the little money that i make is lost on repairs, or am I missing something here?
There is almost no way to kill a cruiser with a starter ship, unless you're lucky and get a badass starting ship I guess?
Is there another way to make credits other than blowing ships up at this point?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on April 13, 2014, 09:19:41 AM
Well, you do get those ship parts (the Electronics, scraps, etc.) which can be sold for quite a lot of credits.  You also start off with something like 200 supplies, which should keep you in the green if you're near a station to get those quick, cheap repairs after a battle.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 13, 2014, 09:58:04 AM
As a side note, how are you supposed to progress? I mean there are few small ship fleets that i can tackle with my starter ships, and the little money that i make is lost on repairs, or am I missing something here?

Low-tech ships are usually cheaper to repair and they are good enough to take down pirate scouts.

My problem with this RC3 isn't how to make money but rather how to buy ships. I joined the Hegemony and their station is almost never re-supplied, i'm stuck with hounds, drams and other TuP civilians ships. Where's my Enforcer? My Condor? My Talons? I don't know if this is supposed to be like this but now the progress of my fleet is awfully slow, i'm forced to grind pirates to get blueprints, which take ages.

Civilians scrap ships are fun and all but that's not with those that you can take down a pirate Dominator.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 13, 2014, 04:16:54 PM
So far no crashes. The mission "TuP Collection" doesn't work as it hasn't been updated and still looks for the Vulture instead of the Buzzard.

BTW, did you add the Hawk fighter wing and / or the Hawk Ranger frigate?


I like the starting ships.  :)


By the way, did Cycerin do the new loading icon and bar?  :) The style reminds me of Cyc's sharply defined graphics in his artwork.

Updated that mission in dev. Whopsie! The wings and frigate are kind of meh, I'll see if they grow on me. Yeah the new starting art is from Cyc himself :).

Love the mod so far, especially the void walker faction. It's a complete game changer, although I would have liked to maintain at least neutral standing with the independents.
The new soundtrack is also really cool, especially the combat one. Were you inspired by any game in particular ? I think I am hearing small bits of Human Revolution's soundtrack mixed in with some X3/X3TC in the general ambient one  ;)

Also, it's very very stable for a mod with so many features not present in the base game. Only crashed once so far.

Really great job  :)

Thanks! All the assets comes from mods, the soundtrack may come from Tore up Plenty, or Blackrock, or Majorate or Exigency.

RC 3 is unplayable for me, 20 FPS at 0% Idle everything moves in slow-mo :(. Haven't been around for a while last version I played was DEV4 an that worked ok.  :-\

I made further changes in my dev making it all silky smooth (on my rig). It does'n't even stutter anymore. I will release it later tonight, let me know how it fares!

As a side note, how are you supposed to progress? I mean there are few small ship fleets that i can tackle with my starter ships, and the little money that i make is lost on repairs, or am I missing something here?
There is almost no way to kill a cruiser with a starter ship, unless you're lucky and get a badass starting ship I guess?
Is there another way to make credits other than blowing ships up at this point?

The latets RC is even harder then before (generally less components to find). The trick is killing destroyers (like buffaloes), they give a lot compared to frigates. The amount of stuff you can find in a wreckage is related to its FP cost and its Class (1x for frigates, 2x for destroyers, 3x for cruisers, 5x for capitals). So, try killing buffaloes (10x2), not hounds (3x1). I'm waiting the next official SS patch before introducing new ways to make money/parts/BPs.

My problem with this RC3 isn't how to make money but rather how to buy ships. I joined the Hegemony and their station is almost never re-supplied, i'm stuck with hounds, drams and other TuP civilians ships. Where's my Enforcer? My Condor? My Talons? I don't know if this is supposed to be like this but now the progress of my fleet is awfully slow, i'm forced to grind pirates to get blueprints, which take ages.

Civilians scrap ships are fun and all but that's not with those that you can take down a pirate Dominator.

Latest DEV i moved all the military assets to "private" lists, so the player has basically no way to purchase military grade vessels. The only way to access them is via BPs, so you can use random BPs you find or trade enemy BPs for ones from your faction.

The pace is intentionally slower then vanilla, to make acquiring new assets a more satisfactory moment. That said, now a civilian ship can usually be modified in a military grade vessel, via the modification system (ex. a Tarsus into a Condor).

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Bulzeeb on April 13, 2014, 07:24:42 PM
Hi, is there a way to edit all of the fleets in all factions to be, say, 3x bigger?
Other than going in and editing every single fleet in each faction one at a time...

Also: How do you obtain your faction's core parts...? Other than waiting for them to restock at their stations...?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 13, 2014, 07:33:08 PM
So if I'm reading that right, then you can't get any sort of hegemony fightercraft without blueprints?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 13, 2014, 08:09:45 PM
Hi, is there a way to edit all of the fleets in all factions to be, say, 3x bigger?
Other than going in and editing every single fleet in each faction one at a time...

Also: How do you obtain your faction's core parts...? Other than waiting for them to restock at their stations...?

Mhh there's no way to do it currently, since all spawnpoints are inside the JAR, and precompiled. I'll make an option or something in the future though!

The core parts are obtained by buying them at the station or by destroying something of the same tech of the ship you want :).

So if I'm reading that right, then you can't get any sort of hegemony fightercraft without blueprints?

I'll add some cheap fighters to the civilian lists :).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Bulzeeb on April 13, 2014, 08:52:03 PM
So that'd mean I'd have to leave my faction to build their ships eh? :<
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 13, 2014, 11:18:45 PM
So that'd mean I'd have to leave my faction to build their ships eh? :<

Not really, you just need to buy the components and exchange some enemy blueprints for you facrion's.

BTW, RC5! https://www.mediafire.com/?6t7d6lzs9uf6add
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 14, 2014, 07:39:36 AM
RC5
5 lvl on fleet management
have a little help from Lazy Console Command :P but soon as build up lvl & cash i turn off the Console Command ( it was the 1'st time whae i use this mod)
Spoiler
(http://i.imgur.com/6z7vcBp.png?1?3969)
[close]
this is all hounds, but i'll waite some time, remove hounds from the void's blueprints to use & replace with other frigate then i saw the very same thing (but with less ships in fleets)
but not ALL the fleets are like that, 2/3 are good
PS: can't really tell there much improvements with the lagg's, the beginings are the worst FPS - 9-10 but later it's bit better but not that better as in prev ver.
i figure that much is about the fleet size & numbers in the game SO... maybe is there any way to turn off visible ships that are in the fleet ? because you know, all that fleets & ships minatures its quite a lot to display
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 14, 2014, 08:48:18 AM
The pace is intentionally slower then vanilla, to make acquiring new assets a more satisfactory moment.

Making the pace slower is one thing, making it a grindfest is another.

Even on RC5, all i'm doing is camping the pirate station and wait for a fleet of my size to spawn. Also following Tri-tachyons cruisers until they engage the Hegemony, hoping it manage to get away with 0 CR for an easy pick. I'm also forced to artificially maintain my fleet to a small size to prevent the enemy to run away from me as there's an empty hole between scouts fleets and attack fleets where you can't attack neither ones.

Currently it kinda feel like a Korean mmo where you need to farm a gazillion random pig to get to level 2.

Also i was wondering, why Kadur have been removed? Oasis and Mirage were pretty lively systems that gave an alternative to Corvus.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 14, 2014, 09:06:47 AM
I'd second that, Helmut. Theres no point in getting large ships from your faction (or just large ships in general) unless you can get an entire fleet of them at once, since the player fleet is either fast enough and full of frigates/destroyers, or not quite big enough to fight anything it can catch.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 14, 2014, 09:40:27 AM
The pace is intentionally slower then vanilla, to make acquiring new assets a more satisfactory moment.

Making the pace slower is one thing, making it a grindfest is another.

Even on RC5, all i'm doing is camping the pirate station and wait for a fleet of my size to spawn. Also following Tri-tachyons cruisers until they engage the Hegemony, hoping it manage to get away with 0 CR for an easy pick. I'm also forced to artificially maintain my fleet to a small size to prevent the enemy to run away from me as there's an empty hole between scouts fleets and attack fleets where you can't attack neither ones.

Currently it kinda feel like a Korean mmo where you need to farm a gazillion random pig to get to level 2.

Also i was wondering, why Kadur have been removed? Oasis and Mirage were pretty lively systems that gave an alternative to Corvus.

I'm sorry you feel that way, I find the slower pace more appealing to my tastes, and makes me come back to a previous character more willingly. Given the rarity of effective military ships, creating a small elite group of captured/produced vessels is the core idea of the mod. I completely suggest moving your attack area outside of the comfort zone (Corvus) to the risk zone (Hyper), the price of the fuel is quickly compensated by the variety of fleets around.

About the gap you mentioned between scouts (scavengers) and attack fleets (raiders):

Scavengers FP range: 3, 20
Raiders FP range: 25, 75

It's possible that compared to vanilla there are less pirate fleets (to lessen the memory issues) and that's why I suggest you to take some risks and move around instead of camping an area over and over.

Kadur was removed since they were not updated and the quality was kind of lackluster.

RC5
5 lvl on fleet management
have a little help from Lazy Console Command :P but soon as build up lvl & cash i turn off the Console Command ( it was the 1'st time whae i use this mod)
Spoiler
(http://i.imgur.com/6z7vcBp.png?1?3969)
[close]
this is all hounds, but i'll waite some time, remove hounds from the void's blueprints to use & replace with other frigate then i saw the very same thing (but with less ships in fleets)
but not ALL the fleets are like that, 2/3 are good
PS: can't really tell there much improvements with the lagg's, the beginings are the worst FPS - 9-10 but later it's bit better but not that better as in prev ver.
i figure that much is about the fleet size & numbers in the game SO... maybe is there any way to turn off visible ships that are in the fleet ? because you know, all that fleets & ships minatures its quite a lot to display

How much ram do you have? CPU specs? Can you send me a version that was smooth?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 14, 2014, 11:11:20 AM
AMD Athlon 64
3200+
2.22GHz, 1.5 GB RAM

latest smooth yoyr mod ver was: UomozSector 1.3 RC1

i also check UomozSector 1.3 RC1 laggines from the Start (NEW GAME)
So day 1 from the start i got solid 27-38 FPS
(got day 1 screen from all spawned fleets)
Spoiler
(http://i.imgur.com/x2e5gY6.png)
[close]

so i do the same thing for curret build : UomozSector 1.3 RC5
NEW GAME day 1: 
9-14 FPS
& screen
Spoiler
(http://i.imgur.com/w0tY7fj.png)
[close]

why i took screens ? to check if this all about fleets & their numbers & i still think this is about some NEW effect on the map screen or anything like that, maybe some new backgrounds or light effects, i dunno
but this is the 1'st time that i have TAHAT much problems with your mod
& i know this isn't just about my CPU spec
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 14, 2014, 01:01:50 PM
I think it may be related to the sheer amount of stuff that has to be allocated in the RAM (UsS now includes a lot of music for example). Try deleting this:

"music":{
      
      "music_campaign":[
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},
         {"file":"ambient2.ogg","source":"sounds/ilk/music/"},
         {"file":"stellarremnant.ogg","source":"sounds/exi/music"},
         {"file":"Stellar Rust.ogg","source":"sounds/BR/music"},
         {"file":"StianStark-Starfarer-Exploration_Alpha.ogg","source":"sounds/music/music.bin"},
         {"file":"Blackrock.ogg","source":"sounds/BR/music"},
      ],
      
      "music_combat":[
         {"file":"battle2.ogg","source":"sounds/ilk/music/"},
         {"file":"battle3.ogg","source":"sounds/ilk/music/"},
         {"file":"Magnetic Caress.ogg","source":"sounds/BR/music"},
         {"file":"battle_ambience_01_v02_loudest.ogg","source":"sounds/music/music.bin"},
      ],
   },

From the sounds JSON in the mod and let me know if it's better.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DeathRay on April 14, 2014, 01:22:33 PM
Just a short question:
Where does the Archon-class Destroyer come from?

I've never seen it in any other mod and I thought Uomoz's sector is an collection, so I assumed there would be no exclusive ships.

Just asking, cause I freaking love that monster :o
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cycerin on April 14, 2014, 01:34:24 PM
Its part of some ships I've been making for their own sake, and Uomoz wanted to implement them. The Archon and Arachne are all I've done some far, but I'll probably make more. Glad you like it. :D

Also yeah Erick, the new logo is my work.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DeathRay on April 14, 2014, 01:42:36 PM
Thump up for Cycerin, for making the ship
and
Thump up for Uomoz, for implementing it

 :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on April 14, 2014, 07:33:46 PM
I'm beginning to suspect my computer is the culprit here....

Spoiler
7839 [Thread-5] ERROR sound.B  - org.lwjgl.LWJGLException: Could not locate OpenAL library.
org.lwjgl.LWJGLException: Could not locate OpenAL library.
   at org.lwjgl.openal.AL.create(AL.java:151)
   at org.lwjgl.openal.AL.create(AL.java:102)
   at org.lwjgl.openal.AL.create(AL.java:201)
   at sound.B$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
8018 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
   at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
   at org.lwjgl.openal.AL10.alDistanceModel(AL10.java:1303)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

edit: somehow, reinstalling the audio driver (unrelated issue, or apparently not) fixed this. not gonna question it
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 14, 2014, 07:51:58 PM
I'm beginning to suspect my computer is the culprit here....

Spoiler
7839 [Thread-5] ERROR sound.B  - org.lwjgl.LWJGLException: Could not locate OpenAL library.
org.lwjgl.LWJGLException: Could not locate OpenAL library.
   at org.lwjgl.openal.AL.create(AL.java:151)
   at org.lwjgl.openal.AL.create(AL.java:102)
   at org.lwjgl.openal.AL.create(AL.java:201)
   at sound.B$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
8018 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
   at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
   at org.lwjgl.openal.AL10.alDistanceModel(AL10.java:1303)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

edit: somehow, reinstalling the audio driver (unrelated issue, or apparently not) fixed this. not gonna question it
OpenAL is related to audio actually. So yeah.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on April 14, 2014, 11:52:04 PM
Did a bit of playing today while procrastinating for an exam. I'm getting a ton of lag on the campaign map from the very start. If the lag is due to the audio, you could always go through and reduce the bitrate to reduce the strain on memory (128 kbps will reduce music file size and you won't notice a difference in quality really). Also turn down the volume of the louder tracks while you're at it, some tracks are MUCH louder than others.

And DEAR GOD, the Mayorate are hard to beat. You'd think I'd have it down, having created the faction and all, but man, they just handed my ass to me repeatedly (I was playing the Blackrock guys). Might have to rebalance a few things for my next update haha...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MesoTroniK on April 15, 2014, 12:59:55 AM
I just wanted to drop by here and comment on the performance issues some people are having.

To put it simply I do not think this is a memory problem, on the start of a new game Starsector consumes about 807 megabytes of memory when running this mod. My computer is extremely powerful and causes me to view mod performance issues with rose colored glasses (it is literally impossible for me to drop below 60fps under any circumstances). But memory use will remain roughly the same between users no matter how powerful your rigs are unless you are actually running out of system memory and it starts storing some information in the page file, and that will make your fps drop dramatically. When I disabled music completely in the sounds.json the total memory used curiously did not change any substantial amount.

One other thing I did take not of is that UsS consumes about 450 megabytes of Vram. So in the end I am not able to help diagnose this issue really with the kind of hardware I have but I can say what I do not believe the problem is...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 15, 2014, 01:45:04 AM
Turns out Oxes have a huge impact on campaign framerate (?????????). Reduced their number greatly for fixed 60fps + 40% idle all the time in DEV.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 15, 2014, 02:59:48 AM
New fixed RC:

https://www.mediafire.com/?lriul66blssw48l
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MesoTroniK on April 15, 2014, 03:06:07 AM
The new fixed RC most definitely corrected the issue.

RC5 campaign start: 60 fps 19% idle average

RC6 campaign start: 60 fps 90% idle average
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on April 15, 2014, 04:51:07 AM
You bastard, Uomoz.  Now I must start a new campaign to play the new fixes...lol.  But I can certainly say that this is one of the most commonly updated mods I've seen in my life so far. :D Good job, keep it up!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: 23kulpamens on April 15, 2014, 05:21:52 AM
You should mention in description that mod is playable only at x64 bit version of Java and 4G allocated memory. Otherwise you won't have enough time to do anything in game before it crashes with OutOfMemory error.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 15, 2014, 05:52:01 AM
You should mention in description that mod is playable only at x64 bit version of Java and 4G allocated memory. Otherwise you won't have enough time to do anything in game before it crashes with OutOfMemory error.

It's written with huge letters in the OP :).

You bastard, Uomoz.  Now I must start a new campaign to play the new fixes...lol.  But I can certainly say that this is one of the most commonly updated mods I've seen in my life so far. :D Good job, keep it up!

Thanks!

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 15, 2014, 06:09:12 AM
RC6 really improved things for me, great job man. :) Did you reduce BP drop rate? Cause i've killed like 10-12 fleets and I've yet to find 1 BP. The new music is great, will you be adding more?

Offtopic: Friendly AI is really wonky, they tend to not engage ships at range and not use their missile systems properly, aside from the fact that they die quite quickly vs enemy ships. Has this problem always been in the game?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on April 15, 2014, 08:15:56 AM
I have noticed the poor missile AI, i never used to use them but with this mod you use whatever you can get your hands on. (a timberwolf with an LPG and voidspears for instance) The AI barely ever fires missiles in any mod/vanilla. It is like the poor fleeing and chasing AI, it is how it is. Knowing when to fire a weapon with so little ammo is something that still annoys me, the AI would struggle.

Back on topic: I love this mod!
And how on earth did you figure out it was the oxes??? clearly you were surprised too.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Ranakastrasz on April 16, 2014, 06:04:17 AM
You seem to spawn in with no fuel, drift towards the nearest system, and tend to run into an enemy fleet which tears you apart.

At least it lets you start with an extra level.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 16, 2014, 06:09:29 AM
I've never run into an enemy fleet on the first warp-in. I have appeared in dangerous proximity to a fleet that couldn't catch up to me before though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 16, 2014, 06:52:54 AM
Thank you all for the feedback!

RC6 really improved things for me, great job man. :) Did you reduce BP drop rate? Cause i've killed like 10-12 fleets and I've yet to find 1 BP. The new music is great, will you be adding more?

Offtopic: Friendly AI is really wonky, they tend to not engage ships at range and not use their missile systems properly, aside from the fact that they die quite quickly vs enemy ships. Has this problem always been in the game?

Yeah BP drops are definitely rarer, but with the conversion system you can transform a ship in many of its variants! The music is all provided by the mods I integrated, pretty good stuff! About the AI: I didn't change much, are you sure you set proper weapon groups? It's really important to let the AI have good weapon groups to use (not all weapons in 1 group).

Back on topic: I love this mod!
And how on earth did you figure out it was the oxes??? clearly you were surprised too.

That was very hard and frustrating and totally surprising.

You seem to spawn in with no fuel, drift towards the nearest system, and tend to run into an enemy fleet which tears you apart.

At least it lets you start with an extra level.

Yep it's intended and written in the starting dialogue. Escaping from big fleets is really easy, even if they manage to catch up and start the retreat battle, since you only have frigates.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 16, 2014, 09:25:11 AM
You should mention in description that mod is playable only at x64 bit version of Java and 4GB allocated memory (to a mere 3GB or something). Otherwise you won't have enough time to do anything in game before it crashes with OutOfMemory error.

Hmm. I am running Starsector only off a 32x version of Java and I believe my 4G is actually limited due to 32x Windows. While laggy at times, it has run quite well so far. I probably have to run a longer game to make sure the savegame doesn't grind to a halt. But so far, so good.

Make sure to set your vmparams to -Xms1024m. You probably already did this. I'm justing putting it up as a general reminder.


You seem to spawn in with no fuel, drift towards the nearest system, and tend to run into an enemy fleet which tears you apart.

At least it lets you start with an extra level.

It can take a few extra tries, in case you start up in the arms of a hostile fleet. Or it can go well right off the bat. Thing is, the "out of fuel" start ensures a fairly random and unique start. Every time, which is great!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 16, 2014, 10:07:12 AM
If I was going to complain about the start, it would be the ship selection screen. Sometimes it only gives you a choice between a mercury transport and a similarly weak and small ship, sometimes it gives your four ships to choose from. I saw a guy start with a mayorate ship (which would be awesome to have happen) in his video but I've never gotten that to appear.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 16, 2014, 10:08:53 AM
I think the stronger military frigates, like that Mayorate Lilith, have been cut as starting ships.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 16, 2014, 10:10:33 AM
If I was going to complain about the start, it would be the ship selection screen. Sometimes it only gives you a choice between a mercury transport and a similarly weak and small ship, sometimes it gives your four ships to choose from. I saw a guy start with a mayorate ship (which would be awesome to have happen) in his video but I've never gotten that to appear.

Yeah it's based on random lists and it gives the player only very weak ships atm. It's intended to be like that, you can get the Underdog any time though.

DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 16, 2014, 10:29:19 AM
Yeah, very weak would describe all the starters I've tried, certainly. The only ones that tend to last for me are Enlils with no rockets as a companion ship (I had a start that gave all of my ships annihilator rockets once, which was hilarious but quickly dead), and sometimes a scalaron-armed mercury as tertiary backup if it survives the first battles. Pre-voidwalker station, the couple games I've played I've had the most success taking a Sickle frigate from someone (don't remember who, but it was my most recent save in RC5) after a battle, or sneaking into mayorate space and joining them, then trading my flagship and/or credits for a Lilith.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 16, 2014, 11:56:53 AM
I'm not sure what you mean by conversion, you can take a ship and change it to a different type or what? I've been out of the loop for a while.

Also I "love" that boarding ships results 80% of the time in a self-destruct killing of both ships, just pure awesome.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 16, 2014, 12:29:57 PM
RC 1.7 RC6.7 SOO SMOOTH now  :D works great, thank you for that
BUT... as for the game play, i dunno if anyone saw that but your void walkers fleets like to do camping
early it wasnt that much problem but now my home (void) station is at the border of the all system & you know, they just camping & waiting for 'sommething' to pass bay but they got order"patroling" or some sort of thing
is this a bug/glitch or deliberate action ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on April 16, 2014, 12:46:04 PM
You have a download link for the RC 1.7 version?  I believe it's one of the Dropbox links, but I can't find it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 16, 2014, 12:58:53 PM
http://www.mediafire.com/download/lriul66blssw48l/UomozSector+1.3+RC6.7z
6.7 you mean?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: LetsRetreat on April 16, 2014, 01:46:43 PM
I've run into the same hope-crushing fleets at the start while drifting in hyperspace. Your flagship is usually able to make a hasty retreat, but your escorts tend to get overtaken. Retreating from the battle doesn't allow you a chance to zip away, as you're still drifting without fuel. If you're particularly unlucky (like I was), there's enough time for a second hostile fleet to swoop in and engage. Lady Luck is a fickle mistress. Chance dictates whether or not you make it to the nearest system with your fleet intact.

There's multiple sides to this. On one hand, you're gifted a few ships and set free in the universe, only to be greeted by the biggest, baddest bullies in town, who break your toys and send you limping home. Whatever cash you'd hoped to get selling your extra ships is a distant dream, a burning hulk in hyperspace. It's a rough start that you had no control over, and it feels a little punishing.

On the other hand, you're offered a brutal introduction to what really is a challenging mod. It's fitting, and it certainly sets the tone. Your greatest fears realized, you find yourself stranded in space. As reality sets in, you discover that you're a small fish in a big pond. Full of hungry fish. Schools of them. If you survive—and only if— you'll have to scrap it out just to get your next meal. Every supply will count. Nothing will come for free. Your hard-earned capital will only buy you so much, and even when you've built up a formidable fleet of your own you'll be reminded every step of the way that the miscalculation of resources comes with a hefty price.

Nothing like a series of grisly endings to give a success story a little context.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 16, 2014, 01:53:10 PM
You have a download link for the RC 1.7 version?  I believe it's one of the Dropbox links, but I can't find it.

my bad the Soldier what i ment was RC6.7  ::)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 16, 2014, 01:53:26 PM
crash in combat (on missile hit i think)

log:
Code: java
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherjava.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on April 16, 2014, 04:16:16 PM
DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).

I mean, where is this one, or is it even released yet? :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TheKillerWolf on April 16, 2014, 11:31:29 PM
i must say im not a fan of everyone exploding when i try to board them.  it makes early progression too hard with BPs only dropping every couple hundred fights lol.  (granted you said your bringing back the upped BP drop rate.)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 17, 2014, 11:19:17 AM
is it intentional that building ships with blueprints is more expencive(in parts cost) then buying them outright?
varries but often it costs 50-100% more to use parts to make a ship then to sell the parts and buy a ship with money
if you have to buy parts it can cost well over twice as much
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 17, 2014, 05:21:31 PM
DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).

I mean, where is this one, or is it even released yet? :P

Not released yet! Will be soon though!

i must say im not a fan of everyone exploding when i try to board them.  it makes early progression too hard with BPs only dropping every couple hundred fights lol.  (granted you said your bringing back the upped BP drop rate.)

I kept the vanilla capture mechanic as I find it kind of cool (UNPOPULAR OPINION).

is it intentional that building ships with blueprints is more expencive(in parts cost) then buying them outright?
varries but often it costs 50-100% more to use parts to make a ship then to sell the parts and buy a ship with money
if you have to buy parts it can cost well over twice as much

Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 17, 2014, 05:24:49 PM
Quote
Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
but what about the uterly usles civilian ships? i kinda wanted to sell those for profit
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 17, 2014, 05:26:25 PM
Quote
Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.
but what about the uterly usles civilian ships? i kinda wanted to sell those for profit

You can't profit from production atm.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: snull on April 17, 2014, 11:35:45 PM
btw, mining doesnt work at all, I tryed it in many different ways on many astroides with and without faction ...
Would be helpfully to get started and store maybe some of the so rarely dropping supplies ;-(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 18, 2014, 01:08:31 AM
btw, mining doesnt work at all, I tryed it in many different ways on many astroides with and without faction ...
Would be helpfully to get started and store maybe some of the so rarely dropping supplies ;-(
There is no mining.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 18, 2014, 04:06:12 AM
ok i ahve figured out the level of causiousness you need to be profitable and build superfleets in this mod, but there are some things that seem like balance issues:

1) to make a profit, you must not take any damage whatsoever in combet, taking any damage makes battles pointless due to no supply drops and massive repair costs (shield boats go here)

2) some factions (junkers, shadowyards, and ocasinaly pirates) have no good frigates taht you can buy that will meet (1) early game. this makes starting with these factions without a verry good started combat frigate (imposible) hard.

3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

4) spawning in the middle of god knows where with no fule, this is an issue if you really want to play a specific faction without farming up to it with one of the other easy factions
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Erick Doe on April 18, 2014, 04:32:31 AM
Quote
3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

Solution? Play on hardcore mode.  8)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 18, 2014, 04:45:23 AM
:p not really, on hard core mode all you need to do is be more cautious... does not change that the dificulty curve is escencially flat
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cycerin on April 18, 2014, 06:33:53 AM
ok i ahve figured out the level of causiousness you need to be profitable and build superfleets in this mod, but there are some things that seem like balance issues:

1) to make a profit, you must not take any damage whatsoever in combet, taking any damage makes battles pointless due to no supply drops and massive repair costs (shield boats go here)

2) some factions (junkers, shadowyards, and ocasinaly pirates) have no good frigates taht you can buy that will meet (1) early game. this makes starting with these factions without a verry good started combat frigate (imposible) hard.

3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)

4) spawning in the middle of god knows where with no fule, this is an issue if you really want to play a specific faction without farming up to it with one of the other easy factions

These aren't really absolute truths, I've taken huge hits after getting rolling and just started over several times without ending up doomed or stranded. Since there is no end goal, the objective of the game should be to engage in entertaining combat, and to this end, fighting small fleets in bad ships is just as fine as fighting titanic cap ship battles, which, by the way, is perfectly feasible after a lot of growth and salvaging.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 18, 2014, 07:42:37 AM
I'd say its not feasible to play with a faction if you want to get above destroyers, supplies are too expensive.

However, playing with the Voidwalker station seems doable past destroyers if you're careful enough to have a good stockpile of electronics to use as supply/fuel conversion material when you activate the station (or shortly afterwards), as far as I've played.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 18, 2014, 09:24:52 AM
it depends what kind of destroyer fleet you are running, for example blackrock(and nomad) fleets are some of the cheapest to maintain, while shadowyards, junkers, and tri-tach(if you take any hull damage at all) are next to imposible to maintain on supply purchases

also due to supply prices i havent bought fighters while playing this mod at all...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 18, 2014, 01:21:35 PM
I've had some success running cruisers around, but it is extremely important not to over-deploy your forces. As long as I send the absolute minimum I am comfortable deploying to engage the enemy, I usually do just fine on supplies (assuming I won the fight that is).

Another big part of this is knowing when to GTFO even when not in a battle, and remembering to delay repairs at times if it looks like you'll be running out of supplies before you run out of space between you and your destination station.  That being said, my fleets tend to be small, so I'm not exactly pushing the logistics cap when I say these things.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 18, 2014, 03:55:54 PM
Any chance we might see Interstellar Feds or Kadur back in the universe? I really liked the IFed ships and weapons.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 18, 2014, 05:22:45 PM
another null point
i think its a problem with the blackrock imagos (same error again, none without it)
*edit* definetly a problem with the imagos

Code
292141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 18, 2014, 05:29:43 PM
There seems to be a bug with BP productions, I'm trying to build some ships but it says i don't have the necessary parts, which I have a ton of... For example i have 360 mastery epoch scraps and the missile cruiser requires 86 parts of each + 200 electronics, however the GUI keeps telling i don't have enough resources to build said cruiser... All the resource requirements show 0/86 0/200 etc. but I have loads of stuff in the cargo bay with which to build ships :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Debido on April 18, 2014, 06:55:13 PM
another null point
i think its a problem with the blackrock imagos (same error again, none without it)
*edit* definetly a problem with the imagos

Code
292141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


One possible solution to this is to find the offending fleet member entity and then with the FleetMemberAPI use this on it:

setStatUpdateNeeded(true);
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Chaos Farseer on April 18, 2014, 07:53:02 PM
There seems to be a bug with BP productions, I'm trying to build some ships but it says i don't have the necessary parts, which I have a ton of... For example i have 360 mastery epoch scraps and the missile cruiser requires 86 parts of each + 200 electronics, however the GUI keeps telling i don't have enough resources to build said cruiser... All the resource requirements show 0/86 0/200 etc. but I have loads of stuff in the cargo bay with which to build ships :(
Haven't played the recent versions so this may be different now, but you have to move the materials onto the station's local storage. Not the station's inventory, where you buy and sell things (unless it's voidwalkers, because they don't have a shop), but when you unlock storage rights on a station there should be a separate place to store materials.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 20, 2014, 01:58:03 PM
Happy easter! Or whatever.

Spoiler
(http://i.imgur.com/7KRYu8h.png)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 20, 2014, 01:58:56 PM
A bounty system?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 20, 2014, 01:59:54 PM
Yep!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: maffo on April 20, 2014, 02:11:28 PM
Hey fellas im trying to get back into starfarersector but i run into this error:

Spoiler
196796 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
   at com.fs.starfarer.loading.K.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Is there a wrong value somewhere? Did i not download something/do something?

Help much appreciated

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 20, 2014, 02:13:01 PM
Hey fellas im trying to get back into starfarersector but i run into this error:

Spoiler
196796 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
   at com.fs.starfarer.loading.K.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Is there a wrong value somewhere? Did i not download something/do something?

Help much appreciated



hey there, is your Starsector version uptodate?

EDIT:

If you wanna test latest UsS RC, just put this .jar file https://www.mediafire.com/?xzgb6yqgbjuafy6, in your UsS RC mod folder (inside the jar folder of the mod). I think it should work (not save compatible)!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: maffo on April 20, 2014, 03:49:52 PM
@uomoz Gah i found the problem. I had starsector installed in 2 different places, ran it from the unpatched place.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Frozen on April 20, 2014, 04:38:11 PM
When voidwalking how does one acquire crew? Thats my biggest problem. Should implement a way to recruit green crew
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ValkyriaL on April 20, 2014, 05:10:01 PM
you kill people, they drop crew. ::)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cycerin on April 20, 2014, 05:26:23 PM
Slave-taking.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: SpaceRiceBowl on April 20, 2014, 05:30:13 PM
I'd prefer the term "Indentured Servitude"   :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: ciago92 on April 20, 2014, 05:50:56 PM
I prefer "rescuing their lifepods and they decide to stay on"....which is why it's such a small amount of crew compared to some of the ships lol
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 20, 2014, 06:08:54 PM
"rescuing their lifepods and they decide to stay on"


;D you know those 3-5 supplies you get when you win a battle in Uomoz's? ;D

well yes, i allways give my captured enemies a choice

A) join my crew, enjoy a life of piracy, and get a decent pay check if you survive
B) "well, if you don't feel like joining us... the bioreactor always needs fresh protein"

i also provide all prospective recruits with these wonderfull T-shirts for free:
Spoiler
(http://i.imgur.com/qXvkj1p.jpg)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TheKillerWolf on April 20, 2014, 08:10:12 PM
As a captain i try to stay positive with everyone on my ships so my answers tend to be a little "Morning Person" even after a hard earned victory ie holes in the ship leaking atmosphere that sorta stuff.


1) Welcome recruit!!!

2) Sorry to hear that friend!!! Enjoy your stay in the vacuum!!!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Buffered on April 21, 2014, 07:26:37 PM
Just noticed in my game that the two wings of Krait fighters I had manufactured unlike the one I had purchased had no replacement chassis even though they were all at 70% CR. Picking each of them up and dropping them back into the same place in the fleet window fixed them up, though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 21, 2014, 08:49:29 PM
Dev Update!

Spoiler
(http://i.imgur.com/pMvIKvc.png)

(http://i.imgur.com/A48ct6j.png)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 21, 2014, 09:30:49 PM
Can't wait.  :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Piemanlives on April 21, 2014, 10:54:27 PM
An implementation of the wonderful bounty mod I feel? Fantastic Uomoz!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 22, 2014, 09:37:29 AM
An implementation of the wonderful bounty mod I feel? Fantastic Uomoz!

Well not really, I wrote this from scratch!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 22, 2014, 01:22:56 PM
I don't know how hard it would be to do, but I'd really like to see some sort of reputation system put in place. That is, something that allows me to modify my standing with other factions that I may have "accidentally" offended. Or that would let me become good enough friends that I could make use of faction stations without belonging to said faction.

The way I see it, if there was a way to build reputation, it would allow the player to expand their operational sphere in a balanced manner; yes you could operate in systems without an independent station, but first you would have to go through the trouble of boosting your reputation with the local faction first.

So, since I don't like making suggestions without providing the modders some ideas for implementation, I give you:

THE WALL O' TEXT!!!

(spoilered to prevent eyeball explosion)


Building Reputation
Spoiler
I figure there are a couple of ways you could build reputation with a faction:

1. Destroy fleets - Destroy fleets belonging to enemies of that faction. This would be the only way of improving reputation with a faction you are currently hostile with, and it would suffer greatly diminished returns if you are operating in a system where your desired faction has no presence. (I.E., actually seeing you killing their enemy holds a lot more weight than just hearing about it)

2. Donating war materials - Once you are no longer hostile with said faction, you could donate materials such as ship parts, weapons, crew, supplies, fuel, and, of course, actual ships to the faction. Doing so would net reputation gains relative to the credit value of the donation, with supplies and ships being weighted more heavily (the calculation would use the ship's current value dependent on it's repair state, rather than its market value) Also, this activity should net you negative reputation with factions who are at war with your desired friend.

3. Bounties - with the bounty system potentially being created, a system for hunting down the enemies of a faction should obviously make them like you if you succeed.

4. Trading - Just your average, everyday trading with a friendly faction's station should net you a small amount of reputation based upon transaction value.

[close]

Effects of Reputation and Reputation Tiers
Spoiler

Of course, if such an extensive system were to be created, it makes sense that reputation should do more than just let you use a faction's station. The way I envision it, there would be "tiers" of reputation, with each tier allowing you more access. Though the hostile end of the reputation system has fewer tiers, it is very "deep" allowing you to seriously sink your reputation with a group you repeatedly attack.

Hostile: Attack on sight.

Non-Intercourse Agreement: System defense fleets will still attack you, but raiding parties and like will ignore you unless you attack them.

Neutral: Allows bounty missions to be taken from stations. Your ships can use automated dockyards to repair, but you cannot board the station to trade.

Non-Agression Agreement: Basic goods such as fuel, supplies, and crew can be purchased from any faction station. Fighters and Frigate class ships are available for purchase.

Friendly: Allows use of refiting docks, and purchase of light-class weapons. Also allows blueprint management access, storage access, and manufacturing access. (Rights must still be purchased)

Mercenary: Allows purchase of destroyers and medium-class weapons.

Contractor: Allows purchase of cruisers and heavy class weapons.

Ally of the State: Allows all capital purchases

[close]


Joining a Faction
Spoiler
With this system in place, what would be the advantage of joining a faction, you might ask? This is how I would like to see it implemented:

Upon Joining: Reputation aligns with faction (enemies with their enemies, friends with their friends, etc). Raises joined faction reputation to "Mercenary" level, and provides a significant boost to all reputation gains for that faction, as well as a minor trade discount that increases with reputation.

Upon Leaving: Sets left faction reputation to "hostile", and all factions with which that faction was at war to the deep end of "Non-Intercourse" regardless of your reputation before joining said faction. This can be good if you want to salvage your rep with someone you've been abusing, but no so hot if you were friends beforehand, obviously.

Non-Sanctioned Agression: If you attack an ally of your faction, you will be immediately expelled from your faction in precisely the manner described in "Upon Leaving".


Once you have left a faction, you will never again be able to rejoin it, regardless of how much reputation you gain with that faction later on. Also, your rep with that faction will be capped at "Mercenary", forever preventing you from obtaining that faction's cruisers/capitals. . . well, at least through legitimate channels anyway.
[close]



At any rate, there's my thoughts. Of course, this constitutes suggestions only  :D

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on April 23, 2014, 03:22:28 AM
I love the idea but maybe a limit on ship class is not the way to go. Although much harder/longer to code a ship by ship purchase relationship (or maybe just have odd ships out) could be the way to go. I can't see tri-tach giving people only just out of neutral hyperions or BRDY giving them the imaginatos. Along those lines maybe the atlas should be in with the cruisers ect.
More work but I think worth it if you're going into such depth anyway.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 23, 2014, 01:28:08 PM
I love the idea but maybe a limit on ship class is not the way to go. Although much harder/longer to code a ship by ship purchase relationship (or maybe just have odd ships out) could be the way to go. I can't see tri-tach giving people only just out of neutral hyperions or BRDY giving them the imaginatos. Along those lines maybe the atlas should be in with the cruisers ect.
More work but I think worth it if you're going into such depth anyway.
That's a good point; however, I think the Imaginos represents a fairly extreme exception to the rule. Overall, my goal in restricting ships by class is to keep things simple. The classifications already exist, so mod authors don't need to do any extra coding for compatibility.

Still, as you pointed out, there are a number of examples where there are ships like the Imaginos, which has the power (and logistics footprint) of a significantly larger ship, or, like the Atlas, of a significantly smaller one. In those cases, I'm sure Uomoz could code an exemption which would appropriately classify those ships. I mean, look at the rest of the mod, it's utterly rife with balance tweaks that differ from the base mods in question. This way, Uomoz wouldn't have to deal with the author's idea of balancing any more than usual, and could instead focus on the outlying ships, rather than adding code to every ship already in the mod.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: maffo on April 24, 2014, 06:28:48 AM
So i have 64 bit Java installed, and that seems to be the only version of Java installed, yet Starsector still runs 32 bit. Could anyone tell me how to get Starsector to run 64 bit Java?/ Provide me a link to a guide?

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Paul on April 24, 2014, 07:51:20 AM
Starsector has its own Java environment (in the jre folder). You have to replace that folder with a 64 bit java. So just rename the existing jre folder to something else (jre backup, or just delete it) then take your 64 bit install folder (jre7 or whatever) and paste it into the Starsector folder and rename it jre. Then Starsector will launch using that instead of the one it came with.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 24, 2014, 06:00:59 PM
I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me.  It is supposed to be this way?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 24, 2014, 08:34:31 PM
I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me.  It is supposed to be this way?
The scarcity? Yes. The starting in a very hostile system? Sorta yes. 


The system you drift toward on start is random. If you happen to be unlucky enough to end up in Raskt (home of the pirates and Mayorate) or one of the other completely hostile systems, then kinda SOL.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 24, 2014, 09:47:03 PM
I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me.  It is supposed to be this way?
The scarcity? Yes. The starting in a very hostile system? Sorta yes. 


The system you drift toward on start is random. If you happen to be unlucky enough to end up in Raskt (home of the pirates and Mayorate) or one of the other completely hostile systems, then kinda SOL.
I was cool with the pirates hating me, got a bit confused when the mayorate hated me for no reason.  Then i fly up to the corvus system and find out that the hegemony defense fleet wants my blood.  the hell did I do?  Which factions arent immediately hostile?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 25, 2014, 07:37:05 AM
I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me.  It is supposed to be this way?
The scarcity? Yes. The starting in a very hostile system? Sorta yes.  


The system you drift toward on start is random. If you happen to be unlucky enough to end up in Raskt (home of the pirates and Mayorate) or one of the other completely hostile systems, then kinda SOL.
The mayorate isn't completely hostile. You just have evade them without fail and reach their station, and join up. But if you run into a fleet of theirs even once, even as a fleeing-battle, they hate you forever for no apparent reason and you can never join. Reputation never seems to improve with anyone, you either become enemies or you've never interacted at all. Bit strange.

Then the system is actually fully-hostile.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on April 25, 2014, 09:13:13 AM
Yeah, I have to say that Rasht is probably the most unforgiving system in this mod. Most systems contain at least one "good" faction for you to be friends with, whereas Rasht dumps you in the middle of a warzone (everyone hates you but the independents, and they're all dead  :-[). I kinda like it this way although I think Uomoz should make it easier to switch factions if you're having difficulties there.

A few comments on the latest UsS dev:
-Right now picking a freighter for your starting ship = insta-win. As long as you can make it to a station without losing a ship, you'll have enough supplies/ships to sell that you can usually buy and outfit a top-of-the-line destroyer/several really heavy frigates + have enough fuel/supplies to make it to your system of choice.
-Whenever I flame out, my ships start spinning like crazy. I'm not sure what it is, but getting hit with anything (even small weapons) while flamed-out results in a obscene spin of death.
-The smoke/fire effects seem a little bit overdone.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 09:57:41 AM
Huh, I didn't know that you could potentially join the Mayorate; I'll have to give that a try! (their ships are my favorite sprites in the game right now :D )

As for the Hegemony being hostile, that's just weird. There are only two reasons the Hegemony should be hostile the first time you encounter them: 1) you join an opposing faction prior to meeting the Hegemony, or 2) you activate the Voidwalker station before meeting them. (spoiler warning)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 25, 2014, 01:18:04 PM
Yo! Dev update:

Spoiler
(http://i.imgur.com/laZvk4N.png)
[close]

New dev incoming very soon, with working bounties and bounty hunters (even on your head rofl).

The screenshot shows also a new thing to spice up the systems in all the sector: abstraction. What does it mean for the player? Almost nothing. What it does is remove all things that are not currently interesting, mostly fleets that wouldn't get within the system you're in in any possible way. This saves up a monstrous amount of ram and processing speed (the screenshot had 50 fleets, 60% idle, 60 fps). See you soon!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 01:41:24 PM
Yo! Dev update:

Spoiler
(http://i.imgur.com/laZvk4N.png)
[close]

New dev incoming very soon, with working bounties and bounty hunters (even on your head rofl).

The screenshot shows also a new thing to spice up the systems in all the sector: abstraction. What does it mean for the player? Almost nothing. What it does is remove all things that are not currently interesting, mostly fleets that wouldn't get within the system you're in in any possible way. This saves up a monstrous amount of ram and processing speed (the screenshot had 50 fleets, 60% idle, 60 fps). See you soon!

Nice! Anything that makes the mod run on my crappy little laptop is music to my ears :D



Oh, so about the Omnifactory - you mentioned that you are considering implementing it or something similar, but wanted it to require a bit more interaction than it currently does (especially considering how potentially powerful it is). I was thinking one thing you could do is have the Omnifactory have it's own faction defense fleet. To access the station, you must first attack that fleet and destroy its flagship; until you do so, the Omnifactory will be disabled so that even if you reach the station itself, it will not activate.

Once you have defeated the flagship, the Omnifactory will activate and open itself for trade with all factions, requiring supplies and crew to function. However, the station is not a Voidwalker minion; it will not become hostile if you voidwalk, but it will not give you ships and weapons for free; you'll still have to come up with the coin by trading supplies, crew, ships, and other materials to the station at regular prices, and purchasing in kind.

Another idea is perhaps the station will not be able to provide weapons or ships from a faction until you have provided it with the requisite faction material resources to analyze. I.E., even if you have submitted Blackrock ships for analysis, the Omnifactory will not begin production until you have provided, say, 400 Blackrock Drive Cores.  Lore wise, this could be because the factory needs to preform material nano-analysis before it can begin replicating the specific technology from a faction, but the analysis is destructive - doing so on a ship would prevent that ship from being added to the database unless another specimen was provided after the faction analysis is complete.



Mostly, I just love the omnifactory, and want to find a way for it to be balanced in your incredibly awesome mod :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 25, 2014, 01:49:30 PM
The only real problem with the omnifactory is that defeats all my effort to make some ships rarer then others. Once you have 1 Hyperion, you can simply have it killed and replaced, instead of getting attached to that one ship.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 01:56:09 PM
The only real problem with the omnifactory is that defeats all my effort to make some ships rarer then others. Once you have 1 Hyperion, you can simply have it killed and replaced, instead of getting attached to that one ship.
Ah, interesting. Out of curiosity, does that mean that some blueprints are harder to acquire than others (or even impossible?)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 25, 2014, 02:01:31 PM
The only real problem with the omnifactory is that defeats all my effort to make some ships rarer then others. Once you have 1 Hyperion, you can simply have it killed and replaced, instead of getting attached to that one ship.
Ah, interesting. Out of curiosity, does that mean that some blueprints are harder to acquire than others (or even impossible?)

Definitely, you can check the rarity yourself (or change it) in the files in data/ussdata/factions/xxxxxx.json

All the numbers near any id (ship or weapon) handle the rarity. You can also add or remove things to a faction this way if you want (adding the id and a number under the right category).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 04:43:49 PM

Definitely, you can check the rarity yourself (or change it) in the files in data/ussdata/factions/xxxxxx.json

All the numbers near any id (ship or weapon) handle the rarity. You can also add or remove things to a faction this way if you want (adding the id and a number under the right category).
Huh, well that is interesting. I don't have a "ussdata" folder :(

I've got a UsSData.java under "UomozSector\jars\src\data\scripts\uss\" but that's the closest thing I can find. . .

Seriously, here's the entire contents of my data folder.
(http://i.imgur.com/c9XbraL.png)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 25, 2014, 07:54:37 PM
Maybe I'm just blind but are there details for the voidwalker stuff listed anywhere?  I can't even determine which mod it is part of.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 25, 2014, 07:58:28 PM
Fairly certain its unique to Uomoz.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 25, 2014, 08:39:06 PM
Still doesn't solve the problem of not knowing how the thing works.  I'm wanting to know the ins and outs of it because it has been more of a bane than anything so I feel I'm missing something.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 09:22:11 PM
Still doesn't solve the problem of not knowing how the thing works.  I'm wanting to know the ins and outs of it because it has been more of a bane than anything so I feel I'm missing something.
Fairly simple actually (though I agree it could do with a tutorial or two).

Tutorial behind the spoiler ('cause it's, like, big)
Spoiler
Essentially, the voidwalker station makes you your own faction, makes all other factions hostile, and gives you the means to produce your own ships and supplies independently so long as you keep bringing in parts and crew.


Blueprints
Blueprints are acquired by killing enemy ships. Whenever you defeat a faction's fleet, there is a chance for blueprints to drop (yes, it can be more than one). Blueprints do have rarity and you can get duplicates, so you may have to destroy a huge number of ships to get the blueprint you want if it happens to be rare.

Alternatively, if you belong to a faction you can trade blueprints you have for ones of equal ship class with your faction (for a price). I don't know how or if rarity factors into this unfortunately. You can only trade blueprints once however. A blueprint you got from a trade cannot be traded again.

Finally, you can sell your blueprints for a decent chunk of change if you really need to (or have lots of duplicates); however, personally I think you're better of trading them while you still can.

In order to manage your blueprints (examine, use, trade, or sell), you must pay a station 5000 credits for access to their storage, blueprint management, and manufacturing facilities. The payment only affects that station. If you want to use another station for those facilities, you must pay the second station another 5000 credits, so make sure you know what area you plan to operate in or it can get expensive.


Ship Components
Ship components are acquired from destroyed enemy fleets. The parts you receive depend on the ships you disabled, with parts corresponding to High, Mid, and Low ship technology levels. You will also receive faction specific parts, such as Blackrock Drive Cores, and Electronics. Until you activate the voidwalker station, components will be your primary source of income. Sell them to buy supplies, ships, and crew as necessary. I recommend you keep the faction specific parts however, as they are less common and are required to produce ships from that faction. (Also, they take no cargo room, so there really isn't a good reason not to hold onto them.)

I believe you can also buy faction specific components from stations of said faction, but I could be mistaken.


Station Storage
Once you've paid a station the 5000 credits required, they will let you stow your junk in their holds. You can put weapons, extra supplies, surplus fuel and crew, etc here just like an abandoned station (but not ships), however, there is another function; station storage is where you put components you wish to use in ship construction.


Ship Production
While managing your blueprints, if you select one, you will be given the option to produce that ship. The dialog box will list how many materials are required, and how many of each item you currently have placed in station storage. Items in sufficient supply will be listed in green, those of which some are present but more are required in yellow, and finally those which you have none of in storage in red. You will also be shown a production time.

Once you have provided the materials and chosen to produce a ship, you will need to wait out the production time, at which point you can return to the station and pick up your ship. (The station will have a dialog option which when selected will place the ship in your fleet automatically.)


Voidwalker Station Theta
Ah, the big tamale, waiting there in hyperspace for you to finally press "W" and activate the station. It's not as scary as it may seem, and can actually really spice up the game if you use it properly. First though, there are some important things to know:
  • Activating the station makes everyone hostile to you. That includes independents. Also, the reputation change in permanent. Since trading with people who would rather murder you is difficult, activating the station essentially makes your credits worthless, so make sure to spend them before you do.
  • The fleets the station produces are based directly upon your own. That is, your minion's fleets cannot have more fleet points than your fleet, so unless you invest in the logistics tree, don't expect to see much more than frigates in your defense fleets. Don't despair if you have a fairly low Fleet Point cap however, as your other skills also influence the skills given to each fleet (I.E., if you have high technology aptitude, your fleets likely will have some as well.)
  • The ships in your follower's fleets are only composed of ships made from your blueprints. This is why selling blueprints you don't have copies of is a bad idea, and why getting as many blueprints as possible is a good one. You can allow or disallow your follower to use various blueprints on the blueprint management screen at the station. Also, you are given the Hound blueprint for free.
  • You can (and must) produce your own supplies and fuel. The station allows you to convert weapons and ship components into fuel and supplies. Since you can no longer buy them from anyone, this is a very important thing to know. You can also train normal crewmen to be marines, but you'll have to . . . enlist crewmen on your own.  ;)
  • You cannot produce weapons, nor can you buy them. Maybe your new crewmen can bring some with them? Fortuantely, your follower's fleets do not have this problem, and are automatically armed regardless of what weapons you personally have in stock.
  • EDIT: You're followers will deposit loot they obtain in combat at your station, which is, you know, nice :D

A fun option to make the game more challenging (and exciting in my opinion) is to start the Voidwalker Fortress early. Like, very early. You'll be forced to scrape by on thinnest of margins, scrabbling for every weapon, crewmember, and blueprint you can get your greedy little frigates on, but it is fun :D


At any rate, I hope that helps you understand what Voidwalker Fortress Theta is and what it does. :)

[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 25, 2014, 10:13:20 PM
Actually yes.  Makes me realize that going for the fortress was a terrible, terrible idea if I can't (easily) get ships or weapons.  Having your own faction seems kind of...pointless.  I would think if you've got dudes raiding for you, then you would be entitled to a share of the loot.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 25, 2014, 10:50:50 PM
Actually yes.  Makes me realize that going for the fortress was a terrible, terrible idea if I can't (easily) get ships or weapons.  Having your own faction seems kind of...pointless.  I would think if you've got dudes raiding for you, then you would be entitled to a share of the loot.
Actually, you are entitled to a share (Whoops, I totally forgot to add that point >.<). If your fleets survive long enough to return home, they'll deposit any ill-gotten gains in the station's inventory. And yes, the voidwalker station is significantly more difficult than sticking it out as an independent or joining a faction.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DefiasOne on April 25, 2014, 11:50:03 PM
      I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
     My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
    Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: RoboticManiac on April 26, 2014, 07:19:47 AM
Figured I might as well chime in on a small issue I'm having-

The saves simply won't load. I get a fatal:null after about a minute of waiting.

The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.

If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 26, 2014, 07:49:46 AM
Figured I might as well chime in on a small issue I'm having-

The saves simply won't load. I get a fatal:null after about a minute of waiting.

The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.

If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
Did you change you vmparams file like it said to in the first post of this thread?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on April 26, 2014, 10:10:39 AM
Figured I might as well chime in on a small issue I'm having-

The saves simply won't load. I get a fatal:null after about a minute of waiting.

The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.

If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
try to load another save game then that one you wish to play
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on April 26, 2014, 11:20:45 AM
Figured I might as well chime in on a small issue I'm having-

The saves simply won't load. I get a fatal:null after about a minute of waiting.

The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.

If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
If you have fairly low system memory (I.E., you're running an older machine) then adjusting the vmparam may not prevent you from overflowing what memory you have available. I occasionally run into this problem on my laptop, unfortunately. It would probably help if you could upload the error from your starsector.txt output file in starsector-core.

Also, give theSONY's suggestion a try. Just start a new game, then load the old save. Who knows, maybe it'll work?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TheKillerWolf on April 26, 2014, 12:41:27 PM
i bumped into the save issue a few times i found making a "save copy" with the ingame menu increased my safe life expectancy (havnt had the problem yet not sure if fixed or not) and i just went in and deleted the old ones
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 27, 2014, 02:43:13 PM
Just got this while playing, happened just after i pressed the touch E (stopping repairs).

Code
1321178 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_a_4910967618419029824...
1331150 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1475124 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.coreui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.returnsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.Q.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

edit: also this, just after killing the last enemy ship in a battle.
Code
374998 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 23, FP2: 30, maxFP1: 350, maxFP2: 450
507646 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


edit 2: happened again, it seems i can't attack any fleets now that i joined the void walkers.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 27, 2014, 03:06:11 PM
Just got this while playing, happened just after i pressed the touch E (stopping repairs).

Code
1321178 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_a_4910967618419029824...
1331150 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1475124 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.coreui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.returnsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.Q.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

edit: also this, just after killing the last enemy ship in a battle.
Code
374998 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 23, FP2: 30, maxFP1: 350, maxFP2: 450
507646 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


edit 2: happened again, it seems i can't attack any fleets now that i joined the void walkers.

Mhhh, what version of UsS is this? Also, did the fleet have some odd things like 0cr fighters?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: HELMUT on April 27, 2014, 03:10:48 PM
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 27, 2014, 04:05:16 PM
Apparently this:

MutableCharacterStatsAPI stats = member.getFleetCommander().getStats();

returns null, so it can't pull the commander for the member.

That member comes either from result.getDeployed()  or  result.getRetreated() and result applies to both the winning and the losing fleets.

I don't really know how can that turn null ???
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 27, 2014, 04:36:37 PM
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.

Can I have a save file?

EDIT: apparently a bug with the imaginos. Did you happen to have one?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: miro on April 28, 2014, 09:09:21 PM
Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 28, 2014, 09:42:42 PM
Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
i had the same problem when i tried.  The cause for me was the fact that when i saved, I had to save it via "save as" which changed it into the wrong file type.  move the file out of the folder, change it via notepad using "save" and not "save as" then move the file back into the starsector folder
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: dmaiski on April 29, 2014, 02:12:52 AM
Quote
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.
i observed similar when you bought new fighter wings, its just because the data did not update what its showing you
its fixed if you move the wing to a new position in your fleet
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Aklyon on April 29, 2014, 10:06:51 AM
Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.
Notepad++ works great, is free.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on April 30, 2014, 01:28:05 AM
Small suggestion for the next update: an "Are you sure you want to leave this faction?" prompt.  Just lost a couple hours of playtime :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on April 30, 2014, 04:16:59 AM
Small suggestion for the next update: an "Are you sure you want to leave this faction?" prompt.  Just lost a couple hours of playtime :(

It's already in the dev :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: miro on April 30, 2014, 06:17:39 AM
Thanks Tschudy, has anyone ever told you how awesome you are?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on April 30, 2014, 05:27:29 PM
I just realized I haven' actually played any of the newest dev builds yet. Where exactly are they?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 01, 2014, 10:10:33 AM
Again, great mod and nice to see active development.  I appreciate the increased rarity in blueprints and modifying ship behavior.  The bounty system also looks like it could get interesting.

In 1.3-RC6 and the 4/20 .jar I get a reproducible NullPointerException at the end of a victorious combat just as/after it fades to black.
Spoiler
1200142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
        at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
        at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
        at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
        at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
        at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
        at com.fs.starfarer.campaign.super.ÕÕÒ000(Unknown Source)
        at com.fs.starfarer.B.super.float$super(Unknown Source)
        at com.fs.A.oOOO.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
        at org.lwjgl.openal.AL10.nalBufferData(Native Method)
        at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
        at sound.K.o00000(Unknown Source)
        at sound.K.Ø00000(Unknown Source)
        at sound.public.Ô00000(Unknown Source)
        at sound.H$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
[close]

Edit: I see this is the same as HELMUT reported on the page before this one.  I have not joined the Voidwalkers yet but everyone I attack now crashes like this.  I have mostly fighters, all at max CR entering battle.  

Also factory created ships (fighters anyway) do not properly display CR or Hull and are unsaleable (although you can drop them in storage).   I can supply a save file and/or screenshot if you need additional information.  I second or third the idea of having development versions more available.  Pointing to them in the first post would be nice.

Edit2: Again, if I'd just read a little more carefully I see that dmaiski reports on this page, that moving them in fleet will cause them to display properly.

Edit3: OK, I think they are related.  I recently acquired some Lashers that in fleet display when I mouse over the ? it displays CR and Hull as 100% but looks like zero (text is absent/garbled) in the overview.  As soon as moved them (just up and down) the CR and Hull are displayed properly.  Until I moved them CR stays at 100%, after it decreases to max.  Didn't factory ships used to come mothballed or some other low CR?  Anyway it doesn't crash now.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 02, 2014, 01:53:12 PM
Again, great mod and nice to see active development.  I appreciate the increased rarity in blueprints and modifying ship behavior.  The bounty system also looks like it could get interesting.

In 1.3-RC6 and the 4/20 .jar I get a reproducible NullPointerException at the end of a victorious combat just as/after it fades to black.
Spoiler
1200142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
        at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
        at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
        at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
        at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
        at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
        at com.fs.starfarer.campaign.super.ÕÕÒ000(Unknown Source)
        at com.fs.starfarer.B.super.float$super(Unknown Source)
        at com.fs.A.oOOO.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
        at org.lwjgl.openal.AL10.nalBufferData(Native Method)
        at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
        at sound.K.o00000(Unknown Source)
        at sound.K.Ø00000(Unknown Source)
        at sound.public.Ô00000(Unknown Source)
        at sound.H$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
[close]

Edit: I see this is the same as HELMUT reported on the page before this one.  I have not joined the Voidwalkers yet but everyone I attack now crashes like this.  I have mostly fighters, all at max CR entering battle. 

Also factory created ships (fighters anyway) do not properly display CR or Hull and are unsaleable (although you can drop them in storage).   I can supply a save file and/or screenshot if you need additional information.  I second or third the idea of having development versions more available.  Pointing to them in the first post would be nice.

Edit2: Again, if I'd just read a little more carefully I see that dmaiski reports on this page, that moving them in fleet will cause them to display properly.

Edit3: OK, I think they are related.  I recently acquired some Lashers that in fleet display when I mouse over the ? it displays CR and Hull as 100% but looks like zero (text is absent/garbled) in the overview.  As soon as moved them (just up and down) the CR and Hull are displayed properly.  Until I moved them CR stays at 100%, after it decreases to max.  Didn't factory ships used to come mothballed or some other low CR?  Anyway it doesn't crash now.

Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Also, some updated stuff:

Spoiler
(http://i.imgur.com/YCNcT55.png)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 02, 2014, 01:57:20 PM
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 02, 2014, 01:58:31 PM
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.

And in your version, that might as well be the official one, they come out of the factory not mothballed?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 02, 2014, 06:47:43 PM
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?

Yes, exactly.

And in your version, that might as well be the official one, they come out of the factory not mothballed?

All I can say for sure is frigates came out at 100% CR! and didn't drop to normal until moved in fleet view.  I will look at fighters in the near future (I vaguely recall fighter CR was in line with their piloting, upper 70%) and I didn't get a crash until frigates.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: LethalOne on May 03, 2014, 02:18:06 PM
      I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
     My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
    Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?

Yes, I have the same problem, just registered so I could report it when I saw your post. I bought a stockpile of all weapons I am often using (like heavy blasters, single harpoons + SABOTs etc.) before activating the station. Now I finally got the hyperion and onslaught blueprints and they're all gone, not a single full stack of weapons remains.

I think I read about a change recently that a station regularly drops some equipment so new items can appear in the NPC stations. Maybe that is to blame.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 05, 2014, 05:25:44 PM
     I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
     My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
    Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?

Yes, I have the same problem, just registered so I could report it when I saw your post. I bought a stockpile of all weapons I am often using (like heavy blasters, single harpoons + SABOTs etc.) before activating the station. Now I finally got the hyperion and onslaught blueprints and they're all gone, not a single full stack of weapons remains.

I think I read about a change recently that a station regularly drops some equipment so new items can appear in the NPC stations. Maybe that is to blame.

Ok, after some research: there's a vanilla brick wall of 100 cargo units max in every station, at which point any new stack will override an old one. Kind of sucks and can't do much about it (I think).

(http://i.imgur.com/WmGujnB.png)

Small quality of life update :D.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on May 05, 2014, 10:48:21 PM
That's going to look way better once we have an Info tab.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DeathRay on May 06, 2014, 06:38:47 AM
As I understand it, the problem is that we have a full storage in which everytime my own fleet deposits his loot in it, it will override some of the old stacks, right?

Wouldn't it than be a little workaround to give the Voidwalker Station a second Storage that is only for your own stuff?
I could be wrong, but it seems to me that I can put more than 100 Stacks of things into an abandoned station without having anything disapear. (testing in progress)

Lorewise one could say that you have two Storages:
1. open loot storage
2. a personal Storage, cause you are the Master

The first could also be an shorttime storage, so that everything in there is "used" after some time to supply your fleets.

Hope that I didn't said something too stupid, I just like to state my own thoughts about problems like that.
Sadly I have not yet any coding experience so I don't know if it makes any sense or if this is even possible. (two storages, one station)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 06, 2014, 06:43:36 AM
As I understand it, the problem is that we have a full storage in which everytime my own fleet deposits his loot in it, it will override some of the old stacks, right?

Wouldn't it than be a little workaround to give the Voidwalker Station a second Storage that is only for your own stuff?
I could be wrong, but it seems to me that I can put more than 100 Stacks of things into an abandoned station without having anything disapear. (testing in progress)

Lorewise one could say that you have two Storages:
1. open loot storage
2. a personal Storage, cause you are the Master

The first could also be an shorttime storage, so that everything in there is "used" after some time to supply your fleets.

Hope that I didn't said something too stupid, I just like to state my own thoughts about problems like that.
Sadly I have not yet any coding experience so I don't know if it makes any sense or if this is even possible. (two storages, one station)

It is definitely possible to add more cargos (it's how the materials storage is set up atm) but tests in my build makes me think that every possible cargo is limited at 1000 storage units (a weapon that costs 5 storage will use 5, a stack of 4 of those weapons 20). Can anyone confirm/deny that?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on May 06, 2014, 06:54:23 AM
Seeing that image gives me a bit of an idea.  What if your faction gave you a discount (15-20 percent) on goods AND allowed you to use the stations of Friendly factions (albeit with no discount)  Also, are the current relationships the ones being used in that image?  Because I went with hegemony and my Sindarian Diktat is only at neutraL.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 06, 2014, 07:04:55 AM
Seeing that image gives me a bit of an idea.  What if your faction gave you a discount (15-20 percent) on goods AND allowed you to use the stations of Friendly factions (albeit with no discount)  Also, are the current relationships the ones being used in that image?  Because I went with hegemony and my Sindarian Diktat is only at neutraL.

The image is dev stuff, so it's not the currently available version :). Unluckily the prices for things can't be controlled by mods directly so that is a no-no. And yes, now you can also use allied faction's stations, you can also join an hostile faction, unless you already left them once (or attacked them way too many times)!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DeathRay on May 06, 2014, 07:25:46 AM
okay now I am a little bit confused.

How exactly is the replacement working?

Because right now I understand it so that you can have a limited storagge amount of an Item and after that a new stack of that Item replaces an old one of the same Item.
But how do the stacks disappear in this case?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: LazyWizard on May 06, 2014, 09:46:07 AM
If you want to bypass the stacks limit you can:

Feel free to steal the code from the Storage console command (https://bitbucket.org/LazyWizard/console-commands/src/tip/org/lazywizard/console/commands/Storage.java?at=default) if you want. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 06, 2014, 09:57:03 AM
If you want to bypass the stacks limit you can:
  • Create an infinite-stack CargoAPI with Global.getFactory().createCargo(true)
  • Store that in a saved variable somewhere
  • Write a bare-bones implementation of SectorEntityToken whose constructor takes that CargoAPI and whose getCargo() returns it
  • Pass that token into the dialog's showCore() argument

Feel free to steal the code from the Storage console command (https://bitbucket.org/LazyWizard/console-commands/src/tip/org/lazywizard/console/commands/Storage.java?at=default) if you want. :)

Thanks! I already had something similar (and forgot about it) for the storage you get when you join a faction :D.

Code: java
public static CargoAPI startupPersonalStorage(SectorEntityToken station) {
        CargoAPI personalStorage = (CargoAPI) Global.getSector().getPersistentData().get(station.getFullName() + " UsSprivateStash");
        if (personalStorage == null) {
            if (station.getFullName().contains("Void Walkers")) {
                personalStorage = station.getCargo();
            } else {
                personalStorage = Global.getFactory().createCargo(true);
                personalStorage.setFreeTransfer(true);
                personalStorage.initMothballedShips("neutral");
            }
            Global.getSector().getPersistentData().put(station.getFullName() + " UsSprivateStash", personalStorage);
            if (Global.getSettings().isDevMode()) {
                personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTscraps", 10000);
                personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTarmor", 10000);
                personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTengines", 10000);
                personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTflux", 10000);
                personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "electronics", 100000);
            }
        }
        return personalStorage;
    }

*Facepalm*
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: TimeDiver on May 06, 2014, 10:22:35 PM
Hey Uomoz, I get the feeling that end-users like myself aren't supposed to be able to muck about with unannounced DEV releases, but...

There's one repeatable crash that I consistently get when turning in a claimed bounty (new campaign, no additional mods other than LazyLib+Console), while using the newest UomozJAR.jar file from one of this thread's Dropbox link(s) (https://www.dropbox.com/sh/tcdfwh7smxa7p2k/uUy-OWFQQs):

Code
1468373 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1246)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:292)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

The .jar file is dated '6 hrs ago' according to the Dropbox page as of this (edit: the original) post date, and I made sure to download all of the other files/folders (except the ones with '.git' prefix in their name), just to be sure.

Addendum: In a rather hilarious turn of events, using said latest .jar file had turned all stations that I've visited (tested on the Independents, and Blackrock after I joined their faction) into a storage-type facility; can't buy/sell anything to anyone, anymore. :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 07, 2014, 06:10:01 AM
Ahahah yeah that's what you get for using builds that I made right before going to bed!

(All those things have already been fixed)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Graidon on May 07, 2014, 08:16:52 PM
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.

So, I tried this, but every time I try to save the changes to the vmparams file, I get a notification saying, "Access Denied."
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Doogie on May 07, 2014, 08:19:29 PM
That's probably because you aren't logged in as an admin on your computer and you put Starsector in your program files.
I'd say just re-install to the desktop.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: FasterThanSleepyfish on May 07, 2014, 08:20:39 PM
You could also try dragging the .bat out to your desktop, and then editing it. That's how I did it when my computer was being moody about administrator identity.  :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on May 07, 2014, 08:35:21 PM
I just disabled UAC in the registry.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Graidon on May 10, 2014, 12:21:54 PM
I don't suppose there's a way to improve relations with a faction that you've joined and left?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Tschudy on May 10, 2014, 01:45:32 PM
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.

So, I tried this, but every time I try to save the changes to the vmparams file, I get a notification saying, "Access Denied."


Pull the file into Documents > Edit File > Put back in original place.  Easy as that.

I don't suppose there's a way to improve relations with a faction that you've joined and left?

  Yes but it involved going in and editing your save file.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on May 10, 2014, 03:08:29 PM
I think, to improve relations with faction, you *should* be able to kill enemies of those faction to gain relations.  For example, you join the Hegemony, leave it, and now they're *** at you.  Kill some (or a lot) of THEIR enemies, like the Pirates, Tri-Tachyon, etc., you should be able to get your relations up with them.

Or, to help players delay that rather tenuous decision so early in the game, how about adding a Privateer/Mercenary contract?  You have your relations set to the same as the faction you bought it from, and you have some limited access to their military outposts.  Maybe the ability to repair your ships, but nothing else.  The contract must be bought for a price (~1000 credits?) and has a time limit on it.  Once it runs out, your relations with the factions will be reset to the relations you had before taking on the contract.  Leaving it early will result in the faction you got it from becoming hostile for a short period of time (~1 week?), then relations returning to normal.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 10, 2014, 04:03:03 PM
Well I discovered that you can get a .zip of the whole project on Dropbox.  It's a little inflated with .git cruft but easy enough.  It seems that you stopped using github about 6 months ago.  Is this the official dev version?  Just updating the .jar stopped working because it wanted some new/updated files as well.  Anyway, if this is helpful there are some case sensitive issues:

Spoiler
sounds/br -> sounds/BR
graphics/br -> graphics/BR
graphics/pp -> graphics/PP
sounds/ilk/fx/L_Kayser.wav -> sounds/ilk/fx/l_kayser.wav
[close]

I only have a little bit of time to test it at the moment but have started a new game and it seems to be working fine so far.

Edit: I got the same NullPointerException that TimeDriver reported on claiming a bounty.  I thought I would be the first, but no.  Really like the new bounty system (or will like it) and the station storage/hanger.  Also seems like SHI has been updated.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 10, 2014, 06:24:25 PM
this is the live (stable, i hope) dev, if you guys really really wanna do me a favor and crash-test it before release (requires shaderlib as well now) (https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on May 11, 2014, 06:49:19 AM
Claiming 1'st bounty revard in Askonia system
Spoiler
Code
708094 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 10, maxFP1: 290, maxFP2: 210
831860 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]


bit crowded aout there (fleet numbers)

PS: what the hell is "shaderlib" ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on May 11, 2014, 07:08:03 AM
Use search function for shaderlib Sony, it'll be there. It's some graphics mod/.

Using both libs and targeting pip.
I also had a crash upon first bounty collection (in SHI system):
Code
719159 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
800483 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/anarbg.jpg into existing tex id 318
801998 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 349.62 MB of texture data so far
801999 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/anarbg.jpg (using cast)
809828 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 83, maxFP1: 200, maxFP2: 300
1196664 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to saves/save_uomrc6_5663138201634808151...
1204218 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1261819 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 14, maxFP1: 260, maxFP2: 240
1536298 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1541662 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1556297 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1556934 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1599685 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1603659 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1604548 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1604548 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1606485 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1606486 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1610726 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1638510 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1642319 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1643778 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1651593 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1652749 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1652749 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1686523 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
My cpu hates you for the extra fleets, im down to 30 fps in campaign. I will try upping java's XMS.

Edit: using lazylib 1.7, might be the problem.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 11, 2014, 07:10:44 AM
Claiming 1'st bounty revard in Askonia system
Spoiler
Code
708094 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 10, maxFP1: 290, maxFP2: 210
831860 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]


bit crowded aout there (fleet numbers)

PS: what the hell is "shaderlib" ?

Derp, try dowloading the jar again and start a new game :), (untested, kind of busy, but I think I narrowed down the reward problem). Shaderlib is this: http://fractalsoftworks.com/forum/index.php?topic=7958.0.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 11, 2014, 07:12:28 AM
My cpu hates you for the extra fleets, im down to 30 fps in campaign. I will try upping java's XMS.

I don't have much of a drop in fps (a lot better then the Oxes crysis!) Still I could add a setting fie with a way to lower the fleet count. Try getting into a system for the first few days and see if it goes better.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 11, 2014, 09:28:35 AM
My cpu hates you for the extra fleets, im down to 30 fps in campaign. I will try upping java's XMS.

I don't have much of a drop in fps (a lot better then the Oxes crysis!) Still I could add a setting fie with a way to lower the fleet count. Try getting into a system for the first few days and see if it goes better.

My FPS also goes down, but I like the crowd!  Don't change it back or make it external like you say. 

Some of the way the in station menus link are a little odd.  For example if you go back from modifying behavior (which starts in your hanger) you end up in blueprint analysis.  Also I wish ESC was the default for Back and wasn't sometimes Back and sometimes Undock/Leave station.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on May 12, 2014, 12:25:38 AM
Still crashing upon bounty reward acceptance. :(

Code
1210898 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1246492 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 8, FP2: 8, maxFP1: 250, maxFP2: 250
1441232 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to saves/save_hnd_1298192157696103188...
1451069 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1456258 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1259)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I agree that the frame rate drop is worth it for so many fleets.

edit: Cannot load the game that I got that crash from.
edit 2: non-crashed games load successfully.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on May 12, 2014, 07:04:53 AM
A little request, Uomoz: could you include a link to the current dev version somewhere in the original post? I'd love to test out what you're working on, but I can't ever find the links :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 12, 2014, 07:10:29 AM
I successfully retrieved a bounty and it's associated cruiser.  I haven't had time for more than one since updating but I will push on the bounty system soon.

In UsSSpawnManager.java line 101 it should be "Squadron".

A hint for anyone having trouble with cash flow/supplies, you can scuttle larger ships for >2x their sale value in purchased supplies.  Some ships you can actually make money scuttling.  For example I bought an Atlas, scuttled it, sold the result, and made ~13000 (with a Conquest I lose ~20k though).  I hadn't tried scuttling before yesterday and was surprised at how economically advantageous it was.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 12, 2014, 08:45:08 AM
The dev is updated https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa. New br stuff. now only need exi and tup and we are GO.

Fixed menu awkwardness and the typo.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on May 12, 2014, 12:12:32 PM
Using the newest dev I get this upon bounty claiming.
Code
1983598 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
2051092 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 22, maxFP1: 200, maxFP2: 300
2316115 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 5, maxFP1: 300, maxFP2: 200
2419593 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 7, maxFP1: 300, maxFP2: 200
2507033 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:284)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Also, save files are not loading past a few mins playtime.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on May 12, 2014, 12:21:34 PM
I think save files don't load after a few minutes of playing because the save just gets so big.  Happens to be a lot with this mod as well as Exerelin.  At least, I haven't tried the new dev yet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 12, 2014, 12:30:29 PM
Using the newest dev I get this upon bounty claiming.
Code
1983598 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
2051092 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 22, maxFP1: 200, maxFP2: 300
2316115 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 5, maxFP1: 300, maxFP2: 200
2419593 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 14, FP2: 7, maxFP1: 300, maxFP2: 200
2507033 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:284)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Also, save files are not loading past a few mins playtime.

ahahaha well I guess the bounty didnt have a ship for reward and I still wanted to add that :). The save problem is fixed by raising the vparams as explained in the OP.

Fixed. Also updated Exi. We are veeeeery close. https://www.dropbox.com/sh/tcdfwh7smxa7p2k/AABBW-aI6HFXFtGKAhMzl3YKa

Moar reports!

EDIT: going to bed. Build will remain the same for the next 8 hours or so :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on May 12, 2014, 01:51:10 PM
Sweet :D Will play it as soon as I get home!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: theSONY on May 12, 2014, 01:51:46 PM
latest build:
common !! this is madness
Spoiler
(http://i.imgur.com/iD88o6i.png)
[close]

i got weird stuf with shaderlib
Spoiler
(http://i.imgur.com/T6gU2UR.png)
[close]

Spoiler
(http://i.imgur.com/RX8zpk6.png)
[close]

Spoiler
(http://i.imgur.com/LxVnnwp.png)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on May 12, 2014, 05:36:18 PM
I do feel kind of silly, but how do I find the bounty fleets?  Are they marked in any way (via the map or the fleet name?) or do I just have to find the fleet of the same makeup and name that's in Station Bounty?  The latter will be rather annoying to do, seeing as it's difficult to scrounge through every fleet on the map, especially in Askonia, where there are Junk Pirate galore just going between Voltore and their base.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: FlashFrozen on May 12, 2014, 05:52:21 PM
I just find it kind of ironic where it was said running large fleets/capitals is unsustainable and yet you open up the map....  ::)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Nanao-kun on May 12, 2014, 06:00:16 PM
I do feel kind of silly, but how do I find the bounty fleets?  Are they marked in any way (via the map or the fleet name?) or do I just have to find the fleet of the same makeup and name that's in Station Bounty?  The latter will be rather annoying to do, seeing as it's difficult to scrounge through every fleet on the map, especially in Askonia, where there are Junk Pirate galore just going between Voltore and their base.
The bounty fleet is tagged with the name "BOUNTY" in it.
I just find it kind of ironic where it was said running large fleets/capitals is unsustainable and yet you open up the map....  ::)
Well, they're backed by Factions with actual planets under their control.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on May 12, 2014, 06:27:30 PM
Still, I think Capital Ships should be a lot rarer, at least, in this mod.  It's a lot more gritty than vanilla, and somewhat more realistic than it as well with the addition of the varying faction relationships and bounties.

@Nanao-kun
Thanks for that. :) Ah, but the painful way...

Oh, and I don't know when Uomoz added this, but now you can join a faction even if you've attacked them before.  Very, VERY much appreciated. :D Now the only obstacle to early-game is started next to Rashat - even if you manage to escape the first encounter without a scratch, the Mayorite will just track you down incessantly and you just can't get away in Hyperspace.  Seriously, I think starting close to that system should be stopped.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 13, 2014, 04:14:20 AM
Still, I think Capital Ships should be a lot rarer, at least, in this mod.  It's a lot more gritty than vanilla, and somewhat more realistic than it as well with the addition of the varying faction relationships and bounties.

@Nanao-kun
Thanks for that. :) Ah, but the painful way...

Oh, and I don't know when Uomoz added this, but now you can join a faction even if you've attacked them before.  Very, VERY much appreciated. :D Now the only obstacle to early-game is started next to Rashat - even if you manage to escape the first encounter without a scratch, the Mayorite will just track you down incessantly and you just can't get away in Hyperspace.  Seriously, I think starting close to that system should be stopped.

RhastStart is the best way to start a UsS game are you kidding me!?  ;D

About bounties, yeah well you need to find them (Hunt anyone?) and the bigger fleet you get higher are the chances it isn't even in you system. That's because the rewards are actually GREAT.

latest build:
common !! this is madness
Spoiler
(http://i.imgur.com/iD88o6i.png)
[close]

i got weird stuf with shaderlib
Spoiler
(http://i.imgur.com/T6gU2UR.png)
[close]

Spoiler
(http://i.imgur.com/RX8zpk6.png)
[close]

Spoiler
(http://i.imgur.com/LxVnnwp.png)
[close]

No idea what's happening there! :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: sarducardun on May 13, 2014, 07:17:36 AM
Using this modified starsector.command
Code
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\windows -Xms1024m -Xmx2048m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
and opening via batch file I cannot load save file past a few mins playtime. I forget where I found this on the forums but it has worked up until now. :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Chronosfear on May 13, 2014, 08:53:40 AM
Hi Uomoz, Hi Guys,

downloaded again today to check out the changes.
but i can´t run the game.

Did download Starsector 0.62.RC3 ( newest )
also downlaoded lazylib again, to make sure it´s up to date.

but Uomoz newest Version ( May 12, 2014, 12:30:29 PM Posted by: Uomoz ) keeps crashing while loading the "main menu"
Spoiler
24563 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
24564 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
24593 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoClassDefFoundError: org/dark/shaders/util/ShaderLib
java.lang.NoClassDefFoundError: org/dark/shaders/util/ShaderLib
   at data.scripts.UsSModPlugin.onApplicationLoad(UsSModPlugin.java:68)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.util.ShaderLib
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
[close]

I´m not having any crashes without UomozSecotor ( so i suppose there might be a typo or something [?] )
or it is something other dumb  ;D

greetings
Chronosfear
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 13, 2014, 08:57:00 AM
Yeah you need to have shaderlib enabled! http://fractalsoftworks.com/forum/index.php?topic=7958.0
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Chronosfear on May 13, 2014, 09:18:38 AM
Ah thank you.
Works like a charm now.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: CrashToDesktop on May 13, 2014, 12:08:26 PM
As for bounties, how do the work in-depth?  I've found my bounties untouched and killed them, but sometimes I can't claim the bounty or the bounty has just disappeared from my list.  Also, if the bounty fleet has been attacked before I got to it (even if the flagship hasn't been destroyed), I can't claim the bounty.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 13, 2014, 12:14:17 PM
As for bounties, how do the work in-depth?  I've found my bounties untouched and killed them, but sometimes I can't claim the bounty or the bounty has just disappeared from my list.  Also, if the bounty fleet has been attacked before I got to it (even if the flagship hasn't been destroyed), I can't claim the bounty.

Sure! You need to kill the flagship with your fleet in order to be able to claim a bounty. After that you can take new bounties as long as the bounty was either claimed or the fleet containing it is dead. If someone else kills the bounty, it's MIA and a new bounty can be acquired (to know if a target is MIA just visit any bountyboard menu). If the fleet lost his bounty flagship but the fleet is still alive you need to kill it completely or wait for someone else to do it before freeing another bounty slot.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 13, 2014, 03:56:57 PM
Looking good!  A couple of things:

Mining Pod wing blueprints:  You can't sell or trade them to anyone I've met so they are starting to clutter up my fighter wing blueprints.  Any ideas?

Bounties:  I can't make it crash, but I'm curious how they respawn.  If one station doesn't have any new bounties no other station seems to either.  I figured if my faction had no bounties then the independent trade hub might but so far they seem linked.  I'm too lazy to look at the code and answer this myself.  Also you can never be working on more than three bounties at a time which seems fine.

So the the thing that I didn't describe well about the menus is that I really like having all keyboard input if possible.  The personal storage/fleet/refit being apart from the station stuff means a lot more moving through menus.  I'm an old fart and vastly prefer keyboard bindings for the menus as I can blaze through them and being an old fart I'm used to hitting escape to exit current menu branch.  Unfortunately UsSOrbitalStationInteractionDialogPluginImpl.java #106 says dialog.setOptionOnEscape("Leave", OptionId.LEAVE); which is why I'm always undocking when I just mean to go back a menu level.  You can escape out of the fleet, refit, and inventory screens so sometimes it works and I forget. You also have numerous options.addOption("Back", OptionId.xxxxx); which are not bound... maybe binding them to a key but also also changing the setOptionOnEscape...  I'm not sure what I'm asking for but if I knew how to rebuild the .jar I could try a few things (can't I use .java without a jar?).  I imagine you use a fancy IDE (if only it were emacs!) but any tips/links on how to rebuild or test some stuff myself and I could propose a change or just make it work the way I want for me.  I haven't used java in nearly 15 years but am finding the javadoc api for starsector and lwjgl very interesting.

Also I don't mean to be a pest but since I'm probably the only non-Microsoft player of the dev version, the version I got around 24 hours ago still had the following case mismatches:
sounds/br -> sounds/BR
graphics/br -> graphics/BR
graphics/pp -> graphics/PP
sounds/ilk/fx/L_Kayser.wav -> sounds/ilk/fx/l_kayser.wav
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: kazi on May 13, 2014, 08:33:52 PM

Now the only obstacle to early-game is started next to Rashat - even if you manage to escape the first encounter without a scratch, the Mayorite will just track you down incessantly and you just can't get away in Hyperspace.  Seriously, I think starting close to that system should be stopped.

RhastStart is the best way to start a UsS game are you kidding me!?  ;D


<3

I kind of like how the Mayorate have become the boogeymen of UsS. It's no fun without a challenge, right?  ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Cycerin on May 14, 2014, 03:25:14 AM
Nothing like being greeted by that Bateman-esque Mayorate portrait the second you enter the game.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 14, 2014, 06:15:28 AM
Looking good!  A couple of things:

Mining Pod wing blueprints:  You can't sell or trade them to anyone I've met so they are starting to clutter up my fighter wing blueprints.  Any ideas?

Bounties:  I can't make it crash, but I'm curious how they respawn.  If one station doesn't have any new bounties no other station seems to either.  I figured if my faction had no bounties then the independent trade hub might but so far they seem linked.  I'm too lazy to look at the code and answer this myself.  Also you can never be working on more than three bounties at a time which seems fine.

So the the thing that I didn't describe well about the menus is that I really like having all keyboard input if possible.  The personal storage/fleet/refit being apart from the station stuff means a lot more moving through menus.  I'm an old fart and vastly prefer keyboard bindings for the menus as I can blaze through them and being an old fart I'm used to hitting escape to exit current menu branch.  Unfortunately UsSOrbitalStationInteractionDialogPluginImpl.java #106 says dialog.setOptionOnEscape("Leave", OptionId.LEAVE); which is why I'm always undocking when I just mean to go back a menu level.  You can escape out of the fleet, refit, and inventory screens so sometimes it works and I forget. You also have numerous options.addOption("Back", OptionId.xxxxx); which are not bound... maybe binding them to a key but also also changing the setOptionOnEscape...  I'm not sure what I'm asking for but if I knew how to rebuild the .jar I could try a few things (can't I use .java without a jar?).  I imagine you use a fancy IDE (if only it were emacs!) but any tips/links on how to rebuild or test some stuff myself and I could propose a change or just make it work the way I want for me.  I haven't used java in nearly 15 years but am finding the javadoc api for starsector and lwjgl very interesting.

Also I don't mean to be a pest but since I'm probably the only non-Microsoft player of the dev version, the version I got around 24 hours ago still had the following case mismatches:
sounds/br -> sounds/BR
graphics/br -> graphics/BR
graphics/pp -> graphics/PP
sounds/ilk/fx/L_Kayser.wav -> sounds/ilk/fx/l_kayser.wav


- Yeah mining pods are actually unsellable :D. The bottom end of the BP chain, none wants them!
- I actually just took 6 bounties from 2 different stations (my faction 3 + indy 3).
- Added keybind B for all menus to go back 1 level :). Cound't find a way to make dialog.setOptionOnEscape work so that will kind of always bring you back of the stations. Weird.
- I have no idea why this keep on popping up but the folders and files are already fixed. May be that windows uncorrectly shows caps? Meh.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: JDCollie on May 14, 2014, 11:20:58 AM
<3

I kind of like how the Mayorate have become the boogeymen of UsS. It's no fun without a challenge, right?  ;)
The Mayorate are both well dressed and doggedly persistent . . .

"Good afternoon, Sir. Have you accepted the Mayorate as your lords and masters?"

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: MesoTroniK on May 14, 2014, 06:10:44 PM
You all are lucky drifting into Tasserus on start is not possible, that would really give you something to complain about hehe :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: pyg on May 15, 2014, 11:38:31 AM
- Yeah mining pods are actually unsellable :D. The bottom end of the BP chain, none wants them!

Ha, the Nomads apparently need Mining Pod blueprints.  At least there is someone.

Quote
- I actually just took 6 bounties from 2 different stations (my faction 3 + indy 3).

It might be that my fleet is to good/big.  There seem to be a lot less bounties available at around level 30.

Quote
- Added keybind B for all menus to go back 1 level :). Cound't find a way to make dialog.setOptionOnEscape work so that will kind of always bring you back of the stations. Weird.

Thanks for that!  It's beautiful and exactly what I wanted.  One thing though is that the change behavior button is also B.  Maybe "M" for Modify behavior there?

Quote
- I have no idea why this keep on popping up but the folders and files are already fixed. May be that windows uncorrectly shows caps? Meh.

I looked in the dropbox archive and it does indeed look fixed, although I have only been updating the .jar recently.  It could have been my mistake.

Where did the Interstellar Federation go?  I can't find them in my current game.  Also I wanted to try the Titan again after reading the thread (http://fractalsoftworks.com/forum/index.php?topic=7914.0) on preferred capitals.  I've mostly preferred the Mimir but have been trying BRDY stuff this game.  I only played with it a little, but I recall the Titan being quite Mimir like, but also a carrier and mostly ballistic mounts.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: Uomoz on May 15, 2014, 11:57:43 AM
Yeap, only fleets bigger then yours are eligible to be bounties :)

Changed M into A to change behavior.

Interstellar Federation is not supported atm so I dropped them for the moment.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
Post by: DIEHARD25 on May 16, 2014, 01:51:13 AM
Hi, Uomoz ;)

I don't speak English well, prefer Russian :)

Very nice mod collection.

I have a question. I can't edit any files from "jar". I've open file, edit it, save, and all changes aren't implementing in game.

What I've done wrong???

Option "Read only" from mod catalog disabled.

Edition is making by AkellaPad.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Uomoz on May 17, 2014, 11:22:05 AM
RELEASE THE HOUNDS (http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/60/Dlc_stanleyparable_announcer_count_battle_10_04.mp3)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Grug on May 17, 2014, 03:27:51 PM
wat
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Uomoz on May 17, 2014, 03:28:14 PM
1.3 is out :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Piemanlives on May 17, 2014, 06:00:01 PM
Uomoz that link is fantastic.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: pyg on May 17, 2014, 07:30:18 PM
Seth MacFarlane? 

Can you elaborate on why no Kadur and Interstellar Federation?  You said IFed wasn't up to date right?  Would you incorporate it if someone updated it?  I really like the Kadur corvettes as well but am not super attached. I took out the Corvus Hegemony SDF but can't find the Pirate AssWringer ( :)).  After I do both of those I usually start over.  Should I keep looking? 

To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own.  The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar.  I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own.  I've only ever done academic java which was silly simple.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: CrashToDesktop on May 17, 2014, 07:38:30 PM
The Interstellar Federation was horribly unbalanced, and the fact that it isn't updated by the mod owner means that Uomoz has to update it in addition to keeping this mod running - no small task.

Also, Uomoz, I'm getting an Index:0, Size:0 error.  The game loads and has the starting screen for about a quarter of a second, then crashes.
https://www.mediafire.com/?m8f19wu69xtgl1j
(note that this is with my "trimmed" version, without the music and missions, although I tried it without editing the mod and get the same error)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: M Hoyt on May 17, 2014, 08:02:30 PM
Update your shader mod.  That fixed it for me.

Kadur hasn't been updated in a long time and it needed work to stay up to par.  I'm sad about this, the falchion is probably my favorite ship.

Thanks a bunch, I love the new blaster effects.  I haven't noticed any others yet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Nanao-kun on May 17, 2014, 08:21:56 PM
Yeah, with the new ShaderLib version, this works fine.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: CrashToDesktop on May 17, 2014, 08:30:22 PM
Woah, when did the Shaders get updated to 1.11?  I swear, yesterday it was 1.05. :P But thanks for that!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Uomoz on May 18, 2014, 04:08:28 AM
Seth MacFarlane? 

Can you elaborate on why no Kadur and Interstellar Federation?  You said IFed wasn't up to date right?  Would you incorporate it if someone updated it?  I really like the Kadur corvettes as well but am not super attached. I took out the Corvus Hegemony SDF but can't find the Pirate AssWringer ( :)).  After I do both of those I usually start over.  Should I keep looking? 

To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own.  The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar.  I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own.  I've only ever done academic java which was silly simple.

1) Wow did you already beat the SDF? How did you do that in such little time!

2) Ifed and Kadur will hardly will be worked on, ever. I won't put them in as long as they remain in the current unfinished state. Also they had some nasty balance problems.

3) About the jars, I'm not sure I can help you: you've done academic java, I've done absolutely no school for it. I learn through trial and error and some things (like recompiling jars) are out of my curriculae :D.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Debido on May 18, 2014, 04:43:42 AM

To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own.  The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar.  I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own.  I've only ever done academic java which was silly simple.

DOWNLOAD NETBEANS!!!!!!!

There is a fair amount of documentation on modding SS if you look around. I can't cover NetBeans as a whole because it is a huge topic in itself, however I do touch on using it for debugging in this post:
http://fractalsoftworks.com/forum/index.php?topic=7957.0
Also I show how to use netbeans to profile and determine the relative utilisation of your scripts:
http://fractalsoftworks.com/forum/index.php?topic=7956.0

However before going even getting into the advances stuff, I suggest reading the thread by LW on setting up NetBeans which is here:
http://fractalsoftworks.com/forum/index.php?topic=3173.0

After that, if you haven't already check out the threads on this forum board:
http://fractalsoftworks.com/forum/index.php?board=9.0
Specifically the stickied thread:
http://fractalsoftworks.com/forum/index.php?topic=633.0

But most importantly I think is to use this reference JAVA DOC on the Starsector API, this thing is your proverbial bible when coding:
http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html


Also a note, there is currently a bug when performing script refreshes in-game using JAR compiled files. This isn't huge, it just means that some changes such as CSV/JSON file updates cannot be done in-combat and you must restart your game to get the changes.

I can see you're already posting queries on Misc modding questions, so you're already on the right path there. Good luck!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Erick Doe on May 18, 2014, 05:01:26 AM
Thanks, Debido. That's a helpful summary.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: pyg on May 18, 2014, 05:04:20 AM

To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own.  The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar.  I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own.  I've only ever done academic java which was silly simple.

DOWNLOAD NETBEANS!!!!!!!

There is a fair amount of documentation on modding SS if you look around. I can't cover NetBeans as a whole because it is a huge topic in itself, however I do touch on using it for debugging in this post:
http://fractalsoftworks.com/forum/index.php?topic=7957.0
Also I show how to use netbeans to profile and determine the relative utilisation of your scripts:
http://fractalsoftworks.com/forum/index.php?topic=7956.0

However before going even getting into the advances stuff, I suggest reading the thread by LW on setting up NetBeans which is here:
http://fractalsoftworks.com/forum/index.php?topic=3173.0

After that, if you haven't already check out the threads on this forum board:
http://fractalsoftworks.com/forum/index.php?board=9.0
Specifically the stickied thread:
http://fractalsoftworks.com/forum/index.php?topic=633.0


I did look quite a bit in here and nothing at first glance looked relevant as it seemed to be covering how to use IDEs.  I'm 25+ year fan of the CLI and assumed that some/most modders also edited, compiled, and rolled the .jar on a CLI... that's what you get when you assume.  I'm can figure it out now even if I have to leave emacs temporarily. 

Quote

But most importantly I think is to use this reference JAVA DOC on the Starsector API, this thing is your proverbial bible when coding:
http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html


Also a note, there is currently a bug when performing script refreshes in-game using JAR compiled files. This isn't huge, it just means that some changes such as CSV/JSON file updates cannot be done in-combat and you must restart your game to get the changes.

I can see you're already posting queries on Misc modding questions, so you're already on the right path there. Good luck!

I have been looking at the API which is one of the things that got me excited about the game.  I love it when a game I like has pretty deep hooks in a decent language for modding.  Thanks for all the above, it's exactly what I wanted to know.  I had seen (and passed over) all the threads except your debugging tutorial.  I can figure it out the IDE way and then translate it to CLI.

Sorry to hijack your thread Uomoz.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Erick Doe on May 18, 2014, 05:08:41 AM
@pyg

Maybe start a thread in the modding forums if you've got more questions like these. There's also this thread for miscellaneous modding questions (http://fractalsoftworks.com/forum/index.php?topic=5061.0).

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Debido on May 18, 2014, 07:01:27 AM
I did look quite a bit in here and nothing at first glance looked relevant as it seemed to be covering how to use IDEs.  I'm 25+ year fan of the CLI and assumed that some/most modders also edited, compiled, and rolled the .jar on a CLI... that's what you get when you assume.  I'm can figure it out now even if I have to leave emacs temporarily. 

CLI?!?! @#*&%$ Seriously?!?! CLI? Nooooooooope. CLI is good for configuring routers, Linux and Windows Server Core.

You are literally the *first* person I know of to be using a CLI to both *edit* AND *compile* in this day and age. I don't mean that as in insult, but I am utterly astonished. Most people here start with Notepad, then Notepad ++ and let Janino compile the loose scripts as you don't *need* to compile into a jar in most cases but it has it's advantages. People then eventually go onto NetBeans, Eclipse or one of a few other IDE's that enhance the programming experience and do error checking for you, auto-formatting, code-completion, live debugging, profiling etc. etc.

Once you get into a proper IDE like NetBeans you will wonder honestly wonder to yourself why you didn't jump ship sooner, it's like chalk and cheese...no, like a hammer and chisel vs a Saturn V rocket.

Sorry Uomoz, hijacking continues.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: pyg on May 18, 2014, 08:05:51 AM
1) Wow did you already beat the SDF? How did you do that in such little time!

I didn't just restart with 1.3.  I've been playing for two weeks or so with the same game.  I do think I have an unstoppable (borderline abuse) fleet though as I play like HELMUT describes here (http://fractalsoftworks.com/forum/index.php?topic=1799.msg132106#msg132106).  This means by level 30 I have Leadership/Logistics 10 and Technology 5 all categories 5 except for the repair one which is painful in UsS.  It looks like this:
Spoiler
(http://i.imgur.com/lJVnj6t.jpg)
[close]
There are 8 Nomad Flycatchers one of which I lead the other 7 around with, keeping them out of the battle but close to the front, often circling around reacquiring Nav and Sensor points.  There are 3 SHI Neriads to grab points quickly at the start.  The SHI Raksasha is the heavy lifter and the BRDY Serkets are there because they never seem to need a flightdeck.  If I get retreating Raksashas I swap them for Serkets.  I also bring a sacrificial frigate for the experience bonus.  I tried leading the Flycatchers with other things (Sargasso for Fighter Control Relay) but nothing at 2 logistics is a fast, tough, and has 200! cargo.  It is not powerful offensively but that is not it's role.  IMO the Flycatcher is not vanilla balanced but I already complained (http://fractalsoftworks.com/forum/index.php?topic=162.msg134581#msg134581) about it in the Nomad thread.

CLI?!?! @#*&%$ Seriously?!?! CLI? Nooooooooope. CLI is good for configuring routers, Linux and Windows Server Core.

You are literally the *first* person I know of to be using a CLI to both *edit* AND *compile* in this day and age. I don't mean that as in insult, but I am utterly astonished. Most people here start with Notepad, then Notepad ++ and let Janino compile the loose scripts as you don't *need* to compile into a jar in most cases but it has it's advantages. People then eventually go onto NetBeans, Eclipse or one of a few other IDE's that enhance the programming experience and do error checking for you, auto-formatting, code-completion, live debugging, profiling etc. etc.

Once you get into a proper IDE like NetBeans you will wonder honestly wonder to yourself why you didn't jump ship sooner, it's like chalk and cheese...no, like a hammer and chisel vs a Saturn V rocket.

Sorry Uomoz, hijacking continues.

Get off my lawn!  I started using computers when I was 11 with a Commodore VIC-20.  I would type programs out of magazines into it's 3k of memory and save them on a cassette tape.  That was 32 years ago.  My first and last use of Windows was 3.1.  After that I used Linux, BSD, SunOS, Solaris, Irix, etc.  I still use the original IDE, emacs which you can configure in lisp to do anything a modern IDE will do and do it faster as diehard keyboardists will tell ya!  If you have to reach for the mouse, you cut your speed in half.
Title: Problem changing my info.plist file
Post by: Dabclipers on May 18, 2014, 02:09:03 PM
I hate posting simple problems like this because it usually is some simple fix that I didn't see but here we go anyways.

In order to load up a game, it is stated that: Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the vmparams file is called info.plist and is located in /contents folder.

I am a Mac user, and after going through the file first using the search function and then manually reading every text line I could not find the codes Xms512m anywhere.  If anyone knows a fix to this I would appreciate some assistance.  I am running the latest version of Starsector available for download.  Thanks.
Title: Re: Problem changing my info.plist file
Post by: Alex on May 18, 2014, 02:14:45 PM
@Dabclipers: Look in the Contents/MacOS/starsector_mac.sh file. As of 0.6.2a, Info.plist points to this script, and any java-specific configuration is done there.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Dabclipers on May 18, 2014, 02:51:55 PM
Thank you Alex, it works perfectly.
Title: Re: Problem changing my info.plist file
Post by: Uomoz on May 19, 2014, 03:01:53 AM
@Dabclipers: Look in the Contents/MacOS/starsector_mac.sh file. As of 0.6.2a, Info.plist points to this script, and any java-specific configuration is done there.

Thanks, added to the op!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: M Hoyt on May 19, 2014, 04:43:28 PM
It seems like the rate at which crew drop is a little high.  Am I supposed to be ransoming them at stations?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Erick Doe on May 19, 2014, 04:57:03 PM
It seems like the rate at which crew drop is a little high.  Am I supposed to be ransoming them at stations?

Soylent Green anyone? Uomoz, introduce a way to turn crew into supplies.  :D

Spoiler
(http://riniealtena.files.wordpress.com/2013/03/tomorrowville-soylent-green.gif)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Grug on May 19, 2014, 07:33:02 PM
The spawn rate of unique faction destroyers/frigates/cruisers seems extremely low. I also can't seem to raise my faction affiliation level at all, even by attacking/destroying the hegemony's fleets (for tri-tach).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Dark.Revenant on May 19, 2014, 08:08:36 PM
Get off my lawn!  I started using computers when I was 11 with a Commodore VIC-20.  I would type programs out of magazines into it's 3k of memory and save them on a cassette tape.  That was 32 years ago.  My first and last use of Windows was 3.1.  After that I used Linux, BSD, SunOS, Solaris, Irix, etc.  I still use the original IDE, emacs which you can configure in lisp to do anything a modern IDE will do and do it faster as diehard keyboardists will tell ya!  If you have to reach for the mouse, you cut your speed in half.
Obviously, if you write your own IDE (which you basically are, if you're using LISP for "configuration", which is itself a charitable term for the amount of work that is actually involved), it better damn well be the fastest possible method for your programming style.

Most people here haven't been programming for 32 years on the same IDE.  I haven't even been alive for 32 years.  It is important to know that the majority of programmers are whippersnappers with far less experience, so they use user-friendly easy-to-learn tools like, say, anything with a GUI.

P.S. I sometimes use CLI, especially when working on Unix-based servers.  I've also written a decent amount of LISP code via CLI.  It has its place, but I wouldn't prefer it for everything.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: nb8 on May 20, 2014, 12:01:06 AM
I have a problem, huge freeze when shooting Shields  :( Any chance disable ShaderLib?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Debido on May 20, 2014, 12:08:00 AM
I have a problem, huge freeze when shooting Shields  :( Any chance disable ShaderLib?

What GFX card do you have? Also shader lib has settings that let you turn down he number of effects if it can't handle it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: nb8 on May 20, 2014, 04:26:34 AM
thanks, i found settings and disable Distortion, bun now my save is not load  :( i am edit the vmparams file, and replaced x32 java to x64, coz i have win 7 64 but its not help/
my com - phenon 2 x4 955 3.61Gh, 4GB RAM
Windows Experience Index  6.9
my GFX - Geforce 9800 GT
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: gforce360 on May 20, 2014, 05:05:46 AM
Hey all- first post, but I've been lurking in the shadows since 2012...

The vmparams edit fix for save files is not working for me. I'm unable to load a save file past a few minutes of playtime. Is there anything else I should be looking at?

My JRE folder has been replaced with the 64 bit version, and Lazylib 1.8c and Shaderlib alpha v1.11 are both enabled. This is for Sector Journey 1.3 (stable).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: sirboomalot on May 20, 2014, 05:18:36 AM
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: JohnDoe on May 20, 2014, 06:05:55 AM
Is there any way to join a faction after they have banned you? As a matter of fact, is there any way to join the factions that are hostile to you from the start?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: gforce360 on May 20, 2014, 06:20:53 AM
Thanks, Champion Boomalot.

I wasn't entirely sure what the value was pertaining to, so I wasn't sure if that was the thing to do. I changed it to 4096 and it works fine. I've got plenty of memory to spare on this machine, so I'll bump it further if it gives me trouble in the future.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: sarducardun on May 20, 2014, 07:57:33 AM
hey Uomoz as of the last dev version before the 1.3 official release timberwolf BP didn't give access to wolves. Might be fixed but i thought i'd say just in case.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: vilehydra on May 20, 2014, 02:21:46 PM
I'm getting some trouble when I try to use this mod.
I launch it with Uomoz, shaderlib and lazylib checked. It launches and the bar gets about halfway to finishing then it crashes with a fatal:null error
Here is the log
Spoiler
24057 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at sound.J.o00000(Unknown Source)
   at sound.B.super(Unknown Source)
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I increased the vmparam to 1024x1024 and downloaded updated the jre to a x64bit but it doesn't seem to help. Any fixes?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: sirboomalot on May 20, 2014, 03:22:02 PM
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g

That appears to be an out of memory error, vilehydra. The post I just quoted should be quite relevant if your computer has the memory to spare, but the fact that you got an out of memory crash, something that normally doesn't happen when the vmparams are set to 1024, suggests that your problem might not be quite as simple. Still probably worth a try.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: vilehydra on May 20, 2014, 05:43:00 PM
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g

That appears to be an out of memory error, vilehydra. The post I just quoted should be quite relevant if your computer has the memory to spare, but the fact that you got an out of memory crash, something that normally doesn't happen when the vmparams are set to 1024, suggests that your problem might not be quite as simple. Still probably worth a try.

It turned out to be a botched jre install or something. I just redownloaded directly into the starsector files and it works now. 1024x1024 works fine, but can turning it up improve the game quality. Don't want to break it again is all :p
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: sirboomalot on May 20, 2014, 10:46:18 PM
From what I've seen no, increasing the memory available doesn't change much once the game already has enough memory to run everything.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 (Mods Collection) [upd.17\05]
Post by: Uomoz on May 21, 2014, 06:17:54 AM
It seems like the rate at which crew drop is a little high.  Am I supposed to be ransoming them at stations?

That change was to make VW a good choice since the start. You can train or sell em (slaver!) :).

The spawn rate of unique faction destroyers/frigates/cruisers seems extremely low. I also can't seem to raise my faction affiliation level at all, even by attacking/destroying the hegemony's fleets (for tri-tach).

Uhm, do you mean inside the stations? They should actually keep themselves stocked with civilian ships by default, with a mild daily chance to produce a military grade vessel. Intentional if this is the case.

Is there any way to join a faction after they have banned you? As a matter of fact, is there any way to join the factions that are hostile to you from the start?

You can raise other factions relationships by leaving your current faction but once banned you can't raise that relationship any longer. You can join any hostile faction unless you are already banned.

hey Uomoz as of the last dev version before the 1.3 official release timberwolf BP didn't give access to wolves. Might be fixed but i thought i'd say just in case.

I think I fixed it just before 1.3.

Anyway, I'll post a poll somewhere to make people rate TuP ships. I'll have more ships/factions incoming soon so I have to trim down the TuP part a little, especially the redundancies.

Here's the poll if anyone wants to give any feedback!

https://docs.google.com/forms/d/1BuSmcNj_BfdslocPa18Aw7iHWxPCn7VTE_o3YgNXQPg/viewform?usp=send_form
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 21, 2014, 07:59:16 AM
Quote
Anyway, I'll post a poll somewhere to make people rate TuP ships. I'll have more ships/factions incoming soon so I have to trim down the TuP part a little, especially the redundancies.

Redundancies?  :( Wait, did you cut the Timberwolves already?

Personally I feel that 'redundant' ships add to the RP. Not every ship should be great. Having average or even bad ships make things more interesting. There's also the fact that you start at the bottom, and claw your way up to better ships. Also, the problem with a poll is that people are more likely to vote high for the ships they like piloting. While having certain 'impopular' ships in AI fleets is great. Finally, some ships seem to be missing (42 present out of 57). I couldn't find the Buckler, for instance, while it is already in UsS?

Your compilation, of course! Just my two cents.  ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Uomoz on May 21, 2014, 08:22:33 AM
Quote
Anyway, I'll post a poll somewhere to make people rate TuP ships. I'll have more ships/factions incoming soon so I have to trim down the TuP part a little, especially the redundancies.

Redundancies?  :( Wait, did you cut the Timberwolves already?

Personally I feel that 'redundant' ships add to the RP. Not every ship should be great. Having average or even bad ships make things more interesting. There's also the fact that you start at the bottom, and claw your way up to better ships. Also, the problem with a poll is that people are more likely to vote high for the ships they like piloting. While having certain 'impopular' ships in AI fleets is great. Finally, some ships seem to be missing (42 present out of 57). I couldn't find the Buckler, for instance, while it is already in UsS?

Your compilation, of course! Just my two cents.  ;)

You think I would actually keep only good ships even if they are rated higher? The redundancy is about role/gameplay/idea, nothing to do with underpowerness. Also the pool title asks something different then opinions about rough power. I think you are overprotective about this Erick :D.

EDIT: added the Buckler, all the other ships are not in UsS anyway so they are not in the poll.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 21, 2014, 09:20:09 AM
No no! Just worried about how the poll would work. There's nothing wrong with making cuts to eliminate elements of lesser quality.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Shield on May 21, 2014, 01:51:37 PM
Anyone else getting not responding when trying to load a game? I have made several new games and each time it does that, not sure what to say about that
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: CrashToDesktop on May 21, 2014, 02:31:25 PM
Is it me or is it overly-difficult to find any military-class ships, even frigates?  I've actually never seen a single Lasher (rather standard low-tech frigate) in either of the Hegemony stations, and I've only seen one destroyer (the Hammerhead, which I promptly snatched up).  Is it supposed to be THAT hard to acquire military-grade ships?  TuP ships seem to have invaded the entire sector! ;)
(I'm about 3 months into the game and level 4, with me switching between the Corvus, Askonia, and Junk Pirate systems)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 21, 2014, 03:44:41 PM
Seems pretty random to me. Sometimes I see a lot of the same ships, and then suddenly they're no where to be found for a while. Right now I'm in Corvus and almost every fleet (pirate or Hegemony) seems to have Lashers, Strikers, Striker Mk2's and Bloodhounds, Cerberuses (Cerberi) and Wolfpacks for frigates.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Grug on May 21, 2014, 04:03:02 PM
Yes, inside the stations. The fact that joining a faction doesn't give me any especial access to the faction's basic military warships at any point is absurd. Not only that, but I'm unable to increase my standing with the faction past 'friendly.'
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Toxcity on May 21, 2014, 04:32:39 PM
Not only that, but I'm unable to increase my standing with the faction past 'friendly.'

I believe 'friendly' is the best standing you can have with a faction in Starsector atm.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: spudcosmic on May 21, 2014, 04:39:28 PM
I know I may be asking a lot here, but is it possible you could release a version without ShaderLib? My graphics card is old and has little support for any type of shader, so it has made it impossible to do any type of combat because my frames fall into the single digits. If even possible could you give me instruction on how I could manually disable its features? Any help would be greatly appreciated.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Uomoz on May 21, 2014, 05:01:30 PM
I know I may be asking a lot here, but is it possible you could release a version without ShaderLib? My graphics card is old and has little support for any type of shader, so it has made it impossible to do any type of combat because my frames fall into the single digits. If even possible could you give me instruction on how I could manually disable its features? Any help would be greatly appreciated.

I think you can completely disable any Shaderlib feature through the settings file inside Shaderlib main folder. Set enableShaders, enableLights, enableDistortion, enableBloom to false, or try any combinations. The way this is set up I cannot allow a game to start without Shaderlib if I want to use its features at all.

Not only that, but I'm unable to increase my standing with the faction past 'friendly.'

I believe 'friendly' is the best standing you can have with a faction in Starsector atm.

True!

Is it me or is it overly-difficult to find any military-class ships, even frigates?  I've actually never seen a single Lasher (rather standard low-tech frigate) in either of the Hegemony stations, and I've only seen one destroyer (the Hammerhead, which I promptly snatched up).  Is it supposed to be THAT hard to acquire military-grade ships?  TuP ships seem to have invaded the entire sector! ;)
(I'm about 3 months into the game and level 4, with me switching between the Corvus, Askonia, and Junk Pirate systems)

Yeap, completely nerfed the "buying" ship mechanic. But you can always trade external blueprints for ones of your faction, or clear some bounties (the ship rewars are always military grade).

Anyone else getting not responding when trying to load a game? I have made several new games and each time it does that, not sure what to say about that

Have you properly set up the vparams file as described in the OP?

EDIT: the poll is already showing some interesting results overall (after trimming down some "highly biased" values xD).

(https://docs.google.com/spreadsheet/oimg?key=0AofJdPw8jIWGdHZjUXpCcnl6Vkt1aUJpalhwTnB2V1E&oid=3&zx=4m9ac51zvcvx)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 21, 2014, 06:24:48 PM
Quote
after trimming down some "highly biased" values xD
I think I voted twice. Did the poll not reset after you added the Buckler? I re-took the poll after you did. Voted 5 on the ships I like and 4 on the ones I don't like as much, so if my votes counted twice then yes, that would've messed up the poll.  :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: CrashToDesktop on May 21, 2014, 07:07:51 PM
I can personally vouch for the Foxhound being the literal bane of anything that has shields...lol.  And I'm gonna miss the Talus in the next version. ;D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Euqocelbbog on May 21, 2014, 08:39:01 PM
I'm pretty alright with purchasing of ships being "nerfed"; it reinforces the spirit of making do with whatever you can get your hands on that I find so fun in this mod and it makes those times that you do find a good ship in the store to be more special.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 22, 2014, 04:50:16 AM
Uomoz, I watched your stream. You do know the Hermit has shields now right, like you requested?  :D

Your weapons were down, your flux was 0, but you didn't raise them and continued to take a beating. So I thought maybe you'd forgotten about the shields being added.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: spudcosmic on May 22, 2014, 06:51:02 AM
Hey, I wanted to thank you for letting me know about that setting file for ShaderLib, I'm good to go now!

I haven't been playing for long but I wanted to point out that I'm having trouble finding destroyer sized cargo freighters in shops. I read about how  you nerfed ship buying, but you also pointed out that they keep civilian vessels stocked, so am I really unlucky or is there a problem here?

Also, I wanted to know, if there is any mining/trade system in place, or is the main source of profit in this mod from looting ships?

Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: CrashToDesktop on May 24, 2014, 07:54:45 AM
I think...I think one of the Exigency ships is horribly, HORRIBLY broken right now (at least, with the official release, not the daily dev builds).  It's with the smallest ship, the Elhiur.  I somehow got the blueprint for it after defeating a Just Pirate fleet that had somehow captured an Elhiur frigate.  What are the chances of that. ;D  Anyways, the problem:

Costs 10 Electronics to produce.  0 days to produce.  1200 credits to make, 2200 credits selling price.  God almighty, that's more than an 80% profit, almost instantly.  So yea, you might want to fix that Uomoz. ;) Sure, having more than 100K credits (plus many, MANY sacrificial frigates ;)) is nice and all, but all good things must come to an end. :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Erick Doe on May 24, 2014, 08:20:41 AM
Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.

I'm pretty sure Uomoz cut the Damocles (the converted Atlas) from UsS. The Overlord is still in though, but it is a capitalship.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: HELMUT on May 24, 2014, 09:00:14 AM
I'm pretty sure Uomoz cut the Damocles (the converted Atlas) from UsS.

(http://media.giphy.com/media/eMU3RmxOnA32E/giphy.gif)

To me it's still the best looking TuP ship (with the Hermit). While it's not a very good cruiser, it still have some use against carrier based fleets thanks to its built in frag bombs.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Golol on May 24, 2014, 01:42:14 PM
could it be that boarding is harder in Uomoz? I don't know why it should be but I really have this feeling. In vanilla boarding worked 90% of the time, now it works 10% of the time...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: pyg on May 24, 2014, 06:48:09 PM
I restarted my game after 1.3 came out to fully test it and at some point after both noticed Zero to SDF (http://fractalsoftworks.com/forum/index.php?topic=7982.0) thread and accidentally ran into the Corvus SDF before I thought I was ready for it.  I stuck it out as it seemed rather light (only 1 Onslaught, 2 Dreadnoughts, 1 Dominator, and 2 Achilles plus etc.) and scraped a victory at level 20.  The date was Oct 20 206.  I did not use Ironman/mode but also only rarely quit an overmatched battle as it's usually worth the experience if you can take the financial hit.  I thought the game start date was March something 206, so I'm pretty sure Thaago's Jan 8 206 is impossible to beat.  IMO, a possibly better metric than date is level, as in what level can you beat the SDF at.  Prior to this I have never even attempted to before level 30+.  Other settings I change are flagship takes full damage (why isn't this default) and although I don't crank up battle size it's modded up so far beyond vanilla it's tricky to just be a good pilot.  Anyone else roll the SDF yet?

@Uomoz: Zero bugs/complaints for 1.3 after 6-8 hours gaming time.  Edit: Except for some stuff with Shaderlib (distortions are off center) which has already been reported/known.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Creepin on May 26, 2014, 02:18:18 AM
Just got a clean install of SS, made all prep work suggested in an OP (hmm, am I right understanding that "put jre 64bit in the main Starsector folder" means "install Java 64 bit into "jre" folder of SS root erasing said folder's previous content beforehead"?), hoping for some "improved stability" and "optimised performance" I believe I read about some 10-20 pages ago.
Sadly, USJ still acts as weirdly as before: it took like 15 seconds to F5 or F9 (which might works as intended TBH), it tends to stuck dead on loading after 10-15 quickloads, which is easily wasted on 2 cases of making sure my fleet won't let enemy ship to run away on autocombat, forcing me to kill the game and relaunch it every 10 minutes, and ultimately it corrupts saves after 50-70 quicksaves or quickloads, don't know which one exactly to blame. I stopped playing USJ yesterday after finding out it not only corrupted quicksave but also backup quicksave, which is really sad as I was looking so much to the next release of USJ.

Is there anything I could do locally to improve the situation, or it's safe to conclude that my PC just isn't compatible with USJ and close the case?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: CrashToDesktop on May 26, 2014, 05:25:46 AM
@Creepin
Yea, I did just that and the game ran fine after replacing the 32-bit Java with a 64-bit Java.  Although the time it takes to load - that's something I go through a lot.  My way is to just kill the scum-saving habit - go with what you get (aside from running into the Junk Pirate's Retained Defense Fleet ;)).  A lot more fun that way, too. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: spudcosmic on May 26, 2014, 10:29:03 AM
I have an idea for a trade system that might suffice until we get the trade update, whenever that is to come.

My idea works a lot like the bounty system, in which you go to a station and accept a trade deal. These trade deals would ask you to transport a specific resource(s) or ships to another station. After reaching that station you'd get payed depending on how much of said resource you were able to bring, making it important to have many good freighters.

A mining system would also be nice, and maybe the ability to turn ore from asteroids into ship parts? Just a few ideas.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Tschudy on May 26, 2014, 01:48:05 PM
I don't suppose a spreadsheet exists for all the ships available in this mod?  I'm trying to find a decent carrier with a fast burn since the Kaldur are gone :(.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Uomoz on May 26, 2014, 02:22:41 PM
Yo! Thanks for all the feedback!

I don't suppose a spreadsheet exists for all the ships available in this mod?  I'm trying to find a decent carrier with a fast burn since the Kaldur are gone :(.

If you want ship data, take a look inside data/hulls/ship_data (inside the mod folder).

I have an idea for a trade system that might suffice until we get the trade update, whenever that is to come.

My idea works a lot like the bounty system, in which you go to a station and accept a trade deal. These trade deals would ask you to transport a specific resource(s) or ships to another station. After reaching that station you'd get payed depending on how much of said resource you were able to bring, making it important to have many good freighters.

A mining system would also be nice, and maybe the ability to turn ore from asteroids into ship parts? Just a few ideas.

Yeah in due time both those will be implemented, I'm just waiting the next official update to see myself the vanilla implementation.

Just got a clean install of SS, made all prep work suggested in an OP (hmm, am I right understanding that "put jre 64bit in the main Starsector folder" means "install Java 64 bit into "jre" folder of SS root erasing said folder's previous content beforehead"?), hoping for some "improved stability" and "optimised performance" I believe I read about some 10-20 pages ago.
Sadly, USJ still acts as weirdly as before: it took like 15 seconds to F5 or F9 (which might works as intended TBH), it tends to stuck dead on loading after 10-15 quickloads, which is easily wasted on 2 cases of making sure my fleet won't let enemy ship to run away on autocombat, forcing me to kill the game and relaunch it every 10 minutes, and ultimately it corrupts saves after 50-70 quicksaves or quickloads, don't know which one exactly to blame. I stopped playing USJ yesterday after finding out it not only corrupted quicksave but also backup quicksave, which is really sad as I was looking so much to the next release of USJ.

Is there anything I could do locally to improve the situation, or it's safe to conclude that my PC just isn't compatible with USJ and close the case?

Just to be sure, the content of your jre looks like this right? I didn't see my saves getting corrupted in a long time, it's pretty hard to know whats wrong when pcs behave in such a different way on the same build. My save time is constantly around 3-5 secs at most, never actually degrading over time. I don't even compress the save data to be perfectly sure there's no corruption. Are you sure you set the vparams adequately?

(http://i.imgur.com/ZGUfB53.png)

I restarted my game after 1.3 came out to fully test it and at some point after both noticed Zero to SDF (http://fractalsoftworks.com/forum/index.php?topic=7982.0) thread and accidentally ran into the Corvus SDF before I thought I was ready for it.  I stuck it out as it seemed rather light (only 1 Onslaught, 2 Dreadnoughts, 1 Dominator, and 2 Achilles plus etc.) and scraped a victory at level 20.  The date was Oct 20 206.  I did not use Ironman/mode but also only rarely quit an overmatched battle as it's usually worth the experience if you can take the financial hit.  I thought the game start date was March something 206, so I'm pretty sure Thaago's Jan 8 206 is impossible to beat.  IMO, a possibly better metric than date is level, as in what level can you beat the SDF at.  Prior to this I have never even attempted to before level 30+.  Other settings I change are flagship takes full damage (why isn't this default) and although I don't crank up battle size it's modded up so far beyond vanilla it's tricky to just be a good pilot.  Anyone else roll the SDF yet?

@Uomoz: Zero bugs/complaints for 1.3 after 6-8 hours gaming time.  Edit: Except for some stuff with Shaderlib (distortions are off center) which has already been reported/known.

Well done! I wish I had a video of that fight :)

could it be that boarding is harder in Uomoz? I don't know why it should be but I really have this feeling. In vanilla boarding worked 90% of the time, now it works 10% of the time...

That setting is completely unchanged from vanilla.

I'm pretty sure Uomoz cut the Damocles (the converted Atlas) from UsS.

(http://media.giphy.com/media/eMU3RmxOnA32E/giphy.gif)

To me it's still the best looking TuP ship (with the Hermit). While it's not a very good cruiser, it still have some use against carrier based fleets thanks to its built in frag bombs.

I will put the damocles back in then.

I think...I think one of the Exigency ships is horribly, HORRIBLY broken right now (at least, with the official release, not the daily dev builds).  It's with the smallest ship, the Elhiur.  I somehow got the blueprint for it after defeating a Just Pirate fleet that had somehow captured an Elhiur frigate.  What are the chances of that. ;D  Anyways, the problem:

Costs 10 Electronics to produce.  0 days to produce.  1200 credits to make, 2200 credits selling price.  God almighty, that's more than an 80% profit, almost instantly.  So yea, you might want to fix that Uomoz. ;) Sure, having more than 100K credits (plus many, MANY sacrificial frigates ;)) is nice and all, but all good things must come to an end. :(

Nice catch! Fixed :D

Hey, I wanted to thank you for letting me know about that setting file for ShaderLib, I'm good to go now!

I haven't been playing for long but I wanted to point out that I'm having trouble finding destroyer sized cargo freighters in shops. I read about how  you nerfed ship buying, but you also pointed out that they keep civilian vessels stocked, so am I really unlucky or is there a problem here?

Also, I wanted to know, if there is any mining/trade system in place, or is the main source of profit in this mod from looting ships?

Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.

1) Probably unlucky, or the faction misses destroyer sized civ ships.
2) Right now the only way to progress is through fighting as in vanilla, but it will change in time!

I'm pretty alright with purchasing of ships being "nerfed"; it reinforces the spirit of making do with whatever you can get your hands on that I find so fun in this mod and it makes those times that you do find a good ship in the store to be more special.

Nice, thanks!


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Tschudy on May 26, 2014, 05:02:31 PM
I'm not very familiar with open office, is there a way to make the data more readable?  Right now it looks like its all crammed into one column with no apparent rhyme or reason to the organization.  I'm trying to see if there are any carriers close to the Kaldur's Rhuk.  It had 2 flight decks, 8 small universal turrets, and like a 7 or 8 base max burn.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: MesoTroniK on May 26, 2014, 05:22:17 PM
I'm not very familiar with open office, is there a way to make the data more readable?  Right now it looks like its all crammed into one column with no apparent rhyme or reason to the organization.  I'm trying to see if there are any carriers close to the Kaldur's Rhuk.  It had 2 flight decks, 8 small universal turrets, and like a 7 or 8 base max burn.


(http://i.imgur.com/J5NIg43.png)


Edit: Forgot to mention this, but to get the information you want will require looking at both the ship_data.CSV and individual .SHIP files...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Uomoz on May 26, 2014, 05:49:31 PM
New video of a showcase mission (with randomized stuff for both parties).

https://www.youtube.com/watch?v=B2XmoZYjYio&feature=youtu.be
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Creepin on May 26, 2014, 11:58:40 PM
Just to be sure, the content of your jre looks like this right? I didn't see my saves getting corrupted in a long time, it's pretty hard to know whats wrong when pcs behave in such a different way on the same build. My save time is constantly around 3-5 secs at most, never actually degrading over time. I don't even compress the save data to be perfectly sure there's no corruption. Are you sure you set the vparams adequately?
Hey Uomoz, thanks for your reply! Just checked and my "jre" folder looks exactly like yours, up to filesizes. As for vparams, I believe it's correctly altered, but I'll attach it here just in case:
Spoiler
Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx1024m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]
Maybe I should have installed Java to Program Files and copy its folder to SS's "jre"? Also, Ive noticed that Okim recommends to change all 512s into 1024s in vparams in his mod (http://fractalsoftworks.com/forum/index.php?topic=431.0) thread, while your instruction is to change only one of two. At the same time, in another topic he recommends changing it to 512/2048 for Win7 64... guess I'm just gonna try all the options to see if any will work for me.

Anyways, I've come up with workaround so far: I'm trying to f5/f9 less as The Soldier suggested, and to made designated backup saves sometimes, so far - so good. Still I've got to divert my gameplay from how I wanted to play to how I'm allowed to play in order to not to corrupt the saves, so I would be really happy if this bug could be purged :)
P.S. I'm running SS on Win7 64 if that matters.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on May 27, 2014, 12:00:44 PM
It's not so much of a bug as a memory issue (I think, at least).  Your computer gets rather grumpy with loading more information over and over, thus it slows down, sometimes crashes.  That's with my experience.

Oh, and nice trailer Uomoz. :) Lots and lots of ships, not like it's the complete opposite of what the Campaign is like... ;) Still, shows off the mod rather well with all its components.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bucktail on May 27, 2014, 03:18:10 PM
It seems every time I can board a disabled ship I can't take it, If I launch assault teams it either blow itself up or gets away, and I I hard dock same thing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on May 27, 2014, 03:22:12 PM
Uomoz said before, the boarding code hasn't been touched.  You've got just a bit of bad luck. ;) Sending a larger ship with more marines/crew will increase your chances, although it'll be devastating if you aren't successful.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bucktail on May 27, 2014, 07:53:04 PM
Also I just tried saving my game and it crashed mid save and now I can't load it, is it now just gone and I'm not able to play on that save anymore now? This is what the end of the log says:
Caused by: com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[65058,110]
Message: XML document structures must start and end within the same entity.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 405 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[65058,110]
Message: XML document structures must start and end within the same entity.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 412 more
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: DornoDiosMio on May 27, 2014, 11:01:42 PM
Hi, just wanted to say I love your mod, but, there is one small issue I wanted to mention.

While playing the mod lately I noticed at times the music was too loud and other times it was just right. One track in particular was far too loud, additionally I had to set the music volume level to 25% in-game for it to be at a desirable level.

So, I was going to change the gain on the tracks using MP3Gain, but, as you know they are Ogg Vorbis files. So, I had the Audacity to use Audacity to normalize just the Music files inside the BR and Exigency folders of your mod. Now the music has a consistent volume level and the default value of 100% in-game is just right.

I did not do anything special when normalizing, I just used the defaults in Audacity. One track in particular in the BR folder was very loud and clipped at times throughout the track. The clipping may be inaudible, but, is still undesirable.

I just wasn't sure if you were aware of this very minor issue as the difference in volume is not always an issue for everyone. I tend to play at nights and having to adjust the volume every now and then drives me nuts.

I had no prior experience using Audacity and was able to figure out how to normalize the files in a few minutes so it is pretty easy to do.  If there is any interest I can upload the files themselves or give some brief instructions on how to easily normalize said files.

Edit: Upon playing some more it seems the volume level of the music still must be reduced below 100%, but, it might just be me.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *TuP poll in the OP*
Post by: Creepin on May 27, 2014, 11:44:30 PM
Also, Ive noticed that Okim recommends to change all 512s into 1024s in vparams in his mod (http://fractalsoftworks.com/forum/index.php?topic=431.0) thread, while your instruction is to change only one of two. At the same time, in another topic he recommends changing it to 512/2048 for Win7 64... guess I'm just gonna try all the options to see if any will work for me.
Just wanted to let you know that I tried Uomoz's Sector with 512/2048 instead of recommended 512/1024, and it seemed that f5/f9 speed and stability improved: f5 performs 10%-ish faster, f9 like 30% faster, and I haven't single case of savegame corrupted or even f9 stuck at all! Guess I'll try 1024/2048 this evening for, hopefully, even better performance :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: nb8 on May 28, 2014, 04:58:12 AM
One problem
2048 - for x64 java, x32 - 1024 max... All why has x32 sys cant play this mod...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: theSONY on May 28, 2014, 08:02:18 AM
Crash durning random mission
i selected something on the battle map
Spoiler
Code
234719 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 352, FP2: 335, maxFP1: 255, maxFP2: 245
1211125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: No valid task target for ms_enlil_Hull ISS Melanthus
java.lang.RuntimeException: No valid task target for ms_enlil_Hull ISS Melanthus
at com.fs.starfarer.combat.B.Z.Ô0?000(Unknown Source)
at com.fs.starfarer.combat.B.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.a.processInput(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
also everytime you lost ship from your fleet the deploy points will be deducted (i dunno if this appears in campaign mode)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on May 29, 2014, 06:22:15 AM
Uomoz said before, the boarding code hasn't been touched.  You've got just a bit of bad luck. ;) Sending a larger ship with more marines/crew will increase your chances, although it'll be devastating if you aren't successful.

Yes and no, sending more crew on a self destruct is really bad, but sending a larger ship on a self destruct is more likely to survive.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: DigiiFox on May 29, 2014, 08:28:34 AM
Hello, I have a problem. I start up Uomoz's Sector and the bar fully loads but then the game crashes with no evidence of why, no error message. Am I missing something simple?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: theSONY on May 29, 2014, 01:31:37 PM
Hello, I have a problem. I start up Uomoz's Sector and the bar fully loads but then the game crashes with no evidence of why, no error message. Am I missing something simple?

yes

                                                                                                                                                                             check the 1'st page & download the Requirements
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on May 29, 2014, 07:28:14 PM
One problem
2048 - for x64 java, x32 - 1024 max... All why has x32 sys cant play this mod...

I run x86 32bit on a piece of sh!t netbook (1.6 Atom w/2Gigs HP Mini-311) just fine except for consistently lowish fps.  I also am using linux but doubt that is actually the problem.  Starsector is a good game BECAUSE it can run on low resource systems.  I use system jre but also doubt that is your problem.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Taverius on May 30, 2014, 11:37:17 PM
I keep hoping you'll put this on github or bitbucket or the like so we can just sync git to keep up with dev.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: DigiiFox on May 30, 2014, 11:53:42 PM
Hello, I have a problem. I start up Uomoz's Sector and the bar fully loads but then the game crashes with no evidence of why, no error message. Am I missing something simple?

yes

                                                                                                                                                                             check the 1'st page & download the Requirements


I have done everything apart from 64bit java as i only have a 32bit system. Have LazyLib + ShaderLib added in mods, can see them on "mods". Also edited the Vmparams. Redownloaded everything and I get: Fatal: Invalid value (1281)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Taverius on May 31, 2014, 12:20:52 AM
Also, please give us a way to get rid of Mining Pod BPs that doesn't involved hand-editing the save.

I don't even have a destroyer yet and the Mayorate's already traded me 4 of them >:|

Edit: 9 of them. :|

Edit: 12 of them. Also, Mayorate fleets are the same color on map as Sindrian Diktat, which can cause some hilarity ...
Title: A Plea for wonky mods
Post by: Camael on June 01, 2014, 04:49:55 AM
Still a mod that gets more amazing by the version - I assume that I am not the only one who feels Starsector is incomplete-ish and lacking meat a bit without the basic upgrade that is to be found on the frontpage of this thread. Now, there are two points of concern for me and maybe some others as well:

First, since the previous update the mod just does not want to play with others anymore. Not just not implementing them, which I understand is impossible due to faction specific scripting behind the crafting system, but actively sabotaging their presence in the game. I tried to have a look into the station interaction plugin myself but quite frankly I don't speak Java and plain logic was too much for my little brain there... is there a way to treat factions not implemented in the mod as either independent or a "free" faction that allows docking and ship trading, maybe weapons trading ignorant of the players status towards them, or at least as long as the player is not hostile (not repairing and crafting and stashing as to not sabotage the strategic value of faction choice)? Right now I can only throw in some factions I still want in (Yeah, I just can't live without Neutrino, sorry...) and try to board their ships using the ****** ubercrappy insult of a boarding system. I would assume it is easily manageable to restore some external gameplay compatibility here, but of course, it's Your mod and in this case would be Your work, so of course You can lock out the rest of the world.

Second would follow the first point. A reason for my wanting to implement "external" factions is that some keep leaving the mod. Loved the Gedune, still missing Lotus, and of course my poor little Neutrino balance-breakers broke my heart when You showed them the door. Now, again I assume, You are going for a rather sleek and polished environment - not overloaded with ships and factions, but still diverse and filling every niche. My suggestion/request would be - don't do it. Having a ton of disparate factions and ships that try to fill the same role but just seem to play slightly differently - or just look differently - gives the whole game this strung together with wiretape mad max in space making do with whatever outdated crap You find feeling. In my perception "redundant" ships make the game better. And the balance issues are quickly fixed by increasing the deployment and logistics cost of uberships. So especially Kadur and the Federation where I would assume most of the work is already done (all those blueprints and armor parts...) would be terribly missed and I don't really understand why they have to go. For me both look less CGI-y than Exingency and have a larger range of ships, weapons and cool places to be. So... quality-wise.

Maybe offer a not-so-polished version that is not exactly as You want it, but where all the work that has already been done, at least, is still dumped into so those who want to play it, can.

As always, Your mod, Your rules, but a request from a fan of convoluted chassis-lists. ( Avatar should be a dead giveaway. Yeah. I loved the old Total Annihilation.)

Oh, also... the Mayorate is like... soooooo cool. Okay.

Oh, and will bosses be back?

Okay. Done. Really.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on June 01, 2014, 05:22:12 AM
+1

Finding a way to somewhat add other faction to the mod would be a huge plus. It's sad that some factions like Citadel/Neutrino/Gedune etc aren't available for us to toy with, even if they aren't integrated to the crafting system.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 01, 2014, 05:28:10 AM
Absolutely valid points. Will make the whole station stuff bound to my mod alone in next version. Also making all the unsellable BP sellable again for half the gain.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Taverius on June 01, 2014, 05:47:30 AM
Also making all the unsellable BP sellable again for half the gain.
I don't really mind how much I get for mining pods so long as I can get rid of them :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TimeDiver on June 01, 2014, 05:52:06 AM
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?

Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.

Unless there's some hidden benefit to that?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 01, 2014, 06:00:50 AM
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?

Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.

Unless there's some hidden benefit to that?

That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: spudcosmic on June 01, 2014, 09:25:34 AM
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?

Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.

Unless there's some hidden benefit to that?

That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.

In this blueprints overhaul, do you plan on making it a bit less random? It doesn't make much sense that you'd just trade your blueprint at random. (not to mention annoying when you get the same useless civilian ship over and over.)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 01, 2014, 10:20:56 AM
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?

Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.

Unless there's some hidden benefit to that?

That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.

In this blueprints overhaul, do you plan on making it a bit less random? It doesn't make much sense that you'd just trade your blueprint at random. (not to mention annoying when you get the same useless civilian ship over and over.)

Not really, part of the flavor of the mod is the random factor, the fact that you can't rely on predefined purchases/plans, and you have to do with what you find.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Hellkyte on June 02, 2014, 04:54:28 PM
Damnit.....I fail at reading
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: doodlydee on June 02, 2014, 05:47:14 PM
I keep getting a message Interstellar Imperium getship broken, I am using the dev version
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 02, 2014, 05:54:20 PM
I keep getting a message Interstellar Imperium getship broken, I am using the dev version

yeah I need to add civ ships to them :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Hellkyte on June 02, 2014, 07:19:34 PM
Is there a decent guide on how to start this?   The first 4 games I started I was too weak to fight anything I could find, and I couldn't figure out how to make any money.  In the last 2 games I started I was attacked by a massive fleet before I even left hyperspace.   I feel like I might be missing something, is there a video guide somewhere or...anything?

edit:  Also every save game copy I load seems to crash.  

ed: damnit, didn't read the front again.,.....
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on June 03, 2014, 01:03:41 AM
Scuttle a ship to get some fuel so you can stop drifting in hyperspace.
Is there a decent guide on how to start this?   The first 4 games I started I was too weak to fight anything I could find, and I couldn't figure out how to make any money.  In the last 2 games I started I was attacked by a massive fleet before I even left hyperspace.   I feel like I might be missing something, is there a video guide somewhere or...anything?

edit:  Also every save game copy I load seems to crash.  

ed: damnit, didn't read the front again.,.....
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on June 03, 2014, 03:21:03 AM
Scuttle a ship to get some fuel so you can stop drifting in hyperspace.

Not really worth scuttling a ship for some fuel, just let yourself drifting to the closest gravity well and go buy some of it at the nearest independent station. If you got caught by the Mayorate fleet at the beginning, just start a new game, not worth trying to survive them.

Otherwise, my old comment is still valid.

Quote
Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).

The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).

I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.

You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.

I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.

Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.


A bit outdated (no more foxbats in the campaign) and getting your hands on some fighters is harder than before (you have to get the fighter AND the carrier for them to work).

Hounds, Foxhounds, Cerberus and Lashers are still extremely cost efficient ships early to mid game. Don't bother with their TuP variant (other than the Foxhound), they have less OPs, which is a huge handicap early on.

When you farmed enough weapons and blueprints, ditch the faction you joined and activate the Void Walker station. The VW station is better than faction's stations when you need more supplies but it won't produce any weapons for your fleet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on June 04, 2014, 07:50:47 AM
I agree with HELMUT's advice w/regards to strategy.  It gets a lot easier once you get a carrier and some fighters.  I like the Boartusk (sp?) as a decent early fighter.  You can also leave a faction and join a different one unless you are Banned.  I do this sometimes in order to trade blueprints I specifically want/need, then leave that faction and fight it to get parts.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on June 04, 2014, 08:38:52 AM
I agree with HELMUT's advice w/regards to strategy.  It gets a lot easier once you get a carrier and some fighters.  I like the Boartusk (sp?) as a decent early fighter.  You can also leave a faction and join a different one unless you are Banned.  I do this sometimes in order to trade blueprints I specifically want/need, then leave that faction and fight it to get parts.
I wouldn't recommend attacking Independents early on, even if you belong to a faction (and especially if you don't!) Not that they are difficult targets, but rather because having hostile relations with the Indies will severely limit your operational range You'll be forced to return to your faction's stations to refuel, repair, and rearm, whereas if you are on good terms with the independents, you can sell, repair, and restock in most of the systems in the game.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: esix on June 04, 2014, 08:51:47 AM
Mind blowingly amazing mod.  Thank you.

I just want to add that I had a lot of crashes until I replaced my starsector's jre folder with the 64bit jre version. Also changed the second vm parameter to 2048. Now it all works like a charm.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Taverius on June 04, 2014, 09:52:23 AM
PS, you don't have to use megabytes - -Xmx2g (or 3g, or 4g, or whatever) works just fine when you're telling it to chomp full gigabytes.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 04, 2014, 12:04:28 PM
You don't *have* to start a new game in order not to get caught by the Mayorite.  The Hyperspace fleet positions seems to be random if you start up the original save file, so fleets will be elsewhere if you want to keep the ships you got (once I got a pair of Cerberus' and that Blackrock ship - no way in hell was I gonna let that go).  As a side effect it also shuffles your starting weapons around.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on June 04, 2014, 01:07:17 PM
I just gave the latest dev a whirl and there seems to be a problem with crew shortages.  My starting ships were crewed with ~7 out of a minimum of ~26.  Also other fleets must be having the same problem because they are constantly returning to their base for resupply and when attacked have 0-2% CR.

Also there is something screwy about the Dropbox .zip and case sensitive stuff.  I'm still getting a bunch (and mostly the same ones as before) but when I browse through the Dropbox site I can't find a graphics/br or sounds/br as it shows the correct BR versions.  Yet when I download a .zip it shows:

Spoiler
$ unzip -l UomozSector.zip  |grep /BR/
        0  2014-05-11 21:55   graphics/BR/weapons/
        0  2014-05-11 21:55   graphics/BR/portraits/
        0  2014-05-11 21:55   graphics/BR/missiles/
        0  2014-05-11 21:55   graphics/BR/ships/
        0  2014-05-11 21:55   graphics/BR/planets/
        0  2014-05-11 21:55   graphics/BR/backgrounds/
        0  2014-05-11 21:55   graphics/BR/hullmods/
        0  2014-05-11 21:55   graphics/BR/
        0  2014-05-11 21:55   sounds/BR/
        0  2014-05-11 21:55   sounds/BR/music/
        0  2014-05-11 21:55   sounds/BR/fx/

-vs-

$ unzip -l UomozSector.zip |grep /br/
    99489  2013-09-28 05:30   sounds/br/fx/systems/scalarcharge.ogg
    31640  2013-02-09 02:55   sounds/br/fx/systems/hugedronelaunch.ogg
    55094  2014-03-01 22:43   sounds/br/fx/systems/newscalarsmall2.ogg
    33605  2013-03-18 02:17   sounds/br/fx/systems/newajunderlay.ogg
    76887  2013-12-08 06:17   sounds/br/fx/systems/fluxeject.ogg
    84999  2013-12-01 00:28   sounds/br/fx/systems/scalarappearsmall.ogg
    60582  2014-03-01 22:44   sounds/br/fx/systems/newscalarsmall3.ogg
     8279  2014-02-18 04:52   sounds/br/fx/systems/scalarabsorb2.ogg
    32918  2013-09-14 21:31   sounds/br/fx/systems/burstjetunderlay.ogg
    74716  2014-03-05 23:58   sounds/br/fx/systems/arcdriveloop.ogg
    52491  2014-03-05 23:58   sounds/br/fx/systems/arcdriveend.ogg
    55546  2014-03-01 22:43   sounds/br/fx/systems/newscalarsmall1.ogg
    53683  2013-01-26 21:26   sounds/br/fx/systems/shrimp_sensor_use.ogg
    24376  2013-03-18 02:28   sounds/br/fx/systems/newajfade.ogg
    33968  2013-09-14 23:41   sounds/br/fx/systems/burstjetfire.ogg
    28877  2013-02-09 02:36   sounds/br/fx/systems/arcjetunderlay.ogg
    11385  2014-02-18 04:51   sounds/br/fx/systems/scalarabsorb1.ogg
    23443  2013-08-12 06:01   sounds/br/fx/systems/activatethingy.ogg
    56738  2014-03-01 22:45   sounds/br/fx/systems/newscalarsmall4.ogg
    41881  2014-02-17 01:15   sounds/br/fx/systems/scloak_loop.ogg
    58509  2013-09-14 21:26   sounds/br/fx/systems/lucifergenloop.ogg
    10186  2014-03-18 21:33   sounds/br/fx/systems/rejectoronline.ogg
    42172  2014-02-17 06:19   sounds/br/fx/systems/counterspark2.ogg
    27275  2013-02-09 02:42   sounds/br/fx/systems/system_arcjet_oneshot.ogg
    34694  2014-03-05 23:58   sounds/br/fx/systems/arcdrivestart.ogg
    21434  2013-09-05 21:07   sounds/br/fx/systems/spark1.ogg
    35302  2014-02-17 01:17   sounds/br/fx/systems/scloak_activate.ogg
    56056  2013-02-09 02:41   sounds/br/fx/systems/system_arcjet_loop.ogg
    41459  2014-02-17 06:20   sounds/br/fx/systems/counterspark3.ogg
    91199  2013-12-01 00:05   sounds/br/fx/systems/scalarsmall.ogg
    54330  2014-03-01 22:46   sounds/br/fx/systems/newscalarsmall5.ogg
    31202  2013-02-09 02:51   sounds/br/fx/systems/luciferdeactivate.ogg
    28765  2014-02-17 06:18   sounds/br/fx/systems/counterspark1.ogg
    40365  2014-02-18 05:15   sounds/br/fx/systems/scalarsplode1.ogg
    35965  2013-02-09 02:43   sounds/br/fx/systems/system_arcjet_loop_out.ogg
    21907  2013-09-05 21:09   sounds/br/fx/systems/spark2.ogg
    17370  2013-11-13 21:27   sounds/br/fx/systems/brphaseout.ogg
    19898  2013-02-24 04:27   sounds/br/fx/systems/arcjetunderlay3.ogg
    21044  2013-11-13 21:24   sounds/br/fx/systems/brphasein.ogg
    22589  2013-02-09 02:49   sounds/br/fx/systems/luciferactivate.ogg
    23603  2014-01-16 23:19   sounds/br/fx/systems/autoloader3.ogg
    11651  2013-02-24 04:25   sounds/br/fx/systems/arcjetunderlay2.ogg
    21662  2013-09-05 21:12   sounds/br/fx/systems/spark3.ogg
   162464  2013-09-27 23:34   sounds/br/fx/systems/luciferdriveactivate.ogg
    13164  2014-02-26 00:33   graphics/br/ships/effects/imaginos/passive/00 - Copy.png
      181  2013-12-21 18:58   graphics/br/ships/effects/imaginos/passive/01.png
    15310  2014-02-26 20:42   graphics/br/ships/effects/imaginos/passive/00.png
    36197  2014-03-04 03:13   graphics/br/portraits/BR_maleofficer1.png
    50041  2014-02-16 06:00   graphics/br/portraits/BR_anonymous1.png
    34339  2014-03-03 22:17   graphics/br/portraits/BR_femaleofficer1.png
    35462  2014-03-18 21:04   graphics/br/portraits/BR_anonymous2.png
    60518  2014-03-07 03:39   graphics/br/ships/desdinova.png
    52570  2014-02-10 01:54   graphics/br/ships/brdy_cetonia.png
     4043  2014-05-02 15:46   graphics/br/ships/gale_drone.png
    27015  2014-02-05 02:35   graphics/br/ships/scarab.png
 
<snipped as it goes on quite a ways>     

[close]

However I can browse Dropbox and find sounds/ilk/fx/L_Kayser.wav which should be l_kayser.wav.

I'm pretty sure the 1.3.7z you released was correct though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Hellkyte on June 04, 2014, 10:07:30 PM
Ok, finally got a good game going.  To be honest the game is still too easy if you use a faction so I just jumped directly into the voidwalker base.  Slowly building up my fleet/BPs, right now I'm getting by with Lilliths and Lasherz. Also this one super fast teleporting frig.  But a belial Plc on it and it's hilarious to watch it knock out destroyers.  Still no decent destroyer BLs yet, but it's just a matter of time.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Hellkyte on June 08, 2014, 10:36:08 AM
I think I already saw the answer to this, but is there a way to get rid of excess/duplicate BPs when you are with the void walkers?  My current inventory is so cluttered the hard to find the good stuff amongst the 300 lasher BPs.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: DeVolco on June 09, 2014, 01:04:42 PM
Using latest version of both the mod and the game
A couple of errors I'm getting. The first stops the game before it even finishes loading, the second stops the game as soon as the bar gets to the end. Neither occurs when not running this mod.

Fatal: / by zero
Quote
22588 [Thread-5] INFO  sound.Sound  - Loading sound [sounds/sfx_systems/high_energy_focus_loop.ogg]
22738 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: java.lang.ArithmeticException: / by zero
java.lang.RuntimeException: java.lang.ArithmeticException: / by zero
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArithmeticException: / by zero
   at sound.super.<init>(Unknown Source)
   at sound.B.super(Unknown Source)
   ... 6 more

And Fatal: Out of Memory (1285)

Quote
2098 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 389.85 MB of texture data so far
62098 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
62295 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.lwjgl.opengl.OpenGLException: Out of memory (1285)
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1129)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I've no clue what to do about this, so whether the solution is incredibly easy or difficult, I'd appreciate it if I could get some solutions.


Edit:

Right...I've downloaded the 64-bit Java thing using the link, it looks like a java icon with the label jre-7u60-windows-x64, do I just move that into the starsector folder and leave the jre already in there, or do I delete the jre folder afterward or something?

As for the dev version thing, I'm using the one that you download when you click the giant download button on the first page of this thread. Was I wrong to do so?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 09, 2014, 01:08:08 PM
You need to add more memory to the game, read the OP.  Should have some directions how to do it near the top.

Quote
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.
Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Tecrys on June 09, 2014, 01:51:20 PM
That might work for the out of memory issue but the first error really concerns me.
A division by zero sould not happen if you run out of memory.

Are you running a dev version of UsS? That might explain what happened ...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on June 12, 2014, 07:03:59 AM
Was playing the mod and noticed something: The Blackrock specific hull mods aren't selectable by Blackrock ships, when you bring up the hull mod selection screen they aren't there at all.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TimeDiver on June 12, 2014, 08:45:12 AM
Was playing the mod and noticed something: The Blackrock specific hull mods aren't selectable by Blackrock ships, when you bring up the hull mod selection screen they aren't there at all.
Known error with Uomoz's Sector v1.3; User-made hotfix:

1. Open up '<Starsector install folder>\mods\UomozSector\data\hullmods\hull_mods.csv' in Notepad++ (not vanilla Notepad, because it'll bork up line breaks).

2. Find the line (usually line #5) that says:

"Blackrock Assault Fitting","brassaultop",,6,12,18,26,"data.hullmods.BlackrockAssault","Can only be installed on Blackrock hulls. Increases EMP resistance by 50 percent, and increases weapon and engine health by 75 percent. Also shortens weapon/engine repair times by 25 percent.","graphics/BR/hullmods/br_assault.png"

3. Replace that line with the following:

"Blackrock Assault Fitting","brassaultop","TRUE",6,12,18,26,"data.hullmods.BlackrockAssault","Can only be installed on Blackrock hulls. Increases EMP resistance by 50 percent, and increases weapon and engine health by 75 percent. Also shortens weapon/engine repair times by 25 percent.","graphics/BR/hullmods/br_assault.png"

4. Find the line (usually line #6) that says:

"Blackrock Targeting Suite","brtarget",,5,10,15,20,"data.hullmods.BlackrockSuite","Can only be installed on Blackrock hulls. Increases all weapon damage and projectile speed by 10 percent.

5. And replace that line (and only that line) with:

"Blackrock Targeting Suite","brtarget","TRUE",5,10,15,20,"data.hullmods.BlackrockSuite","Can only be installed on Blackrock hulls. Increases all weapon damage and projectile speed by 10 percent.

6. Before saving, make a copy of the mod's 'hull_mods.csv' file that you can restore if for some reason things get borked (like say, using vanilla Notepad rather than NotePad++.)

As you will note, the only difference in each of those lines was inserting the "TRUE" parameter for each entry; in a spreadsheet program, said "TRUE" parameter would be inserted into the previously blank 'unlocked' column for those particular lines.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: DeVolco on June 12, 2014, 12:16:21 PM
After having been given instructions that amounted little more than to "Do it", I fiddled around for awhile trying to figure out what to put where and how to do what, and through the power of google I've still gotten nowhere.

What I did:

Downloaded 64-bit java, there's a java icon that has 64-bit in the name, but somehow I didn't really believe that was what the OP was referring to. Attempted to download again, checked for the file location of the download, found the folder. Copied the jre7 folder, pasted it into the main starsector folder. Started it up, didn't work. Then I pulled the original jre folder out of starsector, and then the thing just wouldn't run period, double clicked the starsector icon and the following message sprung up:
Quote
-server- XX:CompilerThreadPriority=1
-XX:+CompilerThreadHintNoPreempt
-Djava.library.path=native\\windoes-Xms512m -Xmx1024m - classpath
janino.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar.lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar-Dcom.fs.starfarer.settings.paths.saves=..\\screenshots
-Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots
-Dcom.fs.starfarer.settings.paths.mods=..\\mods
-Dcom.fs.starfaerer.settings.paths.logs=.com.fs.starfarer.StarfarerLauncher

What I get from this is that whatever I was urged to do, I've done it wrong. So I'd appreciated some DETAILED instructions as to how to replace the jre folder, since apparently just throwing it (jre7) and removing the older one is not how I'm supposed to do this.


Edit@Below: Thank you very much. The mod runs now. :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nanao-kun on June 12, 2014, 12:31:09 PM
Rename the jre7 folder to jre.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on June 13, 2014, 03:26:15 AM
Hey Uomoz, just got this twice when I hit esc, once in battle and once outside battle.

804520 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.save.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.showMenu(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Using:
Uomoz
Leading pip
C radar
Lazy and shader (basic 1.5) libs
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TimeDiver on June 13, 2014, 09:52:41 AM
Hey Uomoz, just got this twice when I hit esc, once in battle and once outside battle.
Spoiler
804520 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.save.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.showMenu(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Using:
Uomoz
Leading pip
C radar
Lazy and shader (basic 1.5) libs

You're definitely running the current DEV version, which is extremely crash-worthy at the moment.

In this case, a partial merge with Starsector+ (using SS+'s .ship and .variant files to replace the previously separate 'Pirate Plus' and 'The Infernal Machine' mini-mods) hasn't factored in some of SS+'s own specific features into the equation (the Mobile Headquarters hullmod, in your own situation), resulting in that crash.

Getting the current DEV version to work without crashing (at least, any obvious crashes) is pretty time-consuming for the end-user, to say the least.

Took me the better part of a day to get the partial/botched Starsector+ merge resolved on my end, including extracting the contents of the UomozJAR.jar file, and adding/replacing certain .class files with those from Starsector+ (not all of them, because that would bork Uomoz's Sector, so careful examination of the various *.java resources is a must.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 13, 2014, 09:59:59 AM
I can certify that I havn't touched uss in a week or so, so the dev is probably a mess.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TimeDiver on June 13, 2014, 10:25:19 AM
I can certify that I havn't touched uss in a week or so, so the dev is probably a mess.

And while I'm here (and a kinda-sorta follow-up to the above semi-bug report), occasionally I'll get an in-game text message along the lines of: 'Missing tech fortup_boartusk_wing'.

I'm assuming the game engine is attempting to award blueprint(s) for Tore Up Plenty's fighter wings, but since their entries in 'wing_data.csv' aren't preceded by a 'tup_' prefix (unlike every other mod's, which have their own prefixes), the script in question (UsSUtils.java) doesn't like that for some reason.

I cheated by opening up every .csv/.java/.json file that had references to TuP's fighter wings, and manually added the 'tup_' prefix to them. Haven't had a chance to test out whether this made matters even worse on my own partially-modded .DEV version (mostly to fix crash bugs), but that's on the agenda for later today.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on June 13, 2014, 05:20:08 PM
I can certify that I havn't touched uss in a week or so, so the dev is probably a mess.

I've been checking and yes the dev .jar hasn't been modified in a while, which is totally fine!  Real life happens.  Also because it's a dev version anyone messing with it should always expect a mess.  Real life has happened to me as well so I still haven't gotten an IDE set up to really stick my fingers in.  Sounds like TimeDiver is on that track though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on June 13, 2014, 06:25:58 PM
Yeah I'm sort of super busy until mid july, but it'll get better after.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: adecoy95 on June 17, 2014, 08:22:27 PM
why is this mod so ridiculously hard? anything i fight annhilates me, and i cannot get any sustainable amount of income

is there any way to remove all the wierd ecomomy "hardmode" stuff and get just all the different ships and factions working together? or is it all or nothing? :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 18, 2014, 09:42:01 AM
There's a few things you have to do when you start off:

First, don't spawn near the Mayorite.  They will rip you apart before you even get a chance to get into a system.

Second, try to join a faction if you want better military ships - Trade hubs tend to only give you civilian and occasionally, weaker military ships (mainly destroyers or less)

Third, and probably the most important, be sure to always have a Bounty to kill.  You can get Bounties from any station, and when you take a bounty, hunt down that fleet that has "BOUNTY" plastered on it and return to the station once you've destroyed the flagship.  They'll pay you an amount of credits, and sometimes you can get a ship out of it.

I've been pretty lucky to start off with a double-Cerebus + Hound start, which means I could sell those and get 20 thousand credits right off the bat to get myself a proper (shielded) military ship.  Also spawned near Blackrock, which means those rather OP frigates are mine to use! :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bulzeeb on June 18, 2014, 05:46:00 PM
Why can't you trade with independent hubs if you join a faction...?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 18, 2014, 06:03:19 PM
You probably joined with a Pirates faction.  Once you do that, you pretty much make yourself hated by everyone.  Including the Independents, who run the Trade Hubs.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: adecoy95 on June 18, 2014, 09:24:10 PM
There's a few things you have to do when you start off:

First, don't spawn near the Mayorite.  They will rip you apart before you even get a chance to get into a system.

Second, try to join a faction if you want better military ships - Trade hubs tend to only give you civilian and occasionally, weaker military ships (mainly destroyers or less)

Third, and probably the most important, be sure to always have a Bounty to kill.  You can get Bounties from any station, and when you take a bounty, hunt down that fleet that has "BOUNTY" plastered on it and return to the station once you've destroyed the flagship.  They'll pay you an amount of credits, and sometimes you can get a ship out of it.

I've been pretty lucky to start off with a double-Cerebus + Hound start, which means I could sell those and get 20 thousand credits right off the bat to get myself a proper (shielded) military ship.  Also spawned near Blackrock, which means those rather OP frigates are mine to use! :D

thanks for the tips, i joined a faction that was friendly to the pirates already, ironically they were hostile to me but i quickly docked and joined them, but they only seem to have destroyers or lower available for sale, also i cannot figure out how the bounty system works, i have looked in the system they said they are in but there are a whole lot of fleets moving around, is there a way to pick them out of a crowd easily?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on June 18, 2014, 11:48:32 PM
Bounties have 'Bounty:' in the name, it tells you the faction and you can guess the size quite accurately. Therefore on the map keep giving intercept orders on fleets until you click on a bounty one.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 19, 2014, 09:31:59 AM
I think you might have joined P.AC.K (if they're still in this mod compilation - I don't tend to see much of them in the Gniess System).  They ONLY have ships as big as Destroyers.  Although I'm not sure if they're hostile to the Independents.

And yea, finding the bounties is a pain the arse, although it's a bit easier if you know how large your fleet is and what your fleet icon on the starmap is.  Just look for other fleets that are your size or one step larger (or, rarely, smaller).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bulzeeb on June 20, 2014, 10:26:27 AM
It'd by nice if bounty targets had their own faction with a color that stood out haha.

By the way, I remember in the old version there were a few systems with many stations for at least 4 factions (not just Corvus), but I don't see anything like that now...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on June 20, 2014, 02:03:03 PM
why is this mod so ridiculously hard? anything i fight annhilates me, and i cannot get any sustainable amount of income

Maybe it really is ridiculously hard or maybe you aren't all that good at it yet.

Quote
is there any way to remove all the wierd ecomomy "hardmode" stuff and get just all the different ships and factions working together? or is it all or nothing? :(

Yeah, it's called Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0) although you have to download separately all the other mods.  Also IMO gets boring immediately after you've explored the various mods you're playing with.  Why is hard bad?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ValkyriaL on June 20, 2014, 02:12:30 PM
Hard isn't necessarily bad, but sometimes you just want to smash things without having to worry about anything.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: adecoy95 on June 21, 2014, 09:43:18 AM
Quote
is there any way to remove all the wierd ecomomy "hardmode" stuff and get just all the different ships and factions working together? or is it all or nothing? :(

Yeah, it's called Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0) although you have to download separately all the other mods.  Also IMO gets boring immediately after you've explored the various mods you're playing with.  Why is hard bad?
[/quote]

when I try to get that working it just crashes a bunch

in the game I ended up giving up on today I was flying some kind of destroyer with a  reaper beam laser thing, using a junker station to attack from, but I was having such a hard time fighting the neiboring mayorates that after every battle my ship would eat around 80 supply and was just completely unsustainable,  even with a full cargo after one fight I would end up running out of supply before even making it all the way back to the junker base. their gunship guns are crazy strong, maby I will just try to play as them instead
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on June 21, 2014, 10:17:36 AM

when I try to get that working it just crashes a bunch

in the game I ended up giving up on today I was flying some kind of destroyer with a  reaper beam laser thing, using a junker station to attack from, but I was having such a hard time fighting the neiboring mayorates that after every battle my ship would eat around 80 supply and was just completely unsustainable,  even with a full cargo after one fight I would end up running out of supply before even making it all the way back to the junker base. their gunship guns are crazy strong, maby I will just try to play as them instead

Challenging the Mayorate early game is suicidal, even more when you try it with a Junk Pirate ship, no wonder you get slaughtered.

Quote
Quote
Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).

The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).

I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.

You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.

I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.

Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.


A bit outdated (no more foxbats in the campaign) and getting your hands on some fighters is harder than before (you have to get the fighter AND the carrier for them to work).

Hounds, Foxhounds, Cerberus and Lashers are still extremely cost efficient ships early to mid game. Don't bother with their TuP variant (other than the Foxhound), they have less OPs, which is a huge handicap early on.

When you farmed enough weapons and blueprints, ditch the faction you joined and activate the Void Walker station. The VW station is better than faction's stations when you need more supplies but it won't produce any weapons for your fleet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: obo on June 21, 2014, 03:45:26 PM
I really like this mod , i have just a general question. I have difficulties to get new ships or see new ship hulls and there arent many available. How exactly does that work? Is this a question if ingame economy?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on June 21, 2014, 11:50:54 PM
Independents only sell non-military upto destroyer class ships for the most part. Use blueprints/join a faction for better ships.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: obo on June 22, 2014, 04:12:46 AM
I know this but this is not what i was asking for. I tried several factions and i play this game since 2 years. Its a general question when some ship hulls are available in game. When i join the hegemony or tri tachyon i will never see all ship designs from the start. Thats why i wonder.

And with the blueprints, for me they seem buggy or i missed something. I have all the materials in my hangar but it shows still in red 0/8 ect. How does that really work?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on June 22, 2014, 05:28:08 AM
BP materials must be in your cargo i think, same with turning stuff into supplies at VW. I think Uomoz has made ships even at faction stations a bit rarer too, to create a use what you can find dynamic.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Auraknight on June 22, 2014, 12:44:48 PM
I really like this mod, Have for a long time!
I also love the recent addtion of shaders.
However, where as I could easily play the game endlessly without problem before,
with shaderlib the game occassionally get choppy, or freezes outright.
Slowdowns are sometimes uncomfortably frequent.
Is there any ways to lessen this?
and is there any hope of getting a Shaderlib-free update path for people who just outright can't run with it?
(Or maybe a checkbox in-game to at least disable the features, so it's still running, but not really?)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: mendonca on June 22, 2014, 12:50:53 PM
Yeah, you can disable shaderlib, from the settings.json file located within the shaderlib mod directory.

change enableShaders:true to enableShaders:false, and you will be running shaderlib without it doing anything.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Auraknight on June 22, 2014, 01:04:39 PM
Yeah, you can disable shaderlib, from the settings.json file located within the shaderlib mod directory.

change enableShaders:true to enableShaders:false, and you will be running shaderlib without it doing anything.
Oooh, Thank you kind sir!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: cardgame on June 23, 2014, 04:08:25 AM
This mod is pretty great, except for the part where it isn't: supplies. so damned expensive, so necessary to do anything at all. I find it impossible to make a living as a TT vassal, it's simply too far away from anything so you chew through all your supplies going anywhere. Even with only two frigates. Also, bounties will go MIA by the time you get halfway to them. Switched over to Hegemon and I've built up 100k of cash reserves and added a Hound freighter by level 4, where I was barely self-sustaining with TT.

Yeah, you can disable shaderlib, from the settings.json file located within the shaderlib mod directory.

change enableShaders:true to enableShaders:false, and you will be running shaderlib without it doing anything.

Thanks for the heads up.

Getting Out of memory errors loading save files even with 1024MB dedicated for it. :\

Bumped it to 2gb and still out of memory man. Have 8 on my system. Task Manager shows me it's using 1.16GB of RAM and about 90% of my CPU for a solid minute while it hangs.

I don't know what's truth or fiction anymore: editing with notepad++ tells me it's set for 2GB, Task Manager shows over 1GB, but looking at it through notepad (default) it's still at 512, and the .log never seems to go above 470 or so.

SOLUTION: Notepad++ is a liar. Went to properties, gave myself permissions again (forgot I didn't have them this time, since I reinstalled) and the edit finally went through (Notepad). The game loaded up fine.

Here's my .log

Spoiler
70989 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Zorna_9221251533965390220...
109994 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
110145 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.lang.AbstractStringBuilder.<init>(Unknown Source)
   at java.lang.StringBuffer.<init>(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:131)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
[close]

I installed 64-bit java, but it simply crashed java to the desktop entirely. Not an improvement.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: adecoy95 on June 23, 2014, 01:28:15 PM
does techmining work? i saw some ships that say they are designed for that but i dont see the option to do that on planets, i assume thats something leftover like with the mining fighters?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on June 23, 2014, 01:41:52 PM
Yes, it does.  You have to get a Planetary Scanner (I think) from one of the Research Stations.  Go up to a planet, get the dialog, and use the Planetary Scanner.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: adecoy95 on June 23, 2014, 02:54:40 PM
Yes, it does.  You have to get a Planetary Scanner (I think) from one of the Research Stations.  Go up to a planet, get the dialog, and use the Planetary Scanner.

oh ok, thanks
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Mr5by5 on June 23, 2014, 05:14:54 PM
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods?  That is about the ONLY complaint I have with your awesome mod!  I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Plasmatic on June 23, 2014, 11:22:42 PM
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods?  That is about the ONLY complaint I have with your awesome mod!  I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.

Same..

Though I would also venture to say I think the supplies might be a little bit on the expensive side.. I can't seem to ever make enough money to cover my supply cost, and I can't find where to modify the value of them for myself, the Resources.csv only has the ship components in it..
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: cardgame on June 24, 2014, 02:07:31 AM
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods?  That is about the ONLY complaint I have with your awesome mod!  I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.

Same..

Though I would also venture to say I think the supplies might be a little bit on the expensive side.. I can't seem to ever make enough money to cover my supply cost, and I can't find where to modify the value of them for myself, the Resources.csv only has the ship components in it..

It's actually quite easy to print cash once you get some blueprints or a rich enough sector with easy bounties/foes in general. Sell off all the electronics and scrap until you get a Cerberus frigate, which you can build in a day and sell for 10k. You should be doing fine at lower levels just off scrapping your foes, but the real money is in the blueprints and good bounties.


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Plasmatic on June 24, 2014, 10:49:54 AM
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods?  That is about the ONLY complaint I have with your awesome mod!  I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.

Same..

Though I would also venture to say I think the supplies might be a little bit on the expensive side.. I can't seem to ever make enough money to cover my supply cost, and I can't find where to modify the value of them for myself, the Resources.csv only has the ship components in it..


It's actually quite easy to print cash once you get some blueprints or a rich enough sector with easy bounties/foes in general. Sell off all the electronics and scrap until you get a Cerberus frigate, which you can build in a day and sell for 10k. You should be doing fine at lower levels just off scrapping your foes, but the real money is in the blueprints and good bounties.


Well that could explain it, I haven't been bothering with blueprints at all, I have like 10 unid'd BP's :P

Edited so it looks better
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on June 24, 2014, 05:56:08 PM
It was posted a while back that the next release would have the choice of selling mutually unwanted BPs at a reduced price.  That said the only one I had a particularly hard time finding a buyer for was Mining Pods and if you still have the option the Nomads will take them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nightvamping on June 27, 2014, 03:14:29 PM
Can't load my saves, game claims it be an error on any save(I tried creating profiles just to load). Any suggestions?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on June 27, 2014, 03:38:41 PM
I assume this is an out of memory error, the vanilla game cannot support the ammount of stuff in big mods. Fix is in OP and a few other threads.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nightvamping on June 27, 2014, 04:19:13 PM
Yep, worked fine, thanks!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: joe130794 on June 29, 2014, 12:22:51 PM
can this mod be made easier to someone starting a new game because there were over 100 fleets straight away when i started a file on this mod and i didnt last very long against them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on June 29, 2014, 03:06:25 PM
can this mod be made easier to someone starting a new game because there were over 100 fleets straight away when i started a file on this mod and i didnt last very long against them.
You don't really have to fight any of them. Either scuttle some (slow) ship to get some fuel, or simply restart, if you are into that.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ValkyriaL on June 29, 2014, 03:23:38 PM
I usually restart until i get a ship that isn't utterly terrible, (shuttle) that way you can easily get into a system without any worries.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nightvamping on July 05, 2014, 07:21:34 PM
I've run into another save-related problem. Whenever I save on this mod, it takes a pretty long time to finish up. (10-20 seconds on average.) Is there some way to speed up the saving, or is it supposed to be like that and I'm just impatient?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on July 06, 2014, 01:19:28 AM
That's just due to the size of the mod. It happens to us all sadly.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nightvamping on July 06, 2014, 07:05:29 AM
Ah, thanks.  :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: BlittzOff on July 07, 2014, 05:30:18 AM
Hmm... what's the point of credits after you join the Voidwalkers?You can't trade with any faction because they all become hostile.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Erick Doe on July 07, 2014, 05:32:11 AM
Hmm... what's the point of credits after you join the Voidwalkers?You can't trade with any faction because they all become hostile.

None. Credits have no purpose after you join the Voidwalkers.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: BlittzOff on July 07, 2014, 06:36:11 AM
Hmm... what's the point of credits after you join the Voidwalkers?You can't trade with any faction because they all become hostile.

None. Credits have no purpose after you join the Voidwalkers.

Well then, why not add something like that mod that lets you BUY faction friendliness.It sounds stupid and makeshift, but it's the best i've seen (since there basically isn't any diplomacy in the game so far).

Here it is: http://fractalsoftworks.com/forum/index.php?topic=769.0
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: zetagundam12 on July 07, 2014, 08:42:14 PM
Whenever I try to edit the vmparam files it tells me that I don't have permission, even though I made sure I have full permissions
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on July 08, 2014, 01:37:39 AM
Whenever I try to edit the vmparam files it tells me that I don't have permission, even though I made sure I have full permissions
Whatever text editor it is you are using, make sure you are launching it as Administrator (Right click->Run as Administrator), then open the vmparam file and edit it. Alternatively, move the vmparam file out of your Program Files folder to somewhere like Desktop, edit it, then move it back.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: zetagundam12 on July 08, 2014, 01:36:59 PM
Whenever I try to edit the vmparam files it tells me that I don't have permission, even though I made sure I have full permissions
Whatever text editor it is you are using, make sure you are launching it as Administrator (Right click->Run as Administrator), then open the vmparam file and edit it. Alternatively, move the vmparam file out of your Program Files folder to somewhere like Desktop, edit it, then move it back.

Thanks so much dude I really love this mod and I'm glad you could help me get back to playing it
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JasonH on July 10, 2014, 11:39:29 AM
This is getting infuriating.. I have 3 ships and only ever about 100 supply at any given time.  I get into fights and repairs cost around 100 supply and I have to sell everything I get from a fight.  I never have money to upgrade ships or move to better stuff and eventually have to start over again.  Every fight only gets me about 10 supply if that and buying it costs way more than I ever have the money for.  The ***!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: FasterThanSleepyfish on July 10, 2014, 01:10:08 PM
What ships do you have? BR ships, for example, are supply hogs. Also, see if you can get away with only deploying part of your fleet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 10, 2014, 09:45:32 PM
This is getting infuriating.. I have 3 ships and only ever about 100 supply at any given time.  I get into fights and repairs cost around 100 supply and I have to sell everything I get from a fight.  I never have money to upgrade ships or move to better stuff and eventually have to start over again.  Every fight only gets me about 10 supply if that and buying it costs way more than I ever have the money for.  The ***!
As long as you aren't taking catastrophic damage and generally make sure to only deploy the ships you actually need, you should make your money back in loot the vast majority of the time.

Well, until you start fielding cruisers and larger, that is. You have to have a REALLY good reason to deploy a capital ship, because doing so will cost you something between all of your supplies and your first born child.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JasonH on July 10, 2014, 10:27:33 PM
This mod is great but the steep cost is just not making it worth it to me, I can't get a good enough game going and it's disappointing. 
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: BlittzOff on July 13, 2014, 11:27:32 AM
This mod is great but the steep cost is just not making it worth it to me, I can't get a good enough game going and it's disappointing. 

Had the same problem. Try using the void walker station.Activating it makes all factions hostile but it lets you convert any item you find into Supplies, Fuel, and lets you convert crew to marines.It's really efficient, because 1 electronic component = 1 supply, and you get a lot of them after each fight.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 13, 2014, 03:12:46 PM
Another way to get forward is to do a lot (and I mean A LOT) of the bounties.  Take some names!  It'll make your start a lot easier because it can reward you with two things - either a boat load of cash, or some cash and a new ship (which you can sell and make more cash).  Makes the start a bit slower than activating the Void Walkers station, but it's a risk vs. reward thing - do I want the entire universe to be clawing for my throat, but be rich as all hell, or do I want only a few people clawing at my throat, but be less rich?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Isviel on July 16, 2014, 08:03:23 AM
First of all, I must say that I absolutely LOVE this game and this mod  :P

Little question from a newbie :
I activated the voidwalker station,
but it is not spawning any fleet.

Is there something to do before it start spawning followers?

Because I'm starting to feel a little alone between everybody wanting to murder me.
Already got a couple of blueprints set ''on'' for minions.

Thx for your help!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: frogbones on July 17, 2014, 05:24:13 AM
First off, great mod!

So is there a feature/guide around that I may have missed? 250+pages in this thread and allot is trouble shooting. I may have missed some tips/ways of getting the most out of this mod.

Feels like I might not be getting out of this mod all it has to offer, do to my ignorance of such a major mod.

Stations, the empty ones I think I need two kinds of ships to make one mine? Super Freighter Atlas, and troop transport with said supplies? double click or somthing?

Got blue prints down...awesome.

Mining....I went into a system and saw ships huddled around 'roids. How does one mine?

Tips on boarding? Mainly use marines right? not crew. best to hard dock or assault from distance.

After coming back after almost a two year break I'm fired up with the vanilla features and just got this mod the other night.

Thanks in advance  ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 17, 2014, 06:32:12 AM
In Uomoz's Sector, you can't capture stations.  Only in Exerelin. ;)

Don't believe you can mine asteroids in this version of the game - supplies just sell for too much, it'd make the game easy-mode.

I usually don't use Marines when boarding (although I probably should).  I generally use tried and tested military strategy and hard-dock send in about two to three times the number of enemy crew still alive, to compensate for any surviving enemy Marines.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 17, 2014, 09:22:46 AM
Back to it! Updating SS+, SHI, Pack, Mayorate, II. I'm not aware of imminent releases so that's it for the moment. New version up in a bunch of days.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on July 17, 2014, 09:30:45 AM
 ;D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 17, 2014, 09:35:55 AM
Back to it! Updating SS+, SHI, Pack, Mayorate, II. I'm not aware of imminent releases so that's it for the moment. New version up in a bunch of days.
Yay!


Also, Uomoz, would it be possible to implement a resupply option similar to what the AI fleets do?


What I mean is, would it be possible to implement a system where players who are affiliated with a faction are able to occasionally receive resupply from said faction, such as ships, weapons, personnel, etc? Right now voidwalking makes large fleets viable, but if you want to stay faction-side, it seems MUCH more difficult.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 17, 2014, 09:44:34 AM
I believe that the new cashflow from selling BP, maintaining a big fleet will be fairly easier. The best way to receive free stuff remains completing bounties :)

EDIT: BTW, have you guys any ideas how to make the whole station menu more accessible/better organized?

the current tree is:

Station hangars - Station's cargo market
Trade ships
Refit your ships (station's market)
Back


Personal hangar - Your cargo storage
Your ships hangar
Refit your ships (your hangar)
Customize a ship in the fleet
Back

Any feedback on this matter is really appreciated!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: kazi on July 18, 2014, 12:19:13 AM
You know, it might be kind of interesting if the faction you are affiliated with sent a small convoy of supplies and weapons to the Abandoned Station in Corvus every once in awhile. Maybe increase the number of supplies/stuff depending on how many of the faction's enemies you've killed over the last bit. You'd have an incentive for doing faction-y things, and there'd be a reason to defend your faction's convoy all the way to it's destination (almost like a side-mission). Just thinking out loud here...
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 19, 2014, 01:20:21 PM
To be honest, I don't see a need for separate Refit options as the refitting system already has a clear means of differentiating between items which are in your inventory and items which are owned by merchants.

Do you need to be in the "personal hanger" refit screen to access items stored in your personal hanger? I'm not near my desktop right now or I'd check myself, but that seems like a pertinent question.




Personally, I use the station merchants and refitting almost every time I dock, as well as the Repair option. I'd like to see those given priority on the primary screen, while things like blueprint management seem like they could be nested under Personal Hanger. Of course, that's just my preference :)


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Red5x5 on July 19, 2014, 06:13:14 PM
"Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp."

I don't understand this?  I have 64bit java but what do i need to do move the file or program called jre1.7.0_65 into the main dir?  Can you be more specific if you have a moment or anyone else who can answer this?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on July 19, 2014, 06:46:27 PM
To be honest, I don't see a need for separate Refit options as the refitting system already has a clear means of differentiating between items which are in your inventory and items which are owned by merchants.

Do you need to be in the "personal hanger" refit screen to access items stored in your personal hanger? I'm not near my desktop right now or I'd check myself, but that seems like a pertinent question.




Personally, I use the station merchants and refitting almost every time I dock, as well as the Repair option. I'd like to see those given priority on the primary screen, while things like blueprint management seem like they could be nested under Personal Hanger. Of course, that's just my preference :)




Yes you need those because one gives you access to your inventory and items stored at the station, and the other gives you access to your inventory and items for sale from the station
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: sarducardun on July 20, 2014, 02:25:56 AM
"Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp."

I don't understand this?  I have 64bit java but what do i need to do move the file or program called jre1.7.0_65 into the main dir?  Can you be more specific if you have a moment or anyone else who can answer this?
Rename the new folder to the same name as the current jre then copy it over and override. I hope that helps, I had a ton of trouble understanding the cyberbabble.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 21, 2014, 01:27:35 PM
You know, it might be kind of interesting if the faction you are affiliated with sent a small convoy of supplies and weapons to the Abandoned Station in Corvus every once in awhile. Maybe increase the number of supplies/stuff depending on how many of the faction's enemies you've killed over the last bit. You'd have an incentive for doing faction-y things, and there'd be a reason to defend your faction's convoy all the way to it's destination (almost like a side-mission). Just thinking out loud here...
Indeed! The reason I suggested a resupply idea is that, at the moment, there is very little connection between the player and the faction to which they belong. Yes, you can buy their ships, and yes they won't attack you, but aside from picking up some enemies, factions are just basically ship-marts for the player.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 24, 2014, 06:52:32 AM
Yo! New feature, factions can build temporary outposts to enforce their presence in any system. The outposts last a limited time but are full fledged stations with markets and stuff. Outposts spawns smaller fleets and can easily be used as a temporary base in a system.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 24, 2014, 07:03:26 AM
Oh, that's REALLY nice. :D I can finally start camping the Junk Pirates system, beautiful!

Is that up on the dev version yet?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 24, 2014, 07:34:24 AM
Oh, that's REALLY nice. :D I can finally start camping the Junk Pirates system, beautiful!

Is that up on the dev version yet?

yep! (I think). But it's only in corvus and have a really fast pace for testing purposes. Can't test it atm though so be careful!

EDIT: fixed it and properly implemented for all factions/systems. Let me know what you guys think about it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 26, 2014, 12:39:22 AM
Yo! New feature, factions can build temporary outposts to enforce their presence in any system. The outposts last a limited time but are full fledged stations with markets and stuff. Outposts spawns smaller fleets and can easily be used as a temporary base in a system.

:D :D :D  

Will test bright and early tomorrow!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 26, 2014, 11:41:46 AM
Hm, I can't seem to be able to load up a save with the current version.  I started a new game, saved, and came back to it an hour later and I couldn't load a save.  It says something about it not being a compatible save.  It worked with the dev version before you implemented the temporary outposts.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 26, 2014, 03:48:18 PM
Hm, I can't seem to be able to load up a save with the current version.  I started a new game, saved, and came back to it an hour later and I couldn't load a save.  It says something about it not being a compatible save.  It worked with the dev version before you implemented the temporary outposts.

I can confirm that there is a savegame issue in the Dev build. I saved the game, tried to about two minutes later, and was met with an error. On the plus side, I did notice that the Imperial faction had sent out a "Massive Construction Fleet" to the Nur system, so it looks like the are indeed building outposts. I'm heading that way now to see if they were successful in building it.

EDIT:

Just arrived in Nur and I can confirm that the Imperial fleet successfully built their base. It currently provides all of the utility of a normal base including allowing me to join the faction, providing blueprint and factory management, personal hanger, and station hanger with all of the refitting, selling, and purchasing options one would expect. Now, I don't know if it is supposed to allow all that, but it is what is currently available.

Out of curiosity, if these structures are temporary, how will personal inventory and factory usage be handled if the station's time limit runs out while there are items in the inventory/ships still being built?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 26, 2014, 04:15:35 PM
The very current version doesn't allow the player to use the personal storage (all the other features are actually intended to work), this means you guys are playing an old, relatively speaking, version. They are temporary and the storage/factory is actually disabled there.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 26, 2014, 05:06:37 PM
The very current version doesn't allow the player to use the personal storage (all the other features are actually intended to work), this means you guys are playing an old, relatively speaking, version. They are temporary and the storage/factory is actually disabled there.
Where do I grab the current daily dev?  (The one I was using I pulled from the "Unstable Daily Dev" link on the main page)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 26, 2014, 05:58:59 PM
The very current version doesn't allow the player to use the personal storage (all the other features are actually intended to work), this means you guys are playing an old, relatively speaking, version. They are temporary and the storage/factory is actually disabled there.
Where do I grab the current daily dev?  (The one I was using I pulled from the "Unstable Daily Dev" link on the main page)

From that very link but since every single edit I do is added there, every download you do is probably different from any other :D. Stable should be from 3-4 hours to now, at least I could save and load without problems.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Warclone on July 27, 2014, 09:41:14 AM
I tried using the normal and the unstable dev version of this, and it's giving me:
Fatal: org/lazywizard/lazylib/LazyLib: Unsupported major.minor version 51.0
Check starsector.log for more info.

...and exits as soon as the game finishes loading.
I've checked all three mods, including LazyLib 1.9 and Shaderlib 1.66.  I modified VMparams.  I even put the jre 64bit in the starsector directory.

Any ideas why I can't run what seems to be an awesome mod?

EDIT: more detail from the log:
295329 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/stenos.png] as texture with id [graphics/BR/ships/stenos.png]
295335 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 612.38 MB of texture data so far
295336 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/stenos.png (using cast)
295336 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
295341 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 613.05 MB of texture data so far
295341 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
295445 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.UnsupportedClassVersionError: org/lazywizard/lazylib/LazyLib : Unsupported major.minor version 51.0
java.lang.UnsupportedClassVersionError: org/lazywizard/lazylib/LazyLib : Unsupported major.minor version 51.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClassCond(ClassLoader.java:632)
   at java.lang.ClassLoader.defineClass(ClassLoader.java:616)
   at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
   at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
   at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:296)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:247)
   at com.fs.starfarer.loading.scripts.ScriptStore.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 27, 2014, 09:48:04 AM
That seems to be an issue with lazylib. Is it the latest version?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Warclone on July 27, 2014, 09:49:47 AM
Yes, I downloaded LazyLib a few days ago from the top of the post that's linked from this thread.  LazyLib's post was last edited on July 4th, so it must be the latest version.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: 06Elija on July 27, 2014, 12:14:16 PM
Hey there! I just wanted to ask, if, in the vmparams file, I could insert bigger numbers after the Xmx, because, as I know, this controls the amount of RAM starsector is allowed to use. Will that cause any bugs if I insert for example 4096?
Thanks!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: LazyWizard on July 27, 2014, 02:34:15 PM
I tried using the normal and the unstable dev version of this, and it's giving me:
Fatal: org/lazywizard/lazylib/LazyLib: Unsupported major.minor version 51.0
Check starsector.log for more info.

...and exits as soon as the game finishes loading.
I've checked all three mods, including LazyLib 1.9 and Shaderlib 1.66.  I modified VMparams.  I even put the jre 64bit in the starsector directory.

Any ideas why I can't run what seems to be an awesome mod?

It looks like you put an older Java runtime into your game folder. Starsector switched to using Java 7 in the last update.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Warclone on July 27, 2014, 04:08:02 PM
It looks like you put an older Java runtime into your game folder. Starsector switched to using Java 7 in the last update.
Thanks for the reply, but I'm not sure that's why I'm getting the error.  I put jre-7u65-windows-x64.exe (which is the latest version) into C:\Program Files (x86)\Starsector, which is what the first post recommends.  I also installed the latest Java 7, update 65 and verified I'm up to date here: http://java.com/en/download/installed.jsp

Still getting the error.  Any other ideas?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nanao-kun on July 27, 2014, 04:53:55 PM
It looks like you put an older Java runtime into your game folder. Starsector switched to using Java 7 in the last update.
Thanks for the reply, but I'm not sure that's why I'm getting the error.  I put jre-7u65-windows-x64.exe (which is the latest version) into C:\Program Files (x86)\Starsector, which is what the first post recommends.  I also installed the latest Java 7, update 65 and verified I'm up to date here: http://java.com/en/download/installed.jsp

Still getting the error.  Any other ideas?
You install java 7 64bit, navigate to the folder it was installed, copy the jre7 folder to the Starsector folder, and rename it jre after removing the old one.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Warclone on July 27, 2014, 05:30:36 PM
You install java 7 64bit, navigate to the folder it was installed, copy the jre7 folder to the Starsector folder, and rename it jre after removing the old one.
Interesting, now that I've done that, I'm getting a different error.  Any ideas?

Fatal: Error compiling [data.scripts.plugins.EngineKillEffect]
Cause: data.scripts.plugins.EngineKillEffect

51839 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
51843 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 613.05 MB of texture data so far
51844 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
52611 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.EngineKillEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.EngineKillEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.EngineKillEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:165)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 27, 2014, 05:33:11 PM
Hey there! I just wanted to ask, if, in the vmparams file, I could insert bigger numbers after the Xmx, because, as I know, this controls the amount of RAM starsector is allowed to use. Will that cause any bugs if I insert for example 4096?
Thanks!
Yup, larger numbers work just fine :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 27, 2014, 06:25:22 PM
Ok, I've hit the bedrock here. The issue you guys described is REAL, (game unable to load after some time passes in-game) there's something like a huge mem leak somewhere and it isn't in the code I wrote recently since I removed that and it still happens. It may be somewhere in the mods I've updated (SS+, II, SHI, PACK), or something else. Analyzing the heap dumps didn't really help since I don't have the knowledge to actually understand where something is wrong by reading the values there. I have no idea how to fix this.

EDIT: if anyone is interested in helping this is the last part of the log after a failure to load:

Spoiler
347451 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: com.fs.util.DoNotObfuscate
381418 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: com.fs.starfarer.campaign.fleet.SmoothMovementModule$MovementModuleDelegate
383230 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: com.fs.starfarer.campaign.RingBand
383230 [Thread-5] INFO  com.fs.starfarer.loading.scripts.B  - Loading class: com.fs.starfarer.campaign.fleet.CampaignFleet
393760 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
393761 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at com.sun.org.apache.xerces.internal.xni.XMLString.toString(Unknown Source)
   at com.sun.org.apache.xerces.internal.util.XMLAttributesImpl.getValue(Unknown Source)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getAttributeValue(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.getAttribute(StaxReader.java:88)
   at com.thoughtworks.xstream.io.ReaderWrapper.getAttribute(ReaderWrapper.java:52)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:53)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 27, 2014, 07:03:55 PM
From my end, it would appear as if there's a loop somewhere in the system, as there's just a repeating lines going on forever until you run out of memory.  There's a bit just above the repetitions in my .log that says something about:

class[17]           : data.scripts.uss.SpawnsManager

Might have to do with your SpawnsManager.java script.  Or I could be making a complete fool of myself here, but every bit helps I suppose.

(note that this is from a *somewhat* old version of the mod, maybe just a few hours - I know you have a tendency to update the Dev Dropbox very quickly)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 27, 2014, 08:01:40 PM
Alright, I'm done. After 6 hours straight of trying to find what is wrong with uss I desist. For me the mod is stalled, not even sure if I'll bother picking it up anytime soon.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on July 27, 2014, 08:38:06 PM
Alright, I'm done. After 6 hours straight of trying to find what is wrong with uss I desist. For me the mod is stalled, not even sure if I'll bother picking it up anytime soon.
I sincerely wish I had the coding skills to lend you a hand :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 27, 2014, 08:42:40 PM
jhsoighfdgivnidfk. After reverting the whole thing to 1.3 AND adding back the stuff I made, it works now. So apparently some of the new mod releases are NOT stable.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dark.Revenant on July 27, 2014, 08:51:02 PM
You can likely rule out anything involved with Starsector+ because I have been getting consistent load times and stability even with extended campaign tests.  I'd double-check if I were you, though, just to make sure it's not an error in translation.  I have done major optimizations on that distortion plugin in SS+; you should copy the current version over (especially since it has some compatibility updates for the upcoming templars).

A memory leak is typically something that affects only an instance of the game; these are relatively rare in Java because of garbage collection.  If it's affecting loading, then it means that something is going very wrong in the persistent data or fleets/objects are being spawned constantly that never get removed.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 28, 2014, 01:05:43 PM
Turns out that the addition of II bumped up the ram requirements (30ish more fleet to keep in memory are kind of heavy). I set the vmparams ro 1024-2048 and it works fine. Meanwhile I updated SHI and Mayorate to latest.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on July 28, 2014, 02:24:27 PM
I'm getting an error about the syndicate_asp_constrictor.hull not being there.  I looked, and all the hulls for the Syndicate are missing, but the variants are still there.  Was that intended?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 28, 2014, 02:46:10 PM
Definitely dropbox derping, since my local copy has all the asp ships in order. I'll upload the dev on mediafire! Gimme some time.

EDIT: Link to the working (i hope) DEV. Remember to up your vparams.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 30, 2014, 10:23:09 AM
Done some stuff to bring back the ram requirements to 1024, 1024 while also lowering load and save time quite a lot. Also removed instant repair at stations, now there's a script that locks the fleet on the station while repairing (interrupt-able) at a fast rate *evil grin*. Now adding new II and SS+ stuff. After that, there's 1 mod I'm waiting, and with that we can call it the next RC.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Ghoti on July 30, 2014, 12:31:01 PM
do you have source control Uomoz? I got some errors launching in linux. Looks like the SSP super ships were removed, but the variants were not, and the sound and graphics files for BRDY ships currently has a capitalization issue.

What's easiest for you? Submitting a patch?

Also when I get the time, I'll try profiling the runtime to see if I can isolate any memory leaks. I'll let you know if I find anything :3
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 30, 2014, 01:36:53 PM
do you have source control Uomoz? I got some errors launching in linux. Looks like the SSP super ships were removed, but the variants were not, and the sound and graphics files for BRDY ships currently has a capitalization issue.

What's easiest for you? Submitting a patch?

Also when I get the time, I'll try profiling the runtime to see if I can isolate any memory leaks. I'll let you know if I find anything :3

Yo! I don't really have a way to test the build o linux :(. What version is broken for you, the one on the first page or the one I linked some posts ago? I fixed all the variants issues today, but I could use some help on fixing the capitalization issues. Listing them would be great. Thanks!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Ghoti on July 30, 2014, 02:11:34 PM
I went ahead and checked the dropbox share for the issues I found on my version, however they're gone!

I may of gotten unlucky and downloaded from dropbox at the very moment you were working with it.

Let me re-download and test again.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Ghoti on July 30, 2014, 02:29:17 PM
errr. Can I get a windows user to download a zip off dropbox and confirm the following discrepancy?

(http://i.imgur.com/YQGwhD4.png)

note the BR folder.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on July 30, 2014, 02:30:56 PM
I went ahead and checked the dropbox share for the issues I found on my version, however they're gone!

I may of gotten unlucky and downloaded from dropbox at the very moment you were working with it.

Let me re-download and test again.

I'm working on it right now. Fasten your seatbelts for hard crashes.

EDIT2: I think dropbox doesn't save the changes i make to capitalization.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Ghoti on July 31, 2014, 05:02:02 PM
still there :3
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flying_Whale on August 01, 2014, 07:34:35 AM
Hi, Uomoz. I like your mod, it's really well-balanced and contains many interesting ships and weapons. :) And I have a strange situation when adding some other mods (valkyrians, hiigarans, gedune, zorg, kadur, firestorm federation, interstellar federation) to yours. That's really cool to play a game containing so many factions, combining their weapons on different ships. The problem is that starsector reports that the hulls of some ships are missing (and ending the battle with any of those factions involved likely crashes the game).  :(
The game tries to reward me by giving some blueprints and crashes. What can I do to combine all those mods and play safe?
PS: excuse me if I maid a few mistakes, English isn't my native language.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on August 01, 2014, 07:56:38 AM
I'm not sure if you can add many mods to the pack without it screwing something up.  I'm only aware that you can add the Batavian faction mod to Uomoz's Sector without it crashing, but that's about it.

Also, I think the Firestorm Federation hasn't been updated in a while.  Uomoz removed it from the mod pack due to (I believe) it being really unbalanced.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 01, 2014, 10:39:46 AM
(http://i.imgur.com/js6ENJp.gif)

Map now works like a radar ping. Yay? (bad gif, out of sync, it's not laggy or anything in game).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on August 01, 2014, 10:48:19 AM
Well, that's interesting. :) Wonder how it'll affect gameplay, if it will at all.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 01, 2014, 11:11:17 AM
Well, that's interesting. :) Wonder how it'll affect gameplay, if it will at all.

It definitely does. The radar is completely disabled in Hyper (now), and it's quite limited in system. Completely changes the way you play the game, making actively exploring actually important instead of costantly checking the map. The cool thing is that the scanning proceeds even when the game is paused (ex. watching the map).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 01, 2014, 01:09:47 PM
Hi, Uomoz. I like your mod, it's really well-balanced and contains many interesting ships and weapons. :) And I have a strange situation when adding some other mods (valkyrians, hiigarans, gedune, zorg, kadur, firestorm federation, interstellar federation) to yours. That's really cool to play a game containing so many factions, combining their weapons on different ships. The problem is that starsector reports that the hulls of some ships are missing (and ending the battle with any of those factions involved likely crashes the game).  :(
The game tries to reward me by giving some blueprints and crashes. What can I do to combine all those mods and play safe?
PS: excuse me if I maid a few mistakes, English isn't my native language.
While you may be able to get a mod to work with this one with significant tinkering, you should probably consider Uomoz's a total conversion for the sake of compatibility (I.E., there is none)

Who knows, maybe one day Uomoz will publish an API for mod compatibility with Uomoz's Sector, but the mod changing so much with each release and with so many new features, an API would be an exercise in frustration for everyone involved at the moment.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 01, 2014, 01:20:45 PM
Hi, Uomoz. I like your mod, it's really well-balanced and contains many interesting ships and weapons. :) And I have a strange situation when adding some other mods (valkyrians, hiigarans, gedune, zorg, kadur, firestorm federation, interstellar federation) to yours. That's really cool to play a game containing so many factions, combining their weapons on different ships. The problem is that starsector reports that the hulls of some ships are missing (and ending the battle with any of those factions involved likely crashes the game).  :(
The game tries to reward me by giving some blueprints and crashes. What can I do to combine all those mods and play safe?
PS: excuse me if I maid a few mistakes, English isn't my native language.
While you may be able to get a mod to work with this one with significant tinkering, you should probably consider Uomoz's a total conversion for the sake of compatibility (I.E., there is none)

Who knows, maybe one day Uomoz will publish an API for mod compatibility with Uomoz's Sector, but the mod changing so much with each release and with so many new features, an API would be an exercise in frustration for everyone involved at the moment.

When the game itself will be stable, sure I will! Generally I consider uss my take on the game, trying to add all the best and most fitting content I can find around. This is actually not so easy when one tries to make all this mods blend together (sharing weapons and ships for example). There are some things that can be added to UsS already (weapons, ships) but since it's an evolving process for now, there's no real guide to do it. Consider it kind of a standalone package.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on August 03, 2014, 08:51:37 AM
In the latest dev (August 1st) I find blueprints but when I get to a station it says I don't have any.  Also as the above poster mentioned the BRDY mod still has case mismatches, specifically sounds/br -> sounds/BR and graphics/br -> graphics/BR.  I'm not sure I'm a fan of the radar ping but it's OK.  It does make it a little harder.  I do like the non instant repair.  Also I had one weird crash but have not been able to duplicate it even though I had a save right before.  I love all the new stuff!  Lots of new hulls and weapons even from 1.3.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 03, 2014, 08:58:24 AM
In the latest dev (August 1st) I find blueprints but when I get to a station it says I don't have any.  Also as the above poster mentioned the BRDY mod still has case mismatches, specifically sounds/br -> sounds/BR and graphics/br -> graphics/BR.  I'm not sure I'm a fan of the radar ping but it's OK.  It does make it a little harder.  I do like the non instant repair.  Also I had one weird crash but have not been able to duplicate it even though I had a save right before.  I love all the new stuff!  Lots of new hulls and weapons even from 1.3.

Yo thanks for the feedback! The BP ting is weird, which faction you were taking bps from?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on August 03, 2014, 09:22:52 AM
Yo thanks for the feedback! The BP ting is weird, which faction you were taking bps from?

Pirates in Anar and only the pirates.  I joined SHI and tried Impresario Shipyards and the Anar Trade Hub both of which told me I didn't have any blueprints yet.  I didn't play all that long, to level 10 or so, but should have 20+ blueprints based on the number of times it said I found them.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 03, 2014, 09:33:19 AM
Yo thanks for the feedback! The BP ting is weird, which faction you were taking bps from?

Pirates in Anar and only the pirates.  I joined SHI and tried Impresario Shipyards and the Anar Trade Hub both of which told me I didn't have any blueprints yet.  I didn't play all that long, to level 10 or so, but should have 20+ blueprints based on the number of times it said I found them.

yeah spotted the issue! Thanks.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on August 03, 2014, 12:10:10 PM
Yay, you fixed the BP selling issue!  I got another one for you.  I managed to get a repeatable CTD with "java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [ssp_ionblaster_fire] not found".  This happened once in the middle of combat, once right after entering combat and I have a save where I can repeat it by mousing over a pirate owned SHI frigate in the precombat dialog.  I figured the SHI boat was most the most likely candidate for carrying an ionblaster.  Oddly enough I used an SHI Morningstar for quite a while and it's drones have ion something don't they?

Spoiler
339962 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [ssp_ionblaster_fire] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [ssp_ionblaster_fire] not found
        at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
        at com.fs.starfarer.combat.entities.ship.super.O0oO.<init>(Unknown Source)
        at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
        at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
        at com.fs.starfarer.title.C.L.Ò00000(Unknown Source)
        at com.fs.starfarer.title.C.L.super(Unknown Source)
        at com.fs.starfarer.coreui.W.o00000(Unknown Source)
        at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
        at com.fs.starfarer.ui.O.render(Unknown Source)
        at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
        at com.fs.starfarer.ui.O.render(Unknown Source)
        at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
        at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
        at com.fs.starfarer.ui.O.render(Unknown Source)
        at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
        at com.fs.starfarer.ui.O.render(Unknown Source)
        at com.fs.starfarer.campaign.super.do.class(Unknown Source)
        at com.fs.starfarer.B.super.float$super(Unknown Source)
        at com.fs.A.oOOO.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
        at org.lwjgl.openal.AL10.nalBufferData(Native Method)
        at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
        at sound.K.o00000(Unknown Source)
        at sound.K.Ø00000(Unknown Source)
        at sound.public.Ô00000(Unknown Source)
        at sound.H$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:744)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 03, 2014, 01:15:13 PM
Oh nice thanks! Yeah I must have messed up implementing the latest batch of weapons from SS+, lemme take a look!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Myrkin on August 03, 2014, 02:56:50 PM
Sorry for my english, use a online translator =)
--------
Many errors in DEV version because you did not delete skills used in SS +

For example "additional_crew_quarters" or "maximized_ordinance"

log the error is the same, only the name is different skills.

Spoiler
Code
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [maximized_ordinance] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.combat.OOoO.<init>(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

UPD:
more crits )
Spoiler
Code
java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 006] not found for weapon [harpoon_single]
[close]

P.S.
now checked in the files modification agreement on the names of errors.
Itself will not climb, not a coder :), but ships and weapons added to the 1.4 DEV not peeled from SS + skills and mods, not included in UsS.

P.P.S.
Spoiler
There is a small and very old program that allows you to search for text within files and select the folder only (unless, of course, you do not have an analogue :))
Folder Find Text  (http://i-vd.org.ru/soft/find-txt.shtml)
[close]



Sincerely,
Myrkin
= ^ _ ^ =
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flying_Whale on August 04, 2014, 06:59:28 AM
Is it possible to turn off that feature with blueprints at all? (just for the test)
They can bring a lot of money, but without them I can combine 5-7 mods with Uomoz's Sector and get tons of different equipment.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: RusMolot on August 05, 2014, 11:55:20 PM
I can't seem to find the Exigency base. I found the black hole at Tasserus, but there's only one planet orbiting the black hole, no bases.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on August 06, 2014, 12:01:00 AM
There is not a base and it will remain that way for the time being. Eventually though when the Starsector campaign has more modding capabilities I have some grand plans.

Hint, it would involve taking the fight to them ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 06, 2014, 11:55:13 PM
There is not a base and it will remain that way for the time being. Eventually though when the Starsector campaign has more modding capabilities I have some grand plans.

Hint, it would involve taking the fight to them ;)
And probably lvl 10 navigation if the Tasserus lore is to be believed :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 09, 2014, 04:35:04 PM
Got this while playing, just grabbed the void walker station, waited for repairs to be done, and crashed.

Code
170372 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.Radar.advance(Radar.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

By the way, CR recovery in station take waaaaaaay too long. Actually i'm not even sure Station repairs are accelerating the CR regen, it can take weeks to be fully operational.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 10, 2014, 12:34:05 PM
Thanks for the feedback! Could you test it now (if it recover CR as well when it finishes repairing the hulls)?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on August 10, 2014, 12:43:02 PM
Tried to download the daily dev and my unzipper couldn't open it, did you password lock it by accident?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 10, 2014, 01:32:16 PM
Hmmm, no? Maybe dropbox was still uploading? Let me know if you guys can reproduce it
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on August 10, 2014, 02:01:48 PM
Looks like that was it, the dropbox hadn't finished uploading, though now there's a different problem. When you try to load up the mod it crashes and says it can't find the ship hull spec [cyc_arachne]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 10, 2014, 02:07:26 PM
Yeah Cyc ships are now worked by DR so the Ids have changed. If this is what you're doing, you can't play a 1.3 save with the new dev.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on August 10, 2014, 03:36:08 PM
No I mean the mod crashes starsector during the first load into the game before the main menu comes up, unless you mean that due to the new changes I need to delete Uomoz's sector 1.3 and dl the daily dev instead of just downloading the daily dev and telling my zip program to copy all the changed files.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 10, 2014, 03:46:22 PM
No I mean the mod crashes starsector during the first load into the game before the main menu comes up, unless you mean that due to the new changes I need to delete Uomoz's sector 1.3 and dl the daily dev instead of just downloading the daily dev and telling my zip program to copy all the changed files.

Exactly that. Always delete everything! :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 11, 2014, 05:39:19 AM
Thanks for the feedback! Could you test it now (if it recover CR as well when it finishes repairing the hulls)?

It does. However i encountered another problem. If you don't have enough supplies for a total CR recovery, the station won't try to recover it. It would be good if it try to do as much repairs as it can and then launch the fleet rather than not doing anything, even if it does entirely consume all your supplies.

Oh by the way, i noticed that when you die without money (or close to nothing) the game will give you some more when you respawn, plus some additional supplies/fuel/crew/weapons on your ship.

Speaking of weapons, will there be eventually a system to produce them? Not necessarily a blueprint system like the ships (too much work) but maybe some kind of built in Omnifactory in the VW station?
Title: Re: [0Compa.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Camael on August 12, 2014, 10:06:29 AM
Hey, tried one of the latest dev's, and it played perfectly well with almost all other faction mods around, but I still get the Uomoz's specific dialogue on every starbase, even and especially those of factions not included in the mod. Only exception is the bounty hunter station which seems to have it's own script overriding the Uomoz default... pwease fix that? Yes? You promised. *big puppy eyes* (okay, that ought'a look scary on a big bearded guy....)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 12, 2014, 12:34:07 PM
Another one:

Code
1365697 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 007] not found for weapon [harpoon_single]
java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 007] not found for weapon [harpoon_single]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ó00000(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.Öø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Øø0000(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.advance(Unknown Source)
at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Also, is it possible to have blueprints for the converted ships like the Foxhound? Crafting a Hound and then manually convert it into another variant can take quite a while, especially when you want a dozen of those and you have to replace them every fight.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on August 13, 2014, 01:56:16 AM
Hasn't run into any big crashes or bugs, but man I must be ridiculously unlucky because the Intersteller Imperium never seems to have any ships in their station. I see the occasional capital ship but every other ship is just fuel tankers.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: M Hoyt on August 13, 2014, 10:43:16 AM
How are stations stocked with weapons?  I've been thinking about the sabot cannon and wondering if part of the balance for it is not also scarcity.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 13, 2014, 11:23:11 AM
How are stations stocked with weapons?  I've been thinking about the sabot cannon and wondering if part of the balance for it is not also scarcity.

I can see what you mean, but in defense of weapon production, doesn't it feel a bit odd to be able to build something as high tech and complicated as a Karkinos, but be completely unable to construct a Light Machinegun?

Maybe I'm waaay off base here, but perhaps construction of faction weapons could require faction components? That way there is still an economic factor limiting availability to the player, but with proper resource allocation you can still arm your ships. Maybe that would be too much micro management, but I like the idea better than scrabbling for every Vulcan Cannon that falls off of a Hound.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 13, 2014, 11:30:03 AM
How are stations stocked with weapons?  I've been thinking about the sabot cannon and wondering if part of the balance for it is not also scarcity.

I can see what you mean, but in defense of weapon production, doesn't it feel a bit odd to be able to build something as high tech and complicated as a Karkinos, but be completely unable to construct a Light Machinegun?

Maybe I'm waaay off base here, but perhaps construction of faction weapons could require faction components? That way there is still an economic factor limiting availability to the player, but with proper resource allocation you can still arm your ships. Maybe that would be too much micro management, but I like the idea better than scrabbling for every Vulcan Cannon that falls off of a Hound.

B-b-but I like scavenging for weapons. It's fun!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: M Hoyt on August 13, 2014, 01:20:35 PM
I like scavenging for weapons too, but I feel like salvage and boarding are too random and need some kind of factor you can control in combat.  

Something like:
-you're more likely to salvage weapons if you didn't penetrate very many armor sectors or didn't damage the armor sector the weapon lies in.
-you're more likely to get scraps if you overkill the ship, representing the ship being almost turned into a debris field and it being easier to cut the bits you actually want out.  
-You could get more electronics when you don't cause large amounts of EMP damage to the ship.  
-You receive better chances of boarding a ship if you don't overkill very much and proportional to the amount of engine and emp damage.
-Doing less EMP damage might better your odds of recovering blueprints from a disabled vessels memory.

Those ideas set up reasons to use different damage or tactics depending on what kind of loot you're looking for, in addition to who you'll be facing.  They also let you feel like you have some control over the mechanic, which I don't have now, I don't think.

Here I'll talk about general starsector ideas or industry stuff that is being avoided until Alex adds things there.

Spoiler
I'd also suggest industry skills like Jury-Rigging, Reverse Engineering, and Naval Construction provide bonuses to the capture and blueprint system.  

Jury-Rigging determines your ability to successfully repair disabled craft after a successful boarding action.   Jury-Rigging could scale to 90% from [whatever it is now]% at no rank and give a milestone perk for reducing supply cost a flat .2/.1/.4/1/2 supplies per day. This represents the use of wardroom coffee makers for air adsorper converters and vernier jets for cooking things in woks.

Reverse Engineering lets you disassemble a captured craft for a relatively high chance to obtain the blue print and some of the materials you need to build that class (chance and material ratio scale with level).  
Naval Construction is the basic knowledge of ship design and construction that lets you look at ship, even a disabled one, and understand how to build the vessel, granting a chance to obtain a blueprint from a disabled craft (obviously much smaller than from Reverse Engineering).  Perhaps a milestone perk at a high rank (5-7) could be analogous abilities with respect to weapons.  

A new command skill, Boarding Tactics, could increase the likelihood of successful boarding and increase the likelihood in engine repair; your marines and able shipmen are able to secure damage control centers and engine rooms before the ship's crew can repair/self-destruct.
[close]

None of this stuff is very well developed in my head.  They're only thoughts of how to add some depth to the salvage and boarding mechanics and fill out some of the blank spaces on the skill chart.


Quote
I can see what you mean
I actually meant, how does it work, currently.  No rhetorical posing was intended.  I don't know and powerful/rare weapons shouldn't be too common on the open market, as individual factions would hold onto the ones they had for R&D and fleet use.

I think building weapons would be useful and a gain, but should be a pain if you've not put the points into it.  The general thrust of my ideas was to set up several ways of gaining new vessels and equipment; 'marines and steal' capturing and commandeering, 'passive and bad odds' see and copy, 'hard, active, and better odds' capture and reverse engineer.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Doogie on August 13, 2014, 04:56:56 PM
You could just make a weapon blueprint system. I feel like that's a good balance.

Not that I have any idea how difficult that is....
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 14, 2014, 02:18:02 PM
I like scavenging for weapons too, but I feel like salvage and boarding are too random and need some kind of factor you can control in combat.  

Something like:
-you're more likely to salvage weapons if you didn't penetrate very many armor sectors or didn't damage the armor sector the weapon lies in.
-you're more likely to get scraps if you overkill the ship, representing the ship being almost turned into a debris field and it being easier to cut the bits you actually want out.  
-You could get more electronics when you don't cause large amounts of EMP damage to the ship.  
-You receive better chances of boarding a ship if you don't overkill very much and proportional to the amount of engine and emp damage.
-Doing less EMP damage might better your odds of recovering blueprints from a disabled vessels memory.

Those ideas set up reasons to use different damage or tactics depending on what kind of loot you're looking for, in addition to who you'll be facing.  They also let you feel like you have some control over the mechanic, which I don't have now, I don't think.

Here I'll talk about general starsector ideas or industry stuff that is being avoided until Alex adds things there.

Spoiler
I'd also suggest industry skills like Jury-Rigging, Reverse Engineering, and Naval Construction provide bonuses to the capture and blueprint system.  

Jury-Rigging determines your ability to successfully repair disabled craft after a successful boarding action.   Jury-Rigging could scale to 90% from [whatever it is now]% at no rank and give a milestone perk for reducing supply cost a flat .2/.1/.4/1/2 supplies per day. This represents the use of wardroom coffee makers for air adsorper converters and vernier jets for cooking things in woks.

Reverse Engineering lets you disassemble a captured craft for a relatively high chance to obtain the blue print and some of the materials you need to build that class (chance and material ratio scale with level).  
Naval Construction is the basic knowledge of ship design and construction that lets you look at ship, even a disabled one, and understand how to build the vessel, granting a chance to obtain a blueprint from a disabled craft (obviously much smaller than from Reverse Engineering).  Perhaps a milestone perk at a high rank (5-7) could be analogous abilities with respect to weapons.  

A new command skill, Boarding Tactics, could increase the likelihood of successful boarding and increase the likelihood in engine repair; your marines and able shipmen are able to secure damage control centers and engine rooms before the ship's crew can repair/self-destruct.
[close]

None of this stuff is very well developed in my head.  They're only thoughts of how to add some depth to the salvage and boarding mechanics and fill out some of the blank spaces on the skill chart.


Quote
I can see what you mean
I actually meant, how does it work, currently.  No rhetorical posing was intended.  I don't know and powerful/rare weapons shouldn't be too common on the open market, as individual factions would hold onto the ones they had for R&D and fleet use.

I think building weapons would be useful and a gain, but should be a pain if you've not put the points into it.  The general thrust of my ideas was to set up several ways of gaining new vessels and equipment; 'marines and steal' capturing and commandeering, 'passive and bad odds' see and copy, 'hard, active, and better odds' capture and reverse engineer.

Sorry I misunderstood you :)


I really like this idea here though. If it were possible in combat and through skills to have some input into what weapons were recovered, that would make a huge difference. At the moment the only thing you can control is how often you fight. More fights = more guns, but that's about it, hence my desire for a manufacturing system. However, if the scavenging was more skill based (both player and character skill based) that would go a long way to making scavenging more viable.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: villamafia on August 16, 2014, 11:01:10 AM
Whenever I try to launch starsector using the latest nightly I get an error at the end of the loading splash screen and right before the menu:

Fatal: Error compiling [data.scripts.plugins.SSP_VentAIPlugin]
Cause: data.scripts.plugins.SSP_VentAIPlugin
Check starsector log for more info.

I have made sure the java version is moved to the jre folder, tried reinstalling the game, redownloading the mod as well.  The 1.3 stable works fine, but the nightly generates this.  Oddly, this only happens on my PC, my mac the nightly works fine.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 16, 2014, 11:06:16 AM
Just fixed it, have fun! This is basically a complete release (just updates ss+ and II with the new stuff)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: villamafia on August 16, 2014, 12:34:22 PM
Been playing a bit this morning and I am periodically getting an error and the game crashes out. Nothing concrete when it occurs, it can happen right after a battle or just puttering around in hyperspace.

java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 16, 2014, 01:46:32 PM
Been playing a bit this morning and I am periodically getting an error and the game crashes out. Nothing concrete when it occurs, it can happen right after a battle or just puttering around in hyperspace.

java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found

Sorry, fixed that as well :D.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: villamafia on August 16, 2014, 02:52:22 PM
You my friend, are amazing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 18, 2014, 04:20:15 PM
Uomoz, I've noticed that Independent Trader fleets often have capital ships mothballed. For the longest time I thought they were just unable to field them repeatedly (I.E., I was meeting them after they had been in a fight or two) but I've now seen them spawn this way. It seems they are spawning with insufficient crew to man all of their ships?

I was just curious if this was a bug or if it was intended behavior (like, are the traders moving those ships to sell or something?)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 18, 2014, 05:11:29 PM
Uomoz, I've noticed that Independent Trader fleets often have capital ships mothballed. For the longest time I thought they were just unable to field them repeatedly (I.E., I was meeting them after they had been in a fight or two) but I've now seen them spawn this way. It seems they are spawning with insufficient crew to man all of their ships?

I was just curious if this was a bug or if it was intended behavior (like, are the traders moving those ships to sell or something?)

They're traders, it's probably part of their job to convoy newly built military ships for other factions. Also they probably don't have the weapons and the crew to make them operational.

Anyway i encountered some new bugs, nothing gamebreaking this time.

Spoiler
(http://i.imgur.com/WJ2tgsC.png)
[close]
It was just floating in space without moving, don't know what is it.

Spoiler
(http://i.imgur.com/siZERNW.jpg)
[close]
It happened twice in my campaign for now.

Also my followers from the VW station are no longer spawning. It's apparently not about the available blueprints as i tried changing them. Still, for some reason they suddenly disappeared competently.

Lastly, sometimes i encountered some fleet flying at ludicrous speed. It was always pirate convoys moving from place to place at crazy speed, the burn speed still showed 5 though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 18, 2014, 10:06:37 PM
They're traders, it's probably part of their job to convoy newly built military ships for other factions. Also they probably don't have the weapons and the crew to make them operational.

I figured that was a reasonable and lore-compatible explanation, but I just wanted to make sure.  

Come to think of it, it would be kinda cool if some faction stations were shipyards, and ships found in fleets at non-shipyard stations would have to be delivered there (for at least capitals and maybe cruisers anyway) so you could actually cut supply lines and weaken certain areas :D  (Or protect those fleets and strengthen areas instead)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 20, 2014, 07:14:24 AM
Okay, i'm hesitating posting this here or on the TuP thread but given it's mostly about the low-level TuP ships implementation in Uss, i'll say it here (and i'm sure Erick read this thread as well).

First of all, the Foxhound is too strong. For its cost it's probably one of the best, if not the best, ship in Uss.

In this mod, supply consumption is mostly what dictate if you live or die. And at 1 supply per day, 50 supplies to repair entirely and only 5 crew members, that thing is as cheap as the original Hound. Not only it's incredibly inexpensive, it also have more cargo space than the Hound in every categories! The only drawback is that it's not as fast as the original but it's no big deal since it can still outrun nearly anything. Also it cost twice as many deployment points than the Hound but then again, no big deal since you will outnumber everything by a 10/1 ratio anyway.

The Foxhound have 2 more turrets than the hound but the relatively limited arcs make those a bit underwhelming. The super cheap weapons from SS+ like the Reliant MG are a godsend for this ship though. Also made the original Hound turret going from almost total coverage to 360°, making it able to take down missiles from the front much easier. The most important however is the small missile hardpoint, for 2 OPs only you can strap a Reaper torpedo on that thing, making it so much more terrifying against bigger ships, for 4 OPs, you got an Annihilator so even frigates have to fear you. The ion torpedo rack at 6 OPs is also incredible if you want to ensure that an enemy capital ships won't strike back.

But the thing that make the Foxhound too strong is without a doubt the PD drones. For free you can add 5 flying machine guns to your hound with 500/600 range if you count the drones mobility. Not only that make the Foxhound very well protected against missiles and fighters (even more if you filled three of your turrets with PDs weapons) those drones will also murder everything that have a shield.

Yeah, a lone Foxhound is relatively inoffensive but when you get 10 Foxhounds, that's 50 kinetic drones pounding on your shield and 10 potential reapers waiting to be unleashed on your ship. That's the trick with the Foxy, you fight in pack and you hunt down everything that can't outrun you, and nothing can outrun you. When you reach your target, there's usually ten Foxhounds for one enemy ship and there's not much it can do to defend itself.

A Foxhound based fleet (that's what i was playing recently) can fly from systems to systems and engage in several battles without running out of supplies, thanks to the cheap maintenance. It's prefect for chasing scenarios as your ships will be faster than most. I was able to regularly farm Pirates armadas with this fleet without significant losses. In the end, i was swimming in supplies and money without having to use the VoidWalker station.

It's not perfect though, i encountered three flaws with a Foxhound fleet.

The frigate AI is derpy, it happen to see your frigates hugging that cruiser that is about to blow. Adding "Blast Doors" and "Reinforced Hull" mods help keeping your idiots alive but you will always lose some ships, usually in extremely stupid ways. Not that much of a big deal though, for each Foxhound you lost, the station factory should be producing 10 more.

I usually don't like skilling "Field Repairs" in Uss as it is a supply sink. But with 5 points you unlock the reconstruction perk and it's very handy, plus Foxhounds aren't as penalizing to repair as other ships. And if you're willing to spend 10 points in Field repairs, you can unlock -30% supply bonus for your fleet, not bad.

The second problem is the deployment limit. That limit won't appear for the early/mid game but later on you'll see that you can't deploy your entire fleet in battle, only a hundred of Foxhounds at best (and the 500 drones that come with them). While it's a respectable number, it won't be able to overwhelm an Hegemony system defense fleet. A shame that Alex removed the additional deployment points for the captured Nav Buoys.

Third problem, it doesn't work on every fleets, actually on two fleets. Ahriman Associative and Exigency are pretty much immune to the swarming tactic. The Mx missiles are too good at intercepting drones and frigates and Exi ships don't have shields to overload.

Other than this, the Foxhound is glorious for everything else, too glorious even. That's why i call a nerf on this thing. Removing one or two drones or lowering the available OPs by 3/4 points, it would hurt it pretty hard as it will have to sacrifice weapons or hull mods.

Until then, buy a Foxhound!

Spoiler
(http://i.imgur.com/IZF0d96.png)
[close]


(BTW JDCollie, you should name your Oasis 'The Horn of plenty"!)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on August 20, 2014, 04:30:17 PM
Third problem, it doesn't work on every fleets, actually on two fleets. Ahriman Associative and Exigency are pretty much immune to the swarming tactic. The Mx missiles are too good at intercepting drones and frigates and Exi ships don't have shields to overload.

The issue of Mx missile salvos being overly effective against frigates, fighters, and drones was corrected in the dev build that will hopefully be done soon™. Essentially both the variants of Mx missiles had their AI tweaked to behave different when accelerating and decelerating, and to have a subtle inaccuracy that spreads them out as they close the distance to the target. This makes them much more fair against small craft, but in the end attacking swarm based factions with a swarm is perhaps not the most wise idea.

It also looks really cool ;)
Spoiler
(http://i.imgur.com/NYuY3eK.jpg)

(http://i.imgur.com/36D6lL1.png)

(http://i.imgur.com/gpia8hp.png)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 21, 2014, 01:18:16 PM
Third problem, it doesn't work on every fleets, actually on two fleets. Ahriman Associative and Exigency are pretty much immune to the swarming tactic. The Mx missiles are too good at intercepting drones and frigates and Exi ships don't have shields to overload.


. . . but in the end attacking swarm based factions with a swarm is perhaps not the most wise idea.

Personally, this is one of the things I love about UsS; I have yet to find a 'silver bullet' tactic. There is always somebody who has a ship, ability, or weapon that can thoroughly shut down your otherwise perfect fleet.  . . . I think that's what they call balance or something :D


Agh! So many good names for that Oasis!  
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on August 21, 2014, 03:24:27 PM
Personally, this is one of the things I love about UsS; I have yet to find a 'silver bullet' tactic. There is always somebody who has a ship, ability, or weapon that can thoroughly shut down your otherwise perfect fleet.  . . . I think that's what they call balance or something :D

Well to be honest those weapons really are too good against small targets, so they have been nerfed against them in a creative manner that also adds more cool factor.

And I do agree with what you are saying, that is what my mod is about. Forcing players outside their comfort zone with ships that play differently enough they could easily be in a total conversion, yet they balance against vanilla somehow. You do not want to know how hard it was to do that, creating balance with no standing precedent that still sits in vanilla comfortably is tough.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: M Hoyt on August 22, 2014, 03:54:36 PM
I was surprised by how well the AI handles the Indra the few times I've fought against one.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bjørn_in_the_Sector on August 23, 2014, 02:58:23 AM
This may be a problem you've answered before, Uomoz, but when I download the mod it shows up as a single document, and I can't really use it. What should I do?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on August 23, 2014, 05:39:36 AM
When you download it, it should be as a .zip file.  Unpackage it with something like 7-zip or WinRar.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bjørn_in_the_Sector on August 23, 2014, 05:53:05 AM
it doesn't download as a .zip file. just some strange document. it's called "UomozSector 1.3.7z" :/
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on August 23, 2014, 06:04:32 AM
Ah, that's a 7-zip file, the .7z file ending.  You need 7-zip to open it, which is perfectly fine.

To be brutally honest, though, needing a specific program to open this mod is rather annoying for people who don't have 7-zip. :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bjørn_in_the_Sector on August 23, 2014, 06:11:20 AM
...is it free? :o
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on August 23, 2014, 06:19:36 AM
Very much free.

http://www.7-zip.org/

Just download it from there, install it, and you're ready to go.

(besides, even if it wasn't free, the Internet still exists...)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Bjørn_in_the_Sector on August 23, 2014, 08:54:22 AM
:D great, thanks!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 23, 2014, 05:51:21 PM
I was surprised by how well the AI handles the Indra the few times I've fought against one.

By "well" you mean "ruthlessly exploiting my venting with a volley of big bang torpedoes straight to the jaw", yes? Cause that is what it does to me. :(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on August 23, 2014, 06:14:08 PM
I was surprised by how well the AI handles the Indra the few times I've fought against one.

By "well" you mean "ruthlessly exploiting my venting with a volley of big bang torpedoes straight to the jaw", yes? Cause that is what it does to me. :(

The Indra is that nasty little frigate you love so much JD :)

The ship you just referenced is the Irithia class combat carrier.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: M Hoyt on August 23, 2014, 10:58:28 PM
The Indra has the mini-cigen, the death of anything with stripped armor.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: 00lewnor on August 25, 2014, 02:38:43 AM
Spoiler
301907 [Thread-5] WARN  com.fs.starfarer.title.ooOO.D  - Error loading mission preview
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [advanced_ai_core] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at data.missions.turningthetables.MissionDefinition.defineMission(MissionDefinition.java:68)
   at com.fs.starfarer.title.ooOO.K.<init>(Unknown Source)
   at com.fs.starfarer.title.ooOO.D.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.J.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.J.<init>(Unknown Source)
   at com.fs.starfarer.title.ooOO.E.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOO.ÖôÒ000(Unknown Source)
   at com.fs.starfarer.title.OoOO.class.for$super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOO....OOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
302181 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
489165 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Uomoz_3176386088113570550...
548104 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
685386 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/hyperspace_bg_cool.jpg into existing tex id 292
686688 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 479.49 MB of texture data so far
686692 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/hyperspace_bg_cool.jpg (using cast)
686712 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 132, FP2: 75, maxFP1: 300, maxFP2: 200
696272 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
1378869 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
1503742 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 142, FP2: 91, maxFP1: 300, maxFP2: 200
1558176 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
[close]

Entered combat in a new shamathingy (SHI phase frigate, can't remember the proper name) that I forgot to refit first, decided to phase to see how my default capacity would last and got this crash. It is talking about the missions but this was in campain?

EDIT: is there any way to get nomad weaponry beyond the firecracker PD after you activate the voidwalker station?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 25, 2014, 08:15:20 AM
I was surprised by how well the AI handles the Indra the few times I've fought against one.

By "well" you mean "ruthlessly exploiting my venting with a volley of big bang torpedoes straight to the jaw", yes? Cause that is what it does to me. :(

The Indra is that nasty little frigate you love so much JD :)

The ship you just referenced is the Irithia class combat carrier.

Whoops, misread. Freudian misread perhaps; clearly my hatred for the Indra is bleeding over onto other ships! (I'm seeing that evil little bastard everywhere!)




The Indra has the mini-cigen, the death of anything with stripped armor.
It doesn't help that it's harder to swat than a horsefly on heroin.




Also, random thought for Uomoz, but what would you think of having the option to join a faction upon character creation? (In addition to the current "drifting through hyperspace" option)

The player could start at a random station for the chose faction (for factions with more than one) and a fleet composed of a faction frigate and the normal randomized freighters. To a degree it could add a difficulty setting, since some factions are decidedly more difficult to belong to than others due to sector politics, and it could also allow a player some options for role playing if they so desired.

Granted, I recognize you can sort of already do this just by beelining for the faction your want to join from the get go, but the ability to join a faction outright would streamline getting the start you want, and may provide newbies a less brutal introduction.  
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Creepin on August 26, 2014, 12:59:04 PM
Good day folks! A quick question: where are all the Tugs in the mod? I've got to level 20 without encountering any either as ships for sale or blueprints. Then I've found a really old posts in this thread, suggesting that tugs are supposed to be sold/given out as BPs at Syndrian, so I checked their market for several times, tried to exchange 60+ frigate BPs with them, but still no tug! At this point I'm completely lost and might use some of your insightful help :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 26, 2014, 01:28:39 PM
Good day folks! A quick question: where are all the Tugs in the mod? I've got to level 20 without encountering any either as ships for sale or blueprints. Then I've found a really old posts in this thread, suggesting that tugs are supposed to be sold/given out as BPs at Syndrian, so I checked their market for several times, tried to exchange 60+ frigate BPs with them, but still no tug! At this point I'm completely lost and might use some of your insightful help :)
They're around. Check the Independent stations, they often have them. Also, many of them have been distributed among the factions. The Hegemony has the Dreadnaught and that big round destroyer. The Pirates in particular have a huge number of TUP ships in their ranks.



Also, bug report for Uomoz; it doesn't look like the Sagittarius ADC works. I can mount it, (it came on one of my starting ships) but it doesn't fire, even though the "cooldown" indicator on the HuD moves.

Edit: Also, I finally turned up the music. O.O  I love it.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dark.Revenant on August 26, 2014, 02:04:12 PM
Also, bug report for Uomoz; it doesn't look like the Sagittarius ADC works. I can mount it, (it came on one of my starting ships) but it doesn't fire, even though the "cooldown" indicator on the HuD moves.

He probably forgot to include the plugin for that weapon, since it works similarly to shotgun scripts to create more projectiles in the desired spread than would otherwise be possible.  Without that plugin, it will not fire any projectiles.

It actually would fire half the projectiles, but not all of them, and would not have a firing sound.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on August 26, 2014, 02:57:29 PM
Nah, i used the Sagittarius in Uss and it worked fine. However it require a huge amount of flux capacity to fire, that's why some frigates can't fire it (like the Hound) unless you add OPs to increase your flux pool.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 26, 2014, 03:07:28 PM
Nah, i used the Sagittarius in Uss and it worked fine. However it require a huge amount of flux capacity to fire, that's why some frigates can't fire it (like the Hound) unless you add OPs to increase your flux pool.

Ah, then one of the Foxhound's starting weapon loadouts are non-functional.



Also, I don't know if this is intended behavior, but the Interstellar Imperium's station in Thracia can end up overlapping jump point Alpha for the system. It makes for some brutal (but kinda funny) sudden super ganks if you happened to be hanging out there at the wrong moment :P  (Why, an assault fleet all for me? You're too kind, Tri-tachyon)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dark.Revenant on August 26, 2014, 03:38:04 PM
Also, I don't know if this is intended behavior, but the Interstellar Imperium's station in Thracia can end up overlapping jump point Alpha for the system. It makes for some brutal (but kinda funny) sudden super ganks if you happened to be hanging out there at the wrong moment :P  (Why, an assault fleet all for me? You're too kind, Tri-tachyon)

Whoops.  I'll fix that in SS+ on the next update; Uomoz should change the jump point's orbit radius to 900 as well.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Schwartz on August 27, 2014, 01:03:34 AM
Hi. First of all - great job on this compilation, I'm enjoying it a lot. Mayorate is OP, but what else is new!

There's just one problem: The save gets too damn big. I had to change vmparams to "-Xms1024m -Xmx2048m" just to load my save, in which I've been very conservatively killing pirates contained to a single solar system for ~30 levels.

Is there a way to manually clean obsolete entries from the .xml file or otherwise counteract the bloat? The .xml is 160 MB big. An equally long-running save of my Ironclads game (which also has a ton of systems and activity) is just about 5 MB big.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: 00lewnor on August 27, 2014, 02:52:12 AM
Spoiler
677421 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 20, FP2: 37, maxFP1: 200, maxFP2: 300
679662 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
887061 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 20, FP2: 24, maxFP1: 230, maxFP2: 270
1501193 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 26, FP2: 21, maxFP1: 275, maxFP2: 225
1766235 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 26, FP2: 38, maxFP1: 205, maxFP2: 295
2052925 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
2052925 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
2059332 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
2059333 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
2079175 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
2227956 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_tusk_single_WEAPON not found
2434203 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
2434204 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_jammer_SHIP_SYSTEM not found
2594403 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 34, FP2: 25, maxFP1: 290, maxFP2: 210
2790753 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 34, FP2: 29, maxFP1: 270, maxFP2: 230
3221570 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
3221571 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
3450400 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 41, FP2: 28, maxFP1: 300, maxFP2: 200
[close]

Tried to phase in a shamathingy again (I need to learn its name if I'm going to be typing it so much), this was in the same save that the last one was in.
When I opened my old save my Shamash has no weapons hull mods ecet as if I pressed the strip button, may have lost it in combat and recovered it or brought a new one, cant remember. Run a simulation, enter phase and lo behold:
Spoiler
236576 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
337586 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Lewis2_7062361137698539255\descriptor.xml]
337783 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_LewisBRjar_6800614334221712775\descriptor.xml]
337891 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Lewis_2272196332864356951\descriptor.xml]
337984 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Lewis_4048788686237203476\descriptor.xml]
338014 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Uomoz2_2343964416713132435\descriptor.xml]
338128 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Uomoz_3176386088113570550\descriptor.xml]
344822 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Uomoz_3176386088113570550...
393400 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
469377 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 445, maxFP1: 200, maxFP2: 300
469994 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 27, 2014, 07:36:37 AM
Hi. First of all - great job on this compilation, I'm enjoying it a lot. Mayorate is OP, but what else is new!

There's just one problem: The save gets too damn big. I had to change vmparams to "-Xms1024m -Xmx2048m" just to load my save, in which I've been very conservatively killing pirates contained to a single solar system for ~30 levels.

Is there a way to manually clean obsolete entries from the .xml file or otherwise counteract the bloat? The .xml is 160 MB big. An equally long-running save of my Ironclads game (which also has a ton of systems and activity) is just about 5 MB big.

Lies, Mayorate is not OP, it is precisely as it should be. If they are laying waste to your fleets and striking fear into your heart, then all is right in the world :D


*Mayorate 4 Life!*
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: villamafia on August 28, 2014, 06:51:41 PM
Quick question here about something I have noticed.  Is the Eagle blueprint not available?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 28, 2014, 07:01:21 PM
Quick question here I have noticed.  Is the Eagle blueprint not available?
It should be; why do you think it isn't? (That's not an accusation, I'm just curious to know the context)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: villamafia on August 28, 2014, 08:10:10 PM
After spending an inordinate amount of time slaughtering Sindrian ships (specifically targeting fleets with an eagle or two) and not getting the blueprint I decided join them and trade in most of my duplicate cruiser plans.  Still haven't got one after what has to be near 50 blueprints all told.

I have noticed the same thing with the imperial defense cruiser.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 29, 2014, 02:40:04 AM
the eagle is a conversion of the falcon :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Creepin on August 29, 2014, 02:56:43 PM
where are all the Tugs in the mod?
They're around. Check the Independent stations, they often have them. Also, many of them have been distributed among the factions.
I have to admit I know nothing about modding Starsector, but I just checked ...\Starsector\mods\UomozSector\data\hulls\ship_data.csv file, which, it would seem, mentions all ships used in US and their special systems. I searched for "monofilament", "tow", "tug" and even "ox", and there was no tug in the file. Am I searching in the wrong place, or Tug is actually removed from US? If so, are there any alternatives?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Erick Doe on August 29, 2014, 03:22:35 PM
Monofilament cable is not a ship system but a hullmod. That's why it doesn't show up in the .CSV file. Some ships have them built in. Check the hull files. Look for a line like:

    "builtInMods":["tow_cable"],

I think the Ox can be bought at stations in UsS. Not sure if the TuP Steer is in.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Darloth on August 31, 2014, 01:14:21 PM
The new map screen radar mechanics are... weird.

I don't think I like them - they just make it take -longer- to get the information I want.

If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?

Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that

Currently I might just turn off the radar thing as soon as I work out how.

Edit: Although it does make it nice and easy to click on starbases :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 31, 2014, 04:02:09 PM
The new map screen radar mechanics are... weird.

I don't think I like them - they just make it take -longer- to get the information I want.

If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?

Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that

Currently I might just turn off the radar thing as soon as I work out how.

Edit: Although it does make it nice and easy to click on starbases :)

I completely agree, it's just a gimmick thing I made for fun. Will be cut next version :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Morrigi on August 31, 2014, 07:14:47 PM
For some reason I'm having trouble loading saves, it always slows down towards the end, hangs for a minute, and fails to load. In the .log it throws out an "out of memory" error, but it's got plenty. Anyone have a fix? I tried downloading and using 64 bit Java, but it didn't seem to help.

I have modified the vmparams to 1024/1024, as I was having issues with 512/1024, but again, it didn't help.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on August 31, 2014, 07:24:10 PM
For some reason I'm having trouble loading saves, it always slows down towards the end, hangs for a minute, and fails to load. In the .log it throws out an "out of memory" error, but it's got plenty. Anyone have a fix? I tried downloading and using 64 bit Java, but it didn't seem to help.

I have modified the vmparams to 1024/1024, as I was having issues with 512/1024, but again, it didn't help.

try 1024/2048
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Nanao-kun on August 31, 2014, 07:29:34 PM
For some reason I'm having trouble loading saves, it always slows down towards the end, hangs for a minute, and fails to load. In the .log it throws out an "out of memory" error, but it's got plenty. Anyone have a fix? I tried downloading and using 64 bit Java, but it didn't seem to help.

I have modified the vmparams to 1024/1024, as I was having issues with 512/1024, but again, it didn't help.
Could try more. 1024/2048 might be good. Depends on how much RAM you have available though.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on August 31, 2014, 07:35:41 PM
The new map screen radar mechanics are... weird.

I don't think I like them - they just make it take -longer- to get the information I want.

If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?

Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that

Currently I might just turn off the radar thing as soon as I work out how.

Edit: Although it does make it nice and easy to click on starbases :)

I completely agree, it's just a gimmick thing I made for fun. Will be cut next version :D

I do hope you include some sort of information restriction though. While I agree that the current implementation is more gimmicky than functional, the lack of information did make things seem a bit more risky and exciting. The kind of information tiering that Darloth suggested would be quite cool.

Also, something that would be helpful (though kind of counter to the previous point, oddly) would be to color bounty targets differently on the map. It's a bit of a pain to click through every single available target in the system, and forcing the player to do so doesn't add anything to the gameplay. (Of course, I'm not sure if it's possible to change the color, but some form of readily available indicator would be awesome)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: arcibalde on September 01, 2014, 09:10:03 AM
Uomoz i can't find Neutrino nowhere... Do you know where are they in Uomoz's Sector: Journey?  ;D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on September 01, 2014, 09:13:02 AM
They've been removed, along with a few other mods Uomoz deemed OP a while back.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: arcibalde on September 01, 2014, 09:26:39 AM
They've been removed, along with a few other mods Uomoz deemed OP a while back.
Waaaaaaaaaaa!  :'( :'( :'( :'( :'(

But but but but but but... But....

Uooooooomooooooozzzzzzzzzzz  :'(
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Morrigi on September 01, 2014, 05:14:16 PM
Fixed it, I was being dumb.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flunky on September 01, 2014, 08:55:08 PM
Is Dark_Revenant's cooked up AI included in the daily builds now? I swear my allied frigates have become really aggressive in the daily build I downloaded within the last week. Kind of stupidly so, sadly-- doing things like venting in front of destroyers pelting them with maulers.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on September 03, 2014, 10:15:34 AM
Is Dark_Revenant's cooked up AI included in the daily builds now? I swear my allied frigates have become really aggressive in the daily build I downloaded within the last week. Kind of stupidly so, sadly-- doing things like venting in front of destroyers pelting them with maulers.
Yes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit. 
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flunky on September 03, 2014, 02:53:47 PM
Yes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit. 

Good to hear. His AI is pretty nifty in many ways, but in my opinion still has some awkward quirks like being vent-happy. I've also encountered some situations where the ship AI spends too much time trying to broadside (or flank, perhaps?) while lacking either the broadside weaponry or the maneuver to actually flank. Still, much kudos to him for his work and looking forward to seeing what he cooks up.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JDCollie on September 03, 2014, 05:00:06 PM
Yes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit.  

Good to hear. His AI is pretty nifty in many ways, but in my opinion still has some awkward quirks like being vent-happy. I've also encountered some situations where the ship AI spends too much time trying to broadside (or flank, perhaps?) while lacking either the broadside weaponry or the maneuver to actually flank. Still, much kudos to him for his work and looking forward to seeing what he cooks up.
If you can identify the ships that are doing consistently doing this and their weapon/hullmod configurations, I expect Dark and/or Uomoz will be quite pleased with you :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dark.Revenant on September 03, 2014, 06:55:32 PM
No modder other than xenoargh has done anything with broadside/flanking/ship movement related AI.  Those problems are best mentioned to Alex, since our code doesn't really cover that stuff.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flunky on September 03, 2014, 07:18:56 PM
Just about finished writing some testing up and then noticed the post by Dark.Revenant. Thanks for the clarification. Guess I'll keep the text for later, but from some testing it seems like omni-shield ships (frigates foremost) are acting rather spin-happy, especially if they have a 360 turret slot filled. It felt like new behavior in the more recent daily builds, but might have just been a placebo effect.

(Civilian craft are also still quite cowardly, even if given an engage order and set to max aggressiveness. While fine for a freighter, having my Vista Class armed with pretty heavy weaponry refuse to engage can be vexing. Sounds like that's more of a vanilla issue, though.)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on September 04, 2014, 03:07:11 PM
The new map screen radar mechanics are... weird.

I don't think I like them - they just make it take -longer- to get the information I want.

If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?

Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that

Currently I might just turn off the radar thing as soon as I work out how.

Edit: Although it does make it nice and easy to click on starbases :)

I completely agree, it's just a gimmick thing I made for fun. Will be cut next version :D

I do hope you include some sort of information restriction though. While I agree that the current implementation is more gimmicky than functional, the lack of information did make things seem a bit more risky and exciting. The kind of information tiering that Darloth suggested would be quite cool.

Also, something that would be helpful (though kind of counter to the previous point, oddly) would be to color bounty targets differently on the map. It's a bit of a pain to click through every single available target in the system, and forcing the player to do so doesn't add anything to the gameplay. (Of course, I'm not sure if it's possible to change the color, but some form of readily available indicator would be awesome)

I third Darloth and JDCollie on this.  I still like the direction and agree with their suggestions of implementing limited (range/size based) information.  I also agree with JDCollie that finding bounty targets with the radar map is pretty much impossible.  I always take bounty missions but am surprised/delighted when I mouse over a fleet and see "BOUNTY: ....".  Usually they are pursuing me so I still end up claiming all I can see.  Making bounties more obvious would make them more relevant.

I'm still playing with an August 29th version and everything looks good except for the case mismatch in the BRDY sounds and graphics (easy enough to fix on my own).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: zoe_zucchini on September 04, 2014, 04:23:12 PM
Has the Templars mod been integrated into this yet?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on September 04, 2014, 04:31:06 PM
The Templars, far as I can tell, are horribly overpowered (although I haven't had the chance to play with them yet).  I don't think they'll be implemented any time soon.

Besides, the mod literally JUST came out this week - give Uomoz a chance.  If they do get implemented, I'd assume that it'd be in the 1.4 dev or the sorts that's in the works right now - be wary, though, the dev builds have a tendency to be totally broken. :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: HELMUT on September 04, 2014, 04:59:53 PM
The Templars, far as I can tell, are horribly overpowered (although I haven't had the chance to play with them yet).  I don't think they'll be implemented any time soon.

Pretty sure they'll be in in the next dev, Templars are more npcs rather than a faction you can pick. Also extremely hard to board so you can't just farm them for their ships.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Debido on September 05, 2014, 06:45:36 AM
There isn't a whole lot of difficulty scaling in Vanilla, the Templars are the MFWIC Level 40 BAMFs who are an end game challenge. Overpowered? Or powerful enough for the intended target player level to be a credible challenge?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on September 05, 2014, 06:47:47 AM
Updated SS+, ILK, II, PCK.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dragar on September 05, 2014, 08:14:12 AM
You can't really farm the Templars for their ships anyway, when their ships explode their reactor melts down, so even if you did capture a Templar ship it wouldn't be anywhere near as powerful as it was when you were fighting it. Would make a nice trophy though. On the other hand you could get their weapons and mount them on your ships for a damage boost.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 07, 2014, 03:19:09 AM
Any chance we could have a skill respec option after activating the Theta Fortress? The respec mod only works when there is a market available.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Flunky on September 08, 2014, 08:21:29 PM
Using a daily build downloaded, er, today, had a crash error. Running USS with lazylib 1.9b, shaderlib alpha 1.7, and batavia 9b. Entered a combat with a Junk Pirates octopus freighter and some associated fighters.

Log excerpt:
Spoiler
1491540 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1573676 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.uss.Radar.advance(Radar.java:58)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Something my own darn fault? Or a genuine error?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Burgone on September 11, 2014, 10:43:50 AM
Hi I just got mod and changed XMx and the game fails to load
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 11, 2014, 01:46:59 PM
Hi I just got mod and changed XMx and the game fails to load

How big a value are you using for -Xms and -Xmx? Do you have a 64bit system, and if so, have you replaced the default jre with C:\Program Files\Java\jre7 (or whereever it is located, don't forget to rename the folder!)?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Burgone on September 11, 2014, 06:29:16 PM
I don't know how to do the other stuff. I do have a 64 bit that much I know. How to make the game 64-bit is very confusing to me wish we had a video
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 11, 2014, 08:20:34 PM
I don't know how to do the other stuff. I do have a 64 bit that much I know. How to make the game 64-bit is very confusing to me wish we had a video


Download 64 bit Java from http://www.java.com/en/download/manual.jsp, choose "Windows Offline (64-bit)". Once you've done that, install it. If you installed in the default location, there should a folder named "jre7" in C:\Program Files\Java. Copy this folder to your Starsector Installation folder, which by default is C:\Program Files (x86)\Fractal Softworks\Starsector. Then, delete the "jre" folder in your Starsector Installation folder, and rename the folder "jre7" to "jre".
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Burgone on September 13, 2014, 08:40:00 AM
I have managed to but I don't understand why it's still giving me the fatal null
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 13, 2014, 08:43:05 PM
I have managed to but I don't understand why it's still giving me the fatal null

Can you post the error log here so we can take a look? Otherwise it would be nearly impossible to track down the problem.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: omatkoicorko on September 18, 2014, 05:58:21 AM
does someone can tell me one thing? supplies are quite rare, like in vanilla i was able to keep supplies on some lvl just from fighting, right now i have to spend a large amount of cash to buy them. last time i got 2 supplies. is it normal ?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on September 18, 2014, 06:02:19 AM
does someone can tell me one thing? supplies are quite rare, like in vanilla i was able to keep supplies on some lvl just from fighting, right now i have to spend a large amount of cash to buy them. last time i got 2 supplies. is it normal ?

Yeap! It's part of the idea of the mod to make supplies something you need to buy, instead of cruising from fight to fight. Have fun! :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: omatkoicorko on September 18, 2014, 06:06:21 AM
thanks for fast answer, yup thats a good idea, but here one more thing, should they cost a little bit less then ? amount of cash spending there is relly big

something tells me that i have to start a new game :P
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Dark.Revenant on September 18, 2014, 09:42:11 AM
As a general rule, due to supply costs, you want to have a supply of cash large enough to support your ships.  If your ships collectively require 150 supplies to deploy you need to be making over 30000 credits (15000 plus repairs) per battle.

Make sure you have money in the bank for ship maintenance.  When you buy a 10000 credit frigate, you really need 20000 credits.  When you buy a 15000 credit destroyer you really need 45000 credits.  That 30000 credit cruiser needs more like 120000 credits in the bank.  A 70000 credit capital?  You better have 350000 credits stored up.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on September 19, 2014, 10:59:14 AM
Aaaand.. save game corrupted, can't load game.. sadly, this is after playing for a dozen or so hours. Help?

Code
11832088 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Sarah_8090117364614886893\descriptor.xml]
11834247 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Users\it\Starsector\starsector-core\..\saves\save_Sarah_8090117364614886893...
11884506 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
11884506 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:67)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.ArrayConverter.unmarshal(ArrayConverter.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)

Save game file: https://db.tt/FbQVxmjX
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on September 19, 2014, 03:55:02 PM
As a general rule, due to supply costs, you want to have a supply of cash large enough to support your ships.  If your ships collectively require 150 supplies to deploy you need to be making over 30000 credits (15000 plus repairs) per battle.

Make sure you have money in the bank for ship maintenance.  When you buy a 10000 credit frigate, you really need 20000 credits.  When you buy a 15000 credit destroyer you really need 45000 credits.  That 30000 credit cruiser needs more like 120000 credits in the bank.  A 70000 credit capital?  You better have 350000 credits stored up.

I agree with Dark.Revenant here but would add you also need significant cargo capacity if you expect to use station repairs/CR bump.  One of the better aspects of this mod is that it requires consideration of logistics.  Freighters that can fight (and are fast) are a Good Thing(tm).  The [Fox]Hound is awesome in this mod with good technology.  Alternately if you want to be lame like me, just keep an Atlas (or some such) in your personal hanger and get it out during station visits as needed.  Also if you want to make bounties easier park your heavy hitters in personal before checking the board, but of course I never do that kind of thing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 19, 2014, 10:34:26 PM
Aaaand.. save game corrupted, can't load game.. sadly, this is after playing for a dozen or so hours. Help?

Have you modified your vmparams? Read the OP.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on September 22, 2014, 03:46:33 AM
Yes i have, else past the first half an hour give or take it would have stopped loading.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 23, 2014, 05:53:48 AM
Yes i have, else past the first half an hour give or take it would have stopped loading.
Are you using the default JRE (32-bit one) or the 64-bit one?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on September 23, 2014, 07:17:05 AM
32, but oddly enough, today it managed to load the game. O.o
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on September 24, 2014, 02:53:37 AM
32, but oddly enough, today it managed to load the game. O.o
Definitely consider using the 64-bit one, if you have a 64-bit OS.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on September 30, 2014, 07:59:24 AM
I'm using a Sept. 5th version but I think it's current.  There is a small typo in the temporary station construction or deconstruction dialog (I forget which one).  Also I have a Junk Pirates Orca cruiser (two now actually) blueprint that I can keep selling and it never disappears.  I did get a CTD fighting a TT fleet but didn't have a recent save to try and repeat it.
Spoiler
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.oooo] with id [phaseshuntdrive] not found
        at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
        at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
[close]

Edit: the typo is in the destruction phase.  I'm a terrible speller and can't believe I noticed it except for I do the same turnaround thing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on October 03, 2014, 10:27:00 PM
This is a new one. When extracting your .7z I encounter this error

Spoiler
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tim\weapons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\tim_blunder\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\tim_sidecartest\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\tim_surveyor\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\unleashed\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\backgrounds\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\icons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\missiles\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\planets\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\hullmods\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\portraits\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\weapons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\weapons\decorative\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\weapons\missiles\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\weapons\nom_maser_pulse_beam\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\weapons\nom_roadrunner_engine_fx\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\pack\ships\drones\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\pack\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\syndicate_asp\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\randomvsjunk\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\randomjunk\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\randomjunkv2\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ilk\portraits\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\nom\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ilk\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\pack\weapons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ssp\missiles\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ssp\weapons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\UsS\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ssp\ships\phase\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ssp\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\backgrounds\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tim\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\junk_pirates\ships\drones\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\junk_pirates\ships\icons\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\junk_pirates\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\PP\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\ui\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\planets\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\portraits\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\stricken\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\thebender\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\triune\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\between\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\bolivian\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\drumsinthedeep\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\fromplanetx\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\insecurity\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\mightbegiants\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\misdirected\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\nutstathis\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\outofyourdepth\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\shi_randomvsshi\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\shi_randomvsstock\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\BRDY_hegemony\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\BRDY_randomvs\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\BRDY_tritach\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\BRDY_bigbattle\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\BRDY_endtimes\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\exipirated_insider_trading\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\exigency\portraits\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\backgrounds\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\hullmods\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\illustrations\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\settingsail\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\sinkingthehood\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\swordofdamocles\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\tupcollection\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\aurorasshadow\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\battleofmaas\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\brokenavenue\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\chargeofthecentaur\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\homecoming\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\maddash\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\payback\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\rockyroad\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\data\missions\runningerrands\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\ships\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\portraits\Thumbs.db
    Access is denied.
!   C:\Users\Ciago92\Downloads\UomozSector 1.3.7z: Cannot open C:\Users\Ciago92\Downloads\UomozSector 1.3\UomozSector\graphics\tup\planets\Thumbs.db
    Access is denied.
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: 06Elija on October 04, 2014, 05:48:45 AM
After about ten minutes of flying around and getting into a pirate armada, i try to quickload and im getting an error.
Spoiler
1175544 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
[close]
I'm really bad at reading code.
Thanks in advance
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: AMDAMK on October 04, 2014, 10:42:21 AM
After about ten minutes of flying around and getting into a pirate armada, i try to quickload and im getting an error.
Spoiler
1175544 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
[close]
I'm really bad at reading code.
Thanks in advance

There stand, you're running out of memory. Have edited the vmparamsfile?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: 06Elija on October 05, 2014, 12:22:21 AM
After about ten minutes of flying around and getting into a pirate armada, i try to quickload and im getting an error.
Spoiler
1175544 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
[close]
I'm really bad at reading code.
Thanks in advance

There stand, you're running out of memory. Have edited the vmparamsfile?
No i didn't. Sorry for my dumbness. Thanks
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on October 05, 2014, 07:42:56 AM
A good 10-25% of all posts in this thread are about editing the vmparams.  Maybe Uomoz should put a 'bigger bolder' section about it in the OP and/or threaten to make fun of people if they post that problem.  How can people get LazyLib and ShaderLib but not read the next line after that? 

@Uomoz: How's the thesis going?  You seem quiet lately but you're busy I'm guessing.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 05, 2014, 08:37:20 AM
I'm done with it! 110/110, nailed!

That said I'm waiting for the vanilla update to go back into modding. The Next UsS iteration will come back to the roots, since the economy balance I created with the crafting system will be dismantled by the new vanilla economy. We'll see how to proceed, but for sure it will integrate most of the good ol' factions. Ideally UsS will be the "expansion" that incorporate what I think is the best content offered on the forum, in a hardcore-ish setting.

SS+ is kind of overlapping UsS features right now, for better or worse, so using either one will produce a similar experience.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Graidon on October 06, 2014, 05:44:28 AM
So I recently updated to the latest version of the mod, and now for some reason my framerate drops to 30 fps at the beginning of all the battles. It seems to recover easily enough after I hit the toggle the map once or twice, but it's still a big pain. Any ideas as to why that's happening?

And yeah, I did change the vmparams.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on October 06, 2014, 08:35:18 AM
I'm done with it! 110/110, nailed!

Excellent

Quote
That said I'm waiting for the vanilla update to go back into modding. The Next UsS iteration will come back to the roots, since the economy balance I created with the crafting system will be dismantled by the new vanilla economy. We'll see how to proceed, but for sure it will integrate most of the good ol' factions. Ideally UsS will be the "expansion" that incorporate what I think is the best content offered on the forum, in a hardcore-ish setting.

Makes sense and the update could be any day now it seems.

Quote
SS+ is kind of overlapping UsS features right now, for better or worse, so using either one will produce a similar experience.

Hmm, that's high praise.  I'll have to check SS+ out.

@Graidon: Yes, not editing vmparams only creates a situation where you can't reload saved games.  It has just been annoyingly over reported bug IMO.  Also sorry if I sound snarky.  This forum is generally very tolerant and nice and it's really Uomoz's privilege to be annoyed, not mine.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 06, 2014, 08:50:48 AM
I need to clarify the OP to be more precise about the vparams stuff.

Meanwhile, dev updated for BR, JP, PACK and ASP. Later today will finish with SS+, SHI, EXI and ILK. Then I'll release 1.4.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Erick Doe on October 06, 2014, 08:52:30 AM
I should've updated TuP. I blame PB for taking up what time I have.  ::)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Alphascrub on October 07, 2014, 02:52:48 PM
I should've updated TuP. I blame PB for taking up what time I have.  ::)

Speaking of which. Any chance of seeing PB join the factions in Uzomo's sector?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on October 07, 2014, 03:06:47 PM
Speaking of which. Any chance of seeing PB join the factions in Uzomo's sector?
It is compatible, meaning you can run Uomo'z Sector and Batavia at the same time and have Batavia appear in the campaign with all functionality, minus blueprints, if I remember correctly.  Although they don't have a set home system yet, Uomoz might be waiting for that before full implementation. ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Erick Doe on October 08, 2014, 06:00:05 AM
Speaking of which. Any chance of seeing PB join the factions in Uzomo's sector?
It is compatible, meaning you can run Uomo'z Sector and Batavia at the same time and have Batavia appear in the campaign with all functionality, minus blueprints, if I remember correctly.  Although they don't have a set home system yet, Uomoz might be waiting for that before full implementation. ;)
Yes, it is fully compatible, but blueprints don't function for PB. No, Uomoz will not be adding it as he simply doesn't like the style.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: PixiCode on October 08, 2014, 08:10:31 PM
Does anyone know how to quicken the appearance of ship types in the hangars of factions?

I went and decided to join the mayorate in the Rasht system. They've had nothing but transport ships, mining pods and lancers for awhile now, with only 1 mayorate ship type to buy ((First a carrier, then a battlecruiser. plzno i'm only level 6 ._.))

I have 140k money and i don't have anything to really spend it on except to make a few million liliths in the production I suppose ;c
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 08, 2014, 08:25:47 PM
The best way to acquire new ships is trading blueprints with the faction and then building them using the materials they sell. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Graidon on October 08, 2014, 08:34:29 PM
@Graidon: Yes, not editing vmparams only creates a situation where you can't reload saved games.  It has just been annoyingly over reported bug IMO.  Also sorry if I sound snarky.  This forum is generally very tolerant and nice and it's really Uomoz's privilege to be annoyed, not mine.

Oh, I wasn't trying to be snarky or anything, sorry if it came across that way. I'm just a noob who has a framerate issue at the beginning of ship battles and doesn't know how to fix it. By mentioning that I had changed the vmparams ahead of time I was just trying to get that out of the way.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Alphascrub on October 12, 2014, 09:31:47 PM
So Uomoz at the risk of sounding like an ass and putting you on the spot, do you plan on updating your mod before .65? I only ask because I read some of your comments on the announcement thread and I wasn't really sure if you were going to continue the mod or just roll with vanilla for a while. To state things clearly, are we ever going to see version 1.4?

Now I feel like an ass. I'm not trying to be, nor am I trying to be demanding of you. I'm just curious as to where your thoughts are on the matter(is there a matter).

*** it. Blarg. Foot in mouth.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 12, 2014, 10:00:29 PM
So Uomoz at the risk of sounding like an ass and putting you on the spot, do you plan on updating your mod before .65? I only ask because I read some of your comments on the announcement thread and I wasn't really sure if you were going to continue the mod or just roll with vanilla for a while. To state things clearly, are we ever going to see version 1.4?

Now I feel like an ass. I'm not trying to be, nor am I trying to be demanding of you. I'm just curious as to where your thoughts are on the matter(is there a matter).

*** it. Blarg. Foot in mouth.

You are totally right, I should have updated long ago. I've been stuck deciding what to do with my life recently, after having finally completed my bachelor degree. Meanwhile the DEV is stable and has basically all the features of 1.4, minus the last ss+ patch.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on October 13, 2014, 08:06:04 AM
Haven't gotten this to repeat yet but here is a new one.  Also discovered a bunch of case mismatches in TuP backgrounds but they only seem to be used in missions so it's no big deal.

Spoiler
779425 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
        at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.void.super.float$super(Unknown Source)
        at com.fs.A.oOOO.Ò00000(Unknown Source)
[close]
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Tallinu on October 16, 2014, 06:45:59 PM
So I've been playing with this for a while, and I now have something like a dozen copies of the Lasher blueprint. I can't sell them. I can't delete them. They're just cluttering up my list of blueprints.

I tried using a text editor to hunt through the save file for whatever section it stores your list of available blueprints in, planning to simply delete the duplicates, but I can't find anything except the "BPfrigates", "BPdestroyers", etc that apparently list all possible blueprints. I've tried blueprint, BP, schem(atic), factory, produ(ction), manuf(acturing), constr(uction), and probably a few other search terms. Some of them get most likely unrelated entries, others get nothing. Does anyone know what to look for to find this data?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: WKOB on October 25, 2014, 06:55:57 AM
Wow, when'd your mod turn into such a pain to get running, Uomoz? :P

So, I edited the Vmparams, I got the libraries in and activated, I got the 64 bit java into the folder and I'm getting this error. Any ideas?

(http://i.imgur.com/w4TWHbI.png)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on October 25, 2014, 07:19:30 AM
Edit: I'm dumb and didn't read everything in the picture.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 25, 2014, 07:32:18 AM
Hi there boys! I'm working on the .65 compatibility version. I'll need to strip it down to a "simple" mod compilation for starters, because the vanilla changes were huge!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: WKOB on October 25, 2014, 07:38:35 AM
Oh it's out of date? That I didn't realize, my bad.

Good luck with that then. :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Amped on October 27, 2014, 07:17:24 AM
Guys, how to mine an asteroids? One of my ship is is equipped with a mining blaster, and... how to mine? ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on October 27, 2014, 10:09:45 AM
Guys, how to mine an asteroids? One of my ship is is equipped with a mining blaster, and... how to mine? ;)

That's currently not available in U'sS. I believe Exerline has it though
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on October 27, 2014, 10:45:28 AM
You don't use mining blasters anyway, in Exerelin. You used mining pod wings.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Plasmatic on October 28, 2014, 01:04:39 PM
Have you considered adding Citadel to your mod? (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Would it be hard to implement this myself?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 28, 2014, 01:29:58 PM
Mhh, with the new patch I will reconsider all mods! That said a version is ready with fleet levels, weapons randomization, shaders and the good old vfx from DR. I could release this (without any other mod, for now) as basically a "vanilla" uomoz's sector, until some bugs are fixed for the upcoming patch.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: CrashToDesktop on October 28, 2014, 02:43:16 PM
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that.  I'm rather used to losing my saves when updates come out, and other people may not.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on October 28, 2014, 02:56:44 PM
I would absolutely love to get my hands on a vanilla U'sS too if this is a public vote or anything  :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 28, 2014, 02:59:56 PM
FIRST, I will add a nice new gory event, in the true spirit of UsS.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: c plus one on October 29, 2014, 03:21:03 AM
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that.  I'm rather used to losing my saves when updates come out, and other people may not.
In all seriousness, this could be a superb opportunity to fork the mod with minimum pain -- Uomoz has doubtless already felt the pain himself, via making the necessary 0.65a changes, so that's now a "sunk cost". Having both an all-vanilla version and a multi-mod version would be quite intriguing, offering a new range of options to the player community.

Speaking only for myself, I don't mind if updates to mods break my saves - I generally value new & innovative feature-sets more than that.

Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on October 29, 2014, 06:15:10 AM
c plus one has an interesting idea. In addition, the vanilla-only version might help in the future when Alex makes a new super-update that breaks everything for the nth time, since it'd probably make it easier to see if its a mod breaking something or something you haven't updated in Uomoz's itself.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: SeinTa on October 29, 2014, 12:04:50 PM
I love vanilla ice cream and i would totaly love a vanilla mod.  :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: FireBlitz8404 on October 29, 2014, 04:54:53 PM
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that.  I'm rather used to losing my saves when updates come out, and other people may not.
I just recently found out that Dev mode can help you get back to where you were in your last game buy adding the creds and the exp. I go really tired of starting over every time and with this newest version coming out so much later i had alot built up in the last game. Although it is fun starting from scratch with the new features.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on October 29, 2014, 04:57:22 PM
Hmm, fair warning, the new version doesn't have crafting. I still have to see how to make it into the game since now the scarcity of ships is vanilla and I don't have to make it so artificially. I could still add them as a random drop from fleets, but I need to add costs to obtain them as well, and also ways to make components. Hmm, decisions decisions.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on October 29, 2014, 05:08:58 PM
Hmm, fair warning, the new version doesn't have crafting. I still have to see how to make it into the game since now the scarcity of ships is vanilla and I don't have to make it so artificially. I could still add them as a random drop from fleets, but I need to add costs to obtain them as well, and also ways to make components. Hmm, decisions decisions.

Definitely my favorite part of your mod, especially for Void Walkers, but an acceptable loss for the moment if it gets your mod back into my hands sooner
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on October 30, 2014, 10:28:19 AM
With the new relations mechanics, would it be possible for the Void Walkers to eventually get back up to good relations with one faction? (possibly two if you were trying really hard) Similar to how you can befriend the pirates with a lot more effort than I've spent on them so far.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: pyg on November 02, 2014, 03:53:45 AM
OK, I'm bored with vanilla again.  It's too easy.  I suspect tuning the economy so it is as challenging as before will be difficult for you.  I suggest making the pirates way harder (lose the 'D' hulls and increase force strength, speed bonus?) and if one could spawn fleets that actively pursued large 'merchant' fleets there might be something more to the early game than just trading your way to level 30 in 4-6 months game time.  I wasn't really expecting it to work but the latest dev version breaks for me here after trying to start a new game:
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignFleetAPI.forceSync()V
        at data.scripts.uss.UomozUtils.RandomizeAndSortAndFill(UomozUtils.java:74)
        at data.scripts.uss.TimeManager.advance(TimeManager.java:49)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on November 02, 2014, 05:23:56 AM
He mentioned creating a vanilla plus (most mechanics but no factions) branch of the mod a little while back but I don't believe he has released that yet (and if he has please let me know, I finally have a full day to play!!)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on November 02, 2014, 05:44:33 AM
I'm sorry guys, super busy days lately. I thought that after getting the degree I'd have more time but NOPE.jpg. I strongly suggest playing SS+ (when it comes out), it's basically UsS anyway with the new vanilla patch.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ciago92 on November 02, 2014, 06:16:42 AM
Quite alright, real life is always more important. I hope that you do find time overall for the full compilation but I understand if you are unable. Good luck!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Regularity on November 04, 2014, 05:55:50 PM
So, I edited the Vmparams, I got the libraries in and activated, I got the 64 bit java into the folder and I'm getting this error. Any ideas?

(http://i.imgur.com/w4TWHbI.png)

Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game.  :D

The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TimeDiver on November 04, 2014, 06:25:07 PM
Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game.  :D

The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?

I've got a backed-up .7z archive with the most recent pre-0.65a versions of LazyLib, ShaderLib, Common Radar, Console Commands, and Leading Target Pip.

However, the ShaderLib version is rather bare bones, without any of the material/normal/surface map textures, and the performance-friendly distortion .png files (so not as pretty, overall, but less RAM consuming).

Still want me to upload it somewhere for ya?

EDIT: Nevermind! LazyWizard to the rescue!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: LazyWizard on November 04, 2014, 06:27:02 PM
Here are the .62a versions of LazyLib (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip) and ShaderLib (http://www.mediafire.com/download/52vn3fbjoodi9ds/ShaderLib+Alpha+v1.7.zip) (or basic (http://www.mediafire.com/download/dttez4mr2apwm23/ShaderLib+Basic+Alpha+v1.7.zip) if you need it)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Regularity on November 04, 2014, 09:42:20 PM
Here are the .62a versions of LazyLib (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip) and ShaderLib (http://www.mediafire.com/download/52vn3fbjoodi9ds/ShaderLib+Alpha+v1.7.zip) (or basic (http://www.mediafire.com/download/dttez4mr2apwm23/ShaderLib+Basic+Alpha+v1.7.zip) if you need it)

Thanks, those libraries worked! I suggest maybe bundling them together with your 0.62 version of the mod -- at least until you finish the update to 0.65 -- so that other players won't have to go through the trouble of asking for help with errors and waiting for someone to post the URL for the older library downloads.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Morrigi on November 06, 2014, 12:05:51 PM
Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game.  :D

The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?

I've got a backed-up .7z archive with the most recent pre-0.65a versions of LazyLib, ShaderLib, Common Radar, Console Commands, and Leading Target Pip.

However, the ShaderLib version is rather bare bones, without any of the material/normal/surface map textures, and the performance-friendly distortion .png files (so not as pretty, overall, but less RAM consuming).

Still want me to upload it somewhere for ya?

EDIT: Nevermind! LazyWizard to the rescue!
Could I get Leading target Pip?

Also, somewhat unrelated, but is it possible for one to make the omnifactory (from said mod) spawn in hyperspace?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TheSpaceMolester on November 12, 2014, 01:06:59 AM
So i just recently installed the mod and the other two mods required to run it and i edited the file but all i get is this.

(http://i.imgur.com/vSqZV2g.png)


I know im probably being stupid and im missing something but halp.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: WKOB on November 12, 2014, 01:14:56 AM
Check the subject line.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on November 12, 2014, 01:33:50 AM
So i just recently installed the mod and the other two mods required to run it and i edited the file but all i get is this.

(http://i.imgur.com/vSqZV2g.png)


I know im probably being stupid and im missing something but halp.
This mod is not yet compatible with Starsector 0.65.1a.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Salmon on November 13, 2014, 06:22:12 PM
Alright, sorry if this is too obvious but I'm pretty new to the game, I've made sure I have 0.6.2 so thats not the problem. I keep getting the same error "Fatal.com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V". I don't know if the log will help but here it is just in case.

84528 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/PP/ships/pp_torch.png] as texture with id [graphics/PP/ships/pp_torch.png]
84530 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 346.46 MB of texture data so far
84530 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/PP/ships/pp_torch.png (using cast)
84531 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
84540 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 347.12 MB of texture data so far
84540 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
84581 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.01 for Starsector 0.65a
84581 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
84582 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to WARN
84595 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
84610 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
85742 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
   at org.dark.shaders.util.TextureData.readTextureDataCSVNoOverwrite(TextureData.java:211)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:41)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Midnight Kitsune on November 13, 2014, 09:29:02 PM
Alright, sorry if this is too obvious but I'm pretty new to the game, I've made sure I have 0.6.2 so thats not the problem. I keep getting the same error
Spoiler
"Fatal.com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V". I don't know if the log will help but here it is just in case.

84528 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/PP/ships/pp_torch.png] as texture with id [graphics/PP/ships/pp_torch.png]
84530 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 346.46 MB of texture data so far
84530 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/PP/ships/pp_torch.png (using cast)
84531 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
84540 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 347.12 MB of texture data so far
84540 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
84581 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.01 for Starsector 0.65a
84581 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
84582 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to WARN
84595 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
84610 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [shaderSettings.json]
85742 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
   at org.dark.shaders.util.TextureData.readTextureDataCSVNoOverwrite(TextureData.java:211)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:41)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
If you are using the latest Lazy Lib, it might not be compatible with UsS because LL was updated to .65
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: LazyWizard on November 14, 2014, 08:14:38 AM
Looks like you also have an updated version of ShaderLib that's not compatible with .6.2a. The .6.2a ShaderLib can be found here (http://www.mediafire.com/download/52vn3fbjoodi9ds/ShaderLib+Alpha+v1.7.zip) (basic (http://www.mediafire.com/download/dttez4mr2apwm23/ShaderLib+Basic+Alpha+v1.7.zip)). .6.2a LazyLib can be found here (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip).
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Salmon on November 14, 2014, 09:12:16 AM
Thank you so much, I'm pretty new to the game so I don't fully understand it's modding system yet but it seems to be working now. Again, thanks a ton!
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: TheHsing on November 15, 2014, 12:35:08 PM
So is this mod compatible with the newest release of starsector? Or do I have to keep playing it on 0.6.2?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on November 15, 2014, 12:44:39 PM
Not compatible yet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Gwyvern on November 18, 2014, 05:16:04 PM
Can you tell us which version of star sector this mod IS compatible with?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on November 18, 2014, 06:51:11 PM
The one in the title ;)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Oathseeker on November 19, 2014, 12:45:02 AM
Not compatible yet.

The one in the title ;)

When will people learn? ^^
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ValkyriaL on November 19, 2014, 04:49:21 AM
probably never, reading the OP is to hard these days you know?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Spoonie on November 26, 2014, 12:28:11 PM
Hey haven't had time to read back through the entire thread, but is there a way to actually join Exigency in this mod? It seems like the center of the black hole is their 'station' where they go to resupply and stuff, but I can't seem to interact with it at all.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on November 26, 2014, 12:53:42 PM
Afternoon Spoonie, that is a good question.

Currently the answer is no. In the update I am working on there will be new ways to interact with them, but the actual real plan of going beyond Tasserus will likely be a couple of updates after this current one in dev. It kind of needs some secret content to do it justice :-X
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Spoonie on November 26, 2014, 01:59:46 PM
Well thanks for the update! Even just treating Tasserus as a station would work for now I suppose.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on November 26, 2014, 02:24:57 PM
Perhaps, but instead expect much more interesting and logical campaign interactions in the next update of Exi when it is ready.

Also, I sincerely appreciate the feedback but it would be more proper to discuss this in my mod thread rather than Uomoz's.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Ratheden on November 27, 2014, 05:15:30 AM
I have started 22 games so far with this mod, 11 of those i died while drifting to the nearest gravity well.
9 times i died due to enemy factions being at the nearest gravity well.
Once only have i had a game last past the first 5 min.

My Question is what am i doing wrong?  The time i lasted longer then 5 min, i still died due to high speed enemies.

I love the "feel" of this mod from what i have seen, so any help would be welcome.


Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Alexander86 on November 28, 2014, 03:00:09 PM
I have started 22 games so far with this mod, 11 of those i died while drifting to the nearest gravity well.
9 times i died due to enemy factions being at the nearest gravity well.
Once only have i had a game last past the first 5 min.

My Question is what am i doing wrong?  The time i lasted longer then 5 min, i still died due to high speed enemies.

I love the "feel" of this mod from what i have seen, so any help would be welcome.




Honestly, the same thing happened to me. I used the console commands to cheat a little till i could get on my feet because I kept getting wiped before moving 5 feet.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: JohnDoe on November 28, 2014, 04:53:29 PM
I have started 22 games so far with this mod, 11 of those i died while drifting to the nearest gravity well.
9 times i died due to enemy factions being at the nearest gravity well.
Once only have i had a game last past the first 5 min.

My Question is what am i doing wrong?  The time i lasted longer then 5 min, i still died due to high speed enemies.

I love the "feel" of this mod from what i have seen, so any help would be welcome.


Honestly, the same thing happened to me. I used the console commands to cheat a little till i could get on my feet because I kept getting wiped before moving 5 feet.

It's not really immediately obvious, but you can scuttle one or two slow ships to get extra fuel.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: StevenB on November 30, 2014, 10:16:04 PM
Currently unable to use this mod.

I have the correct (older) versions of the two required additional mods, the correct version of starsector, and the correct vmparam settings. The game will load and play just fine, but I cannot reload saves.

I increased and decreased the vmparam settings to no avail.

I do not recommend wasting time on this mod until it is updated. It is very fun, it just requires way too much tinkering for something which is ultimately unplayable.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: ValkyriaL on December 01, 2014, 12:32:00 AM
Do you also have 64 bit java which is required to play this mod? like the OP mentions?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: StevenB on December 01, 2014, 11:19:46 AM
Indeed although when I tried to download it, it was java 7 64 bit. Alexander mentioned that the game should use java 6 64 bit. I found a link to that posted by someone else but the webpage said that java 6 was no longer available for download because it wasn't supported. I tried with java 7 anyways (removing other folder, renaming jve7 to jve or whatever it was) and it didn't work.

I spent about 2 hours trying to get the mod to load my saves, looking for anyone else with a fix, etc to no avail.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Schwartz on December 01, 2014, 11:48:20 AM
If you can't load saves then maybe you should try upping the vmparams & starsector.bat settings even further. I've found that Uomoz's Sector may at times require more than 1024, so if you've got the memory to spare, put it on 2048 each.

The different Java versions shouldn't make too much of a difference here. I've run the game fine with Java 7 32 & 64 bit, as well as the latest Java 8 64 bit.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: StevenB on December 02, 2014, 09:08:38 AM
I appreciate the suggestion. I did try that previously and it did not work.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: RoboticManiac on December 02, 2014, 10:51:18 AM
Quote
Fatal: Ship hull spec [shuttle] not found!

 :'(

Help pls.

Normal starsector runs and vmparams are correctly edited with 64b Java running.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: GNGSTRpenguin on December 04, 2014, 03:55:26 PM
i also have same problem with the fatal ship hull spec shuttle not found can we be helped?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Midnight Kitsune on December 04, 2014, 07:13:48 PM
i also have same problem with the fatal ship hull spec shuttle not found can we be helped?
Quote
Fatal: Ship hull spec [shuttle] not found!

 :'(

Help pls.

Normal starsector runs and vmparams are correctly edited with 64b Java running.
Are you trying to use this mod in the current (0.65.1) version of SS? If so, then I hate to say it but you can't as this mod still isn't updated from the previous version of 0.6.2
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Werner on January 05, 2015, 07:04:06 AM
This was the best mod I ever played for Starsector. Anyone know if there is a update coming for the current version of the game? :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Erick Doe on January 05, 2015, 04:34:29 PM
An update may come if Uomoz feels like making the mod compatible with version 0.65.1. But he has been super busy and recommends playing SS+.

If you really want to play this mod, you'll have to download version 0.6.2a of Starsector
Download here (http://fractalsoftworks.com/2014/01/17/starsector-0-6-2a-release/)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Baleur on January 26, 2015, 09:12:12 AM
Cant wait for this to be updated for 0.65
One of my favorite mods. (along with exerelin, copy paste update requests!)  :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on January 26, 2015, 09:50:06 AM
Sorry, not going to update it (this is the current plan!). Until further notice I strongly suggest you to play SS+ with UsS factions, it's almost as good :D
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on February 10, 2015, 06:08:44 PM
I can really understand why seeing how the base game is starting to catch up with most of the features that were present here. (minus shipbuilding with parts, cough) Either way, thank you for all the time you spent on crafting this mod, which i'm sure numbers in the hundreds of hours. :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Uomoz on February 10, 2015, 06:35:50 PM
Thank you :)
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Taverius on February 10, 2015, 07:58:14 PM
I myself found the struggle to make money a bit too much in the later versions - regardless, this was a massively influential mod!

I miss the blueprint system, though I don't miss having dozens of mining drone blueprints in the list ;p
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on February 11, 2015, 04:32:49 AM
Actually just had a shower thought, but how about bundling and leaving the mod with the last working Starsector (0.64.1a i think it was?) in a stable release? A bit of a shame to let the work go to waste under just 'it's incompatible'. Have something people that keep seeing 'uomoz's mod' around the forum in searches can download and experience as a 'complete thing' even if it's discontinued for the latest SS.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: FabianClasen on February 15, 2015, 02:45:31 AM
I strongly suggest you to play SS+ with UsS factions

What are those?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: MesoTroniK on February 15, 2015, 02:58:57 AM
The ones listed in the SS+ thread, keep in mind though that it is currently not up to date with the newest version of Starsector. Though it will be very soon along with more updates to some of the integrated faction mods.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Volken on February 15, 2015, 06:05:50 AM
Please add a alternative download link because mediafire is horrible. Mega or dropbox would be nice.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: WKOB on February 15, 2015, 06:09:44 AM
It's not really too relevant until Uomoz's is up-to-date, which isn't likely to happen anytime soon. In some ways it's even out-dated conceptually.

Not that I'm dissing Uomoz mind, I love Uomoz.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Schwartz on March 03, 2015, 04:43:22 PM
I'm really missing the Voidwalker's Theta Fortress.. is this only a part of this compilation or can it be found elsewhere?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Aklyon on March 04, 2015, 06:17:58 AM
I'm really missing the Voidwalker's Theta Fortress.. is this only a part of this compilation or can it be found elsewhere?
The Voidwalker fortress was part build-your-own-supplies/fuel/marines, and part Omnifactory. The latter can be found separately, but not the first part.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Duloth on May 06, 2015, 06:28:08 PM
So... the newer shaderlib and lazylib aren't compatible with this one, but I'd like to try it out. Installed the older ver of Starsector; can I get the older versions of these somewhere that are compatible?
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Midnight Kitsune on May 07, 2015, 10:15:23 AM
So... the newer shaderlib and lazylib aren't compatible with this one, but I'd like to try it out. Installed the older ver of Starsector; can I get the older versions of these somewhere that are compatible?
You can get them here: http://fractalsoftworks.com/forum/index.php?topic=8975.0
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: Cosmitz on August 13, 2015, 03:56:11 PM
I still think one last hurrah for a packaged old Starsector/Uomoz/Old supporting mods would be nice to have. One final update of the main page.
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*
Post by: hugeknight on August 13, 2015, 04:27:52 PM
I still think one last hurrah for a packaged old Starsector/Uomoz/Old supporting mods would be nice to have. One final update of the main page.

indeed
Title: Re: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05]
Post by: Isaew on September 27, 2016, 02:59:05 PM
greetings!
Since Uomoz is constantly behind last updates of the game, could someone please post a link to the archive of the mod itself anf correct shaderlib and graphiclib and anything that might be required to play that magnificent mix of Uomoz? So that everything fitted each other. 
I woud really appreciate that
and thanks for your work