Mentos looks like a pirate ship even though it's Tri-Tach due to the red.
Same with the Foreshadow, it looks Remnant even though it's not. Colour change would fix both these issues.
Could the Civ Hesperides get the same thruster layout as the Pirate one? Just now the bottom of the Civ Hesperides is very flat.
And last but not least could the short range tac laser get a turret resprite? Or atleast a diff colour to easily tell it apart from a regular tac laser?
EDIT: New update CTDs on Launch. Fatal: Ship hull spec [csp_griffinP] not found. Seems you left some of the old ships in?
Hi Caymon Joestar,
love the added variation and the reception to balance changes. Could you share the link to the previous 0.91 version (1.0.5)? It's still relevant until most of the mods have updated.
Drone ships in this mod can be recovered even without the required skill. Happened to me about 6 times in my current playthrough with the previous version.
I got the 0.9.1a version and their is no fighter from this mod in any market what is going on?
Litteral Phase versions of the Brilliant with Alpha Core Officers are more balanced DP wise than the Radiant right now. No, it's not a joke:
I wonder if making the Radiant a phase ship would really buff it much or even nerf it, one big problem with it is that super efficient shield system combined with its ability to back off but as a phase ship it would be more vulnerable while attacking. Though OTOH there's also the randomness of officer skills, I drive the P9 Eyfel in my current campaign (a phase capital with the same teleport ability) and it's seriously underwhelming without skills, only good for kiting with slightly longer ranged guns but pretty useless when facing something it can't outrange since it'll attrition and the phase and teleport won't make up for the relatively low base speed of a capital. With skills however, wow. Teleporting twice as often? Double the speed in phase? Suddenly the ship has a lot more control over where it moves and can easily outpace other ships' ability to maneuver, even chase down fleeing frigates.
I'd claim that a skill-less phase Radiant would be much easier to kill than a regular Radiant.
Yes and no, assuming this theoretical Phase Radiant would get the same amount of extremely suboptimal setups on it. Most, if not all current Vanilla Radiant Builds:
-don't have front shield conversion, accellerated shields or stabilized shields as far as my knowledge goes
-don't have expanded missile racks if they use limited ammo missiles, the 5 Autopulse variant does not even seem to have Expanded Mags
-don't have Hardened shields (I'm not 100% sure about this one) or Solar Shielding
-have a set of 5 large weapons that don't synergize well at all with the 4 synergy hardpoints in the back
A theoretical Phase Radiant would not only have an Alpha Core with Elite Phase Mastery which would litterally quadruple the speed the capital ship goes at while in phase, but a decent setup on it would also have things like Unstable Injector, Auxiliary Thrusters, Heavy armor, Automated Repair Unit, Solar Shielding, Resistant Flux Conduits and the like, basically making it as tanky as the shield variant (especially if the Alpha Core at the helm also had Elite Impact Mitigation and Elite Damage Control), with the very, very important difference than a ship with no shield can not be prevented from firing by saturating it with kinetic fire, like pretty much all other Vanilla Remnants. Phase ships also usually have higher base armor than comparable ships of the same class, so it could be even worse than I Imagine it.
It would honestly be nastier than the standard version of the Radiant if they both got boosted up to 60DP. You don't usually bring beam weapons against Remnants since you're dealing with a lot of very good shields, a Phase capital would be a very smart (and incredibly sadistic) way to exploit that.
Then again, the current Radiant is not balanced by its Deployment Cost but by the fact two thirds of the Autofits for it are complete ass, so I would expect the same of the "Radiant-X Phase Droneship".
It's one of those "fail at it twice to make it right" kind of deals, really ;D
Edit
Oh, I also forgot one thing about this theoretical "Brilliant-X Phase Droneship". The ship system it would supposedly have.
I could perfectly imagine it using Damper Field to make it more durable rather than an abominable delete machine using High Energy Focus, Fast Missile Racks or something even nastier that borrows System Distruption from the Harbinger or the Entropy something something go die now from the Afflictor.
If you're wondering where I got the Damper Field idea from, it's from the Phasegon (yes, it exists) from Caymon's Ship Pack: https://fractalsoftworks.com/forum/index.php?topic=19712.0
(https://i.imgur.com/o2yHUHa.png)
It's got something called "Advanced Damper Field" that I'm not too sure about how it differentiates from the normal one, aside from having a much shorter duration(?), so make sure to properly thank Caymon Joestar for when we're (hopefully) getting this brand new Phase Radiant added to Vanilla ;)
Momentarily coming back to suggest something sadistic:You could make it 60 Deployment Points so you can legitimately brag about your modded content being more balanced than Vanilla :-XSpoilerLitteral Phase versions of the Brilliant with Alpha Core Officers are more balanced DP wise than the Radiant right now. No, it's not a joke:
I wonder if making the Radiant a phase ship would really buff it much or even nerf it, one big problem with it is that super efficient shield system combined with its ability to back off but as a phase ship it would be more vulnerable while attacking. Though OTOH there's also the randomness of officer skills, I drive the P9 Eyfel in my current campaign (a phase capital with the same teleport ability) and it's seriously underwhelming without skills, only good for kiting with slightly longer ranged guns but pretty useless when facing something it can't outrange since it'll attrition and the phase and teleport won't make up for the relatively low base speed of a capital. With skills however, wow. Teleporting twice as often? Double the speed in phase? Suddenly the ship has a lot more control over where it moves and can easily outpace other ships' ability to maneuver, even chase down fleeing frigates.
I'd claim that a skill-less phase Radiant would be much easier to kill than a regular Radiant.
Yes and no, assuming this theoretical Phase Radiant would get the same amount of extremely suboptimal setups on it. Most, if not all current Vanilla Radiant Builds:
-don't have front shield conversion, accellerated shields or stabilized shields as far as my knowledge goes
-don't have expanded missile racks if they use limited ammo missiles, the 5 Autopulse variant does not even seem to have Expanded Mags
-don't have Hardened shields (I'm not 100% sure about this one) or Solar Shielding
-have a set of 5 large weapons that don't synergize well at all with the 4 synergy hardpoints in the back
A theoretical Phase Radiant would not only have an Alpha Core with Elite Phase Mastery which would litterally quadruple the speed the capital ship goes at while in phase, but a decent setup on it would also have things like Unstable Injector, Auxiliary Thrusters, Heavy armor, Automated Repair Unit, Solar Shielding, Resistant Flux Conduits and the like, basically making it as tanky as the shield variant (especially if the Alpha Core at the helm also had Elite Impact Mitigation and Elite Damage Control), with the very, very important difference than a ship with no shield can not be prevented from firing by saturating it with kinetic fire, like pretty much all other Vanilla Remnants. Phase ships also usually have higher base armor than comparable ships of the same class, so it could be even worse than I Imagine it.
It would honestly be nastier than the standard version of the Radiant if they both got boosted up to 60DP. You don't usually bring beam weapons against Remnants since you're dealing with a lot of very good shields, a Phase capital would be a very smart (and incredibly sadistic) way to exploit that.
Then again, the current Radiant is not balanced by its Deployment Cost but by the fact two thirds of the Autofits for it are complete ass, so I would expect the same of the "Radiant-X Phase Droneship".
It's one of those "fail at it twice to make it right" kind of deals, really ;D
Edit
Oh, I also forgot one thing about this theoretical "Brilliant-X Phase Droneship". The ship system it would supposedly have.
I could perfectly imagine it using Damper Field to make it more durable rather than an abominable delete machine using High Energy Focus, Fast Missile Racks or something even nastier that borrows System Distruption from the Harbinger or the Entropy something something go die now from the Afflictor.
If you're wondering where I got the Damper Field idea from, it's from the Phasegon (yes, it exists) from Caymon's Ship Pack: https://fractalsoftworks.com/forum/index.php?topic=19712.0
(https://i.imgur.com/o2yHUHa.png)
It's got something called "Advanced Damper Field" that I'm not too sure about how it differentiates from the normal one, aside from having a much shorter duration(?), so make sure to properly thank Caymon Joestar for when we're (hopefully) getting this brand new Phase Radiant added to Vanilla ;)[close]
Edit: put the quote in a spoiler tag since I just noticed it was too long for mostly everyone's liking
The Heliadae has no storage.
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:
Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.
I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?
I noticed that I have version 1.0.9. durp.
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:
Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.
I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?
I noticed that I have version 1.0.9. durp.
can you post the full log?
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:
Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.
I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?
I noticed that I have version 1.0.9. durp.
can you post the full log?
Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:
Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.
I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?
I noticed that I have version 1.0.9. durp.
can you post the full log?
Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing
Yeah so apparently, I didnt realize that some code used to make the non-combatant arm move required lazylib to work because the person who was helping me with it didnt think anyone would be playing without lazylib. It'll be fixed next update to work without lazylib but for now, you need lazylib for the cetan not to crash. Sorry!
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:
Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.
I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?
I noticed that I have version 1.0.9. durp.
can you post the full log?
Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing
Yeah so apparently, I didnt realize that some code used to make the non-combatant arm move required lazylib to work because the person who was helping me with it didnt think anyone would be playing without lazylib. It'll be fixed next update to work without lazylib but for now, you need lazylib for the cetan not to crash. Sorry!
0.95a rc15 mod v 1.1.1 - cetus crash game with fatal null
https://drive.google.com/file/d/1Bz4yVVQmy-02ytmn856QlscTlZpuu_K7/view?usp=sharing
hi,
I didn't see the "Not save comp" when I download it :-[
Can someone save my game and share a V1.0.9 or a V1.1.0 please?
Just to clarify, Bounties Expanded is only on the unofficial Discord at this time.V.1.1.2If you have a mod that allows you face HVBs like bounties expanded ...
There's a fatal crash resulting from a "null" error on csp_improveddamper.system. Happened whenever an enemy fleet deployed a shocktrooper. I "fixed" it by replacing everything but the first line of the file with a similar system from the dassault mikoyan mod (which I have installed as well), which means the ship uses unfitting effect graphics and the stats are all wrong, but no more crash.You probably should have tried Hotfix RC4 beforehand. There's something in the notes about mods using damper field being fixed.
V1.1.4
Changelog:
-Updated to newest game version in terms of numbers
-2 New Ships, One for the Luddic Church and another for the Pirates
- 1 New fighter For the Remnant
- Several sprites have been updated (Aethon/Aethon XIV, Falchoin B, Normal Bazaar Falcon and prob some others)
-The Normal Cetan has been given several different arms akin to the arms from Arma (Thank Shoi for providing the code and help with this)
-Variants have been updated and made to be less IQ dropping (Seriously Why did I pair a HVD with a damn Chaingun, ON A BATTLE SHIP?)
-Fixed a Bug where when using the trans-am system on both Cetans, the system wouldn't unapply the durability part of the system and basically gave +50% Damage resist on every use of the system. If you have ever wondered why that Cetan was able to solo the Virtuous and its fleet backup, Because it became Sundower from MGSR after enough usage of its system
-Discovered that missile types in the projectile file stops any form of tracking no matter how much you gave it, so now the Shoulder missiles from the Monjeau Mk2 will for sure track now
-Buffed Nex Mercs added by this Mod
-Maps have been added, So now ships will look shiny with Graphicslib
-Added Super Ship Start for Pirates for the New Ship for them
-Etc
Let me know if you have any feedback on balance or something else
V1.1.4
Changelog:
-Updated to newest game version in terms of numbers
-2 New Ships, One for the Luddic Church and another for the Pirates
- 1 New fighter For the Remnant
- Several sprites have been updated (Aethon/Aethon XIV, Falchoin B, Normal Bazaar Falcon and prob some others)
-The Normal Cetan has been given several different arms akin to the arms from Arma (Thank Shoi for providing the code and help with this)
-Variants have been updated and made to be less IQ dropping (Seriously Why did I pair a HVD with a damn Chaingun, ON A BATTLE SHIP?)
-Fixed a Bug where when using the trans-am system on both Cetans, the system wouldn't unapply the durability part of the system and basically gave +50% Damage resist on every use of the system. If you have ever wondered why that Cetan was able to solo the Virtuous and its fleet backup, Because it became Sundower from MGSR after enough usage of its system
-Discovered that missile types in the projectile file stops any form of tracking no matter how much you gave it, so now the Shoulder missiles from the Monjeau Mk2 will for sure track now
-Buffed Nex Mercs added by this Mod
-Maps have been added, So now ships will look shiny with Graphicslib
-Added Super Ship Start for Pirates for the New Ship for them
-Etc
Let me know if you have any feedback on balance or something else
I downloaded the latest version and it is not showing up in the mod loader for me (it should be showing up in alphabetical order right starting with a C? It is there or anywhere else on my list), I think you messed up some where. The is a Caymon's Ship Pack.iml, I think it might need to be .xml instead of an .iml which I have never seen before. - Just edited it and nope, that did not fix it, without being able to enable the mod I cannot use it. Please let me know what I am doing wrong or fix the mod please, thanks.
Thanks that fixed it, I think your old version also has this error. I enabled it and now I will be using it. Thanks for the fix.
do you have the 95a-rc15 version still? i haven't updated my game yet
The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.
Just tried the 15 DP 'Cetan' class and it can easily take out a 40 DP Onslaught - frontally.The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.
How so?
Just tried the 15 DP 'Cetan' class and it can easily take out a 40 DP Onslaught - frontally.The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.
How so?
The loadout doesn't even matter with the Systems Expertise skill. You just need to spam weapons in front of an onslaught with the ship system active.ehhhhhh I just tried with a level 5 officer with the ship system skill (Elite), Damage control, Field Modulation, Ordnance expertise and helmsmanship.
It is extremeley overpowered even without the ship system.
Haven't tried with an officer (bet a reckless one will turn an Onslaught to dust too), but piloting one yourself should make it clear.
To make it clear even if you are not a good pilot: just slap on an Assault Chaingun plus two machineguns. Turn on the "Trans-Am" (twice) and you barely need to move with shield down in front of an Onlsaught while taking it down.
The drones on their own are extremely OP, let alone the ship stats.
Cool mod! Thx for your work :)
Can you check two things?
1. The Solarized Flare Frigate cost 10 maintenance. Is this a mistake or because of the point defense drones?
2. I looted a wreck of a cetan mech (?) and got the arm-weapons. I think this is not intended isn't it? The weapons have n/a ordnance point.
do you have the 95a-rc15 version still? i haven't updated my game yet
https://drive.google.com/file/d/1WRztjrb6kBaFrTOxu2cmUd8cGKaUGr6d/view?usp=sharing
there you go. you dont get any of the changes in 1.1.4 tho
Hi!
How can I download the last version of the mod for the game version 95a-15?
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.
Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?
As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.
Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?
As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?
Yes it has autofire on when I click on the extra shoulder parts. Its intended that I cannot select them manually right? So from my experience the shoulders do not fire 100% of the time in a real fight and I toggled autofire on and off.
I also reinstalled magiclib and this mod once again.
I fought small ships and medium ships. I need to check it when I am at home but I think they used the gun arm against the vessel in a simulation but didnt against the same one in a real fight. The rocket arm was working without problems. I do not think its a flux issue as flux was usually at 10% or lower.
Any ideas?
ok i need help, I wanted to get the phasegon ever since i saw 2 popup bubbles saying:
"Phase paragon doesn't exist, It won't hurt you"
"Phase paragon DOES exist and it will hurt you"
Then i see this mod and it has a phasegon NOW the real question is, how on earth do i get this ship?
Nex agents? is that another mod i need to get?
Would you mind if I'd make Arma Armatura add-on for the fighters from your mod?
//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);
import com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;
fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
This bounding polygon stuff super doesn't matter for anything larger than a fighter, unless you do literal hundreds of vortices.
Hey, I took a look under the hood of your mod and I noticed you seem to be using way more ship bounding coordinates and launch points than is necessary. I did some tweaks to one ship by heavily reducing the number of coordinates (the engines can be cut back even more to be honest) and the gameplay difference is imperceptible for single ships, so I hope going forward you will consider drastically cutting down on the coordinates you use. The current level of detail seems really unnecessary but will start seriously impacting performance on older machines in fleet battles.
Compare:Spoiler(https://i.imgur.com/KMpSWa6.jpg)[close]
Here is a great post that goes into detail about it: Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed (https://fractalsoftworks.com/forum/index.php?topic=4270.0)
Also I noticed the Damper Field ship system causes the same AMD graphics card rendering slowdown bug as Targeting Feed. The bug occurs when a ship system renders the jitter effect on its fighters while their shields are up, and can cause a 30+ framerate drop even when it's just a few fighters. I would recommend following Targeting Feed and using fighter.setWeaponGlow instead as a visual marker, even if it doesn't look quite right for a defensive fighter craft ability.
Fixing it would involve commenting out in data.shipsystems.scripts.csp_DamperFeedCodeimporting//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);Codeand replacing the jitter effect withimport com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;Codeas an example, which would give players a visual marker that the system is active without heavily slowing down the framerate.fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
Remnants don't to slot in safety overrides. Their OP count is also supposed to be very tight to counteract this exactly. Due to lacking these checks both destroyers come out broken as all hell. to put it into perspective, vritra has as much OP as a brilliant. Beyond that, luster and luminous are severely overtuned for what they are with luster being outright mechanically broken. We both know luster is just an aleste with a remnant coat of paint. Yet it costs less than aleste in terms of dp, has none of its weaknesses, gets a fighter wing and wingcom suite for whatever reason, sports a 0.6 omnishield on top of that, and doesn't even die when you destroy it. It gets to retreat ala phase anchor. That's another big no for remnants: Remnants don't retreat. You never pursue remnants. they will always fight straight up 1 frigate vs an entire fleet. Yet luster retreats. Strikecraft in general aren't even meant to be able to operate without a parent carrier in terms of fleet stacks if we go by arma armatura logic.
Generally, Remnant have pretty big op poolsoutright false. brilliant has very low op for a cruiser of its cost. it sits at 140 while something like champion sits at 165. even eradicator and eagle are 150 and 155 respectively. lumen sits at 35 op which is very low for a 4 dp ship. glimmer has 5 less op than wolf which has the same dp. radiant only has 5 more op than conq while having significantly less than paragon and onslaught. granted, fulgent has average op compared to most normal destroyers at 100(for comparison hammerhead is 95, enforcer is 110, sunder is 105, medusa is 95, and manticore is 90), but it also has relatively low base flux stats compared to something like medusa while also being slower. the only aberrant is scintilla which has significantly higher op than the other carriers in its hull size at 75 op, but that's tolerable since it has a very limited selection of wings due to being remnant.
Though how is thornbill and the Lanius broken?lanius has very high op, with very high base flux stats on top of that so with SO and its very strong ability it ends up being a fulgent that's better in nearly every way, as stated before. thornbill I though was a cruiser just going by its size. having fought it I can say it's the only destroyer in this mod that isn't overtuned.
The Luster is not a aleste with a remnant skin, it is its own mech. While I admit the dp could maybe use work, the reason it gets a wingcom is because I wanted it to have a wing to back it up similar to leynos or VX or Gunhazard. Since Gettag released the ai core equivalents for ai ships, I'm gonna be giving it that next update. 0.6 is around the standard for remnant ships and the thing with it not dying has been fixed in dev.you don't need to give it wingcom for it to have its own support(not that it would need it given how insane it is). I don't know where you got that impression from. the einhander has built-in drones and doesn't have wing-com.
However can you explain what you mean by retreating through phase anchor? It's not a phase ship so it shouldn't be escaping with it. It may be a issue with strikecraft so I'll have to check in with gettag since it using his strikecraft code. (This is why it does't spawn if you don't have arma enabled)
Also what's wrong with luminous?it's ability puts it way over the top. that ability is okay on the cetan since its buster works off an ammo system, but the luminous doesn't so for the entire duration of the ability it just gets to wail on you undeterred. the best defense in starsector is a good offense and the flow of a fight heavily favors the effective application of strike capabilities. so a frigate that costs a measly 8 dp that can bully most cruisers in a straight up fight while also moving at such high speeds with a relatively small frame to avoid counterattacks is pretty overtuned. on that note it even has better base flux stats than the cetan which costs nearly twice as much to field.
219228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [novent] not found
java.lang.RuntimeException: Hullmod with id [novent] not found
at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:52)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
csp_motorheadLleg.ship, csp_motorheadRleg.ship -
"builtInMods": [
"always_detaches",
"reduced_explosion",
"novent"
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:
1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:Spoiler1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)[close]
I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.
Every time when I check owlLG I get a flashback, after removing owlLG there is no problem. It's really annoying.
48020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.D.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.D.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.E.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ty for the quick update. Just a FYI, your RAR is double nested. You may want to re-upload with the extraction being the folder itself. I am a bear of little brain and it took me a couple extracts to figure out what was up. :)
whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should
EDIT: just tried doing it again, got to screenshot the crash popup
(https://pic8.co/sh/hchInr.png)
can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file (https://mega.nz/file/VQsUAYTI#PTub-KAHIekkxo75riZgz5BDC8WLuXqXxlTlte-ESwE)
2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.E.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version
Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.
Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...
There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.
idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?
Hey! Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start. I can't get the Lions Claw to autofire. Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?
Thanks :)
Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.
EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.
Bad news barer. After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.
Added broken log that includes your mod on the break. :)
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv
Hello. I'd like to report that the motorhead heavy pirate mech seems kinda bugged.
Whenever i select the motorhead for my colony's patrol fleets. The game crashes shortly after I re-generate the typical heavy patrol list a few times. I've tested this many times already so I'm fairly confident that something is wrong with the motorhead.
The error log itself didn't say what mod causes the crash. But again. Through repeated testing I can conclude that the motorhead bricks my game one way or another.
1138391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.?00000(Unknown Source)
at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Unfortunately. I already reinstalled it. And it doesn't seem to help.
So i make do with removing the motorhead from my blueprint selection by editing the save file.
Previously ships from amazigh ship foundry caused the same bug. I removed the mod a while ago and start a new game. Only to be haunted by this bug again seemingly by this mod.
Fortunately it seems motorhead is the only problematic ship. The Cetan for example works just fine. I can only wait and see if this bug appears again some other time.
Alternatively. Is it possible to remove this mod mid-save?
I feel like I've been trying to get myself a torchwood for cycles now. Some of your remnant ships are rare spawns, which is ki9nda cool.
Have you considered doing your own version of "the infernal machine" with tiered, high priced upgrades that fork and do funky things?
So...huh is this still work for 0.97? will we get a update?