Fractal Softworks Forum

Starsector => Mods => Topic started by: MesoTroniK on August 17, 2013, 09:57:53 PM



Title: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on August 17, 2013, 09:57:53 PM

(http://i.imgur.com/mN1nttw.png)


Download Exigency 0.7.2 (http://bit.ly/2mWHUQy)
(Requires GraphicsLib 1.0.4 (http://bit.ly/1TUOykD))
(Requires LazyLib 2.1b (http://bit.ly/1rGgVqq))

Recommended Mods
Audio Plus (http://bit.ly/27q21YY)
Autosave (http://bit.ly/1LXBEv2)
Combat Chatter (http://bit.ly/1Zqx55Q)
Common Radar (http://bit.ly/ZmktDD)
Console Commands (http://bit.ly/19udfC8)
DynaSector (http://bit.ly/1TE4qFn)
Nexerelin (http://bit.ly/1FuOe4R)
Save Transfer (http://bit.ly/1Labyas)
Ship/Weapon Pack (http://bit.ly/1qmn4da)
Simulator Overhaul (http://bit.ly/1zmcq4s)
Starsector+ (http://bit.ly/1mItbGd)
Steiner Foundation (http://bit.ly/27q1oyt)
Underworld (http://bit.ly/1R3359o)
Upgraded Rotary Weapons (http://bit.ly/1sqL1lA)
Version Checker (http://bit.ly/1wSPmKE)

Features
- Two factions that both employ unique tactics and technologies
- Twelve ship classes and eight types of fighter wings
- Dual ship systems on many vessels
- Twenty-three modular weapons and many built-in weapons
- Insane campaign rig
- Supported by DynaSector and Nexerelin
- Original soundtrack


(http://i.imgur.com/1Effrtz.gif)   (http://i.imgur.com/MLlRc7I.gif)



The Exigency Corporation

(http://i.imgur.com/2FzzZDJ.png)

Somewhere in the distant extremes of our galaxy lies the Exigency Corporation's headquarters. Long forgotten in the vast depths of space, the Exigency Corporation bided its time, waiting for an opportunity to enter the Sector. Tasserus gave them that opportunity, and their arrival is not a peaceful one. The Exigency Corporation uses a policy of draconian displays of power in order to carve out a foothold in the Sector and establish their presence and authority. Their advance is methodical and brutal, sparing few and ignoring none. The Tri-Tachyon Corporation, in particular, occasionally cooperates with Exigency forces, despite their tenuous relationship. Some speculate as to why the two powers tolerate each other, including the belief that the founders of both factions were associates before the Collapse, but there is no official confirmation of this. Whatever the case may be, the Exigency Corporation remains a dangerous and powerful presence within the Sector.

(http://i.imgur.com/sJ5MiCE.png)   (http://i.imgur.com/WbQFUae.png)   (http://i.imgur.com/FvA7D6U.png)   (http://i.imgur.com/vvd5CtU.png)   (http://i.imgur.com/UxGaehK.png)   (http://i.imgur.com/k14WQEW.png)   (http://i.imgur.com/kPqtO6F.png)   (http://i.imgur.com/R8ItkE8.png)   (http://i.imgur.com/wHA9OUT.png)   (http://i.imgur.com/smYADBN.png)   (http://i.imgur.com/SajA06C.png)   (http://i.imgur.com/sm1YeeH.png)   (http://i.imgur.com/KaVEEkL.png)

- Biomechanical Hulls that self heal during combat and repair faster in the campaign layer
- Below average durability and vulnerable to beam weapons
- Above average mobility
- Lack shields but instead use a special Repulsor ship system capable of reflecting projectiles
- Every vessel features a unique right-click ship system
- A focus on swarm tactics with fighter centric fleets and mini-missile volleys
- Unique specialist ships with different play styles designed to complement each other
- No base of operations you can visit yet


--


The Ahriman Association

(http://i.imgur.com/gNwjcl8.png)

Several cycles ago, in a gesture of rebellion, a group of rogue Exigency Corporation employees fled their employer, taking valuable technologies and secrets with them. After arriving in the Sector, they formed the Ahriman Association and used their technological prowess to run a series of successful pirate operations. As it stands, the Ahriman Association is a new and sophisticated pirate faction, presenting a credible threat to the Sector's establishment by rallying common rabble underneath their banner and outfitting them with competitive combat hardware. Their ships employ hybrid designs, sharing traits of both Exigency Corporation and Mastery epoch technologies, presenting an extreme degree of danger to any fleet they come across. Their primary base of operations is a station situated in hyperspace, where privateers can purchase their hybrid vessels and the occasional stolen Exigency Corporation ship or weapon module. Ahriman Association fleets present an extremely dangerous environment due to collateral damage; the Exigency Corporation does not tolerate foreign use of their technology, and will actively hunt down and destroy any who are involved in these illegal acts.

(http://i.imgur.com/XU3c0qw.png)   (http://i.imgur.com/mCMXhns.png)   (http://i.imgur.com/LXZlC1p.png)   (http://i.imgur.com/tlRpPr9.png)   (http://i.imgur.com/R04Kh31.png)   (http://i.imgur.com/5H6JEtF.png)   (http://i.imgur.com/dXsIVtX.png)

- Below average mobility
- Ships have both shields and Repulsor ship systems
- A focus on fleet based tactics and overwhelming mini-missile volleys
- Also utilize ships and weapons from vanilla / ExigencyCorp
- Base of operations is located in hyperspace and is mobile



Original sound track by Psiyon, Kazi, and Cycerin
(http://i.imgur.com/uUzuhXK.png) (http://bit.ly/YJ44I7)

(http://i.imgur.com/DvBg7fV.png) (http://bit.ly/1sLmWUL)

(http://i.imgur.com/gwFXudb.png) (http://bit.ly/2oUvmcY)

Donations will allow me to devote more time to modding
(http://i.imgur.com/HEC6fnb.png) (http://bit.ly/1Dqp7NL)

Changelog
0.7.2

- The TL;DR: *** with pretty much everything (except the sprites).
- Changed (shortened) mod name to Exigency.
- Updated for 0.7.2a compliance.

Campaign stuff:
- Updated campaign rig overall.
- Nexerelin Corvus Mode is now supported.
- Redesigned Illegal Tech event to allow the player to own Exigency and Ahriman ships, higher rep levels allows larger and more powerful ships, and the event no longer applies to Nexerelin games of either mode.
- Updated faction relationships.
- Improved and changed the Tasserus star system with devious hints to the future. Check it out!
- Massive changes to Avesta Station, it now moves in a more specific manner through hyperspace, deploys waves of fleets with custom scripted AI at certain locations, and no more placeholder sprite. Check it out!
- All mod content is no longer blocked from being manufactured at the Omnifactory.

Ship stuff:
- Adjusted slot types on many ships.
- Removed ECCM hullmod from all fighters.
- Updated campaign layer stats for all ships, such as 0.7.2a compliant logistics and burn speed stats etc.
- Tweaked ship hull style colors.
- Tweaked ship engine signature colors.
- Exigency ships now have 50% resistance to area of effect damage dealt by disabled vessel explosions.
- Exigency and Ahriman ships larger than fighters now have a volatile death if they are completely vaporized while the Repulsor system is active.
- Active Repulsor ship systems now display on the Combat Radar in a similar manner to shields (will crash without v2.3 or newer).
- Improved Repulsor and Burst Repulsor ship system status icons.
- Slightly adjusted the volume of several ship system sounds.
- All right-click ship systems now have an improved UI widget, added custom system status icons and active status information, removed system ready sound, and they no longer cause a multitude of anomalous AI issues.
- Most ship variants adjusted.
- Exigency ship EMP resistance increased to 50% from 30% and the out-of-combat repair rate bonus increased to 100% from 30%.
- Irithia-class combat carrier OPs increased to 170 from 169, max flux increased to 8000 from 7200, flux dissipation increased to 650 from 640, min crew increased to 350 from 250, max crew increased to 600 from 450, fuel increased to 600 from 500, its Tethys Drive right-click system cooldown time increased to 30 from 25 seconds, range reduced by 33%, flux cost increased by 25%, now has a proper UI sound and status indicator when the system is charged and ready and attempted to activate without a target or an invalid target, fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, and improved visuals and overall behavior.
- Pergon-class gunboat OPs increased to 60 from 55, flux dissipation increased to 350 from 300, mass decreased to 600 from 700, min crew increased to 80 from 70, max crew increased to 140 from 130, and cost decreased to 70000 from 96000.
- Nasir-class light carrier OPs decreased to 25 from 26, max flux increased to 1000 from 550, flux dissipation decreased to 100 from 180, max crew decreased to 130 from 140, cost decreased to 25000 from 27000, added High Resolution Sensors hullmod, its Missile Jammer right-click system no longer will interact poorly with some types of custom missile AIs, will now sometimes cause MIRVs and proximity fuzed missiles to detonate prematurely, and massively improved its scripts and overall behavior.
- Zephos-class destroyer OPs increased to 50 from 44, max flux increased to 2500 from 1200, flux dissipation increased to 200 from 190, min crew increased to 35 from 30, max crew increased to 50 from 45, cargo decreased to 50 from 70, its Thalassa Drive right-click system fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, when the the Repulsor system is on it can no longer repulse objects during the teleport sequence, and improved visuals and overall behavior.
- Indra-class combat frigate OPs increased to 25 from 18, hitpoints increased to 1400 from 1300, max flux increased to 750 from 600, flux dissipation decreased to 200 from 220, and cargo decreased to 20 from 30.
- Yria-class frigate OPs increased to 25 from 18, fleet pts decreased to 6 from 7, hitpoints increased to 1400 from 1250, max flux increased to 1200 from 500, flux dissipation decreased to 120 from 195, max speed decreased to 110 from 125, min crew increased to 15 from 10, max crew increased to 30 from 25, cargo decreased to 30 from 50, fuel decreased to 40 from 60, cost decreased to 15000 from 23000, and its Reactive Hull right-click system now provides 50% EMP resist like it does to all other damage types and no longer prevents the ship from firing.
- Elhiur-class corvette OPs increased to 15 from 10, fleet points decreased to 3 from 4, hitpoints increased to 900 from 800, max flux increased to 500 from 300, max crew decreased to 18 from 19, and fuel increased to 40 from 35.
- Naithyr-class gunship hitpoints increased to 800 from 780.
- Azata-class heavy interceptor max flux decreased to 550 from 600, mass decreased to 45 from 55, and its refit time decreased to 10 from 14 seconds.
- Naxos-class standoff bomber refit time increased to 15 from 12 seconds and cost decreased to 16000 from 18000.
- Tarujan-class strike bomber hitpoints increased to 525 from 450, armor increased to 65 from 55, mass increased to 40 from 35, refit time increased to 15 from 12 seconds, and cost decreased to 10000 from 12000.
- Kaivor-class (all three variants) AI profile / internal classification changed to FIGHTER from SUPPORT, turret arc decreased to 150 degrees from 360, max flux increased to 350 from 250, and max speed increased to 135 from 130.
- Glynado-class interceptor max flux increased to 300 from 50, flux dissipation increased to 40 from 13, mass decreased to 9 from 12, and refit time decreased to 5 from 6 seconds.
- Ahriman ships are now immune to burn speed and sensor range debuffs from hyperspace terrain.
- Gehenna-class mobile outpost OPs increased to 155 from 154 and cost decreased to 200000 from 240000.
- Harinder-class cruiser OPs decreased to 120 from 121 and cost decreased to 60000 from 77000.
- Kafziel-class light carrier cost decreased to 20000 from 26000.
- Azryel-class destroyer OPs increased to 65 from 64 and cost decreased to 25000 from 36000.
- Rauwel-class frigate OPs increased to 20 from 18 and cost decreased to 10000 from 15000.
- Azazel-class heavy fighter flux dissipation increased to 100 from 90.
- Saraph-class interceptor max flux increased to 150 from 25 and flux dissipation increased to 20 from 13

Weapon stuff:
- Added weapon slot covers for Exigency and Ahriman ships.
- The impact stat of most weapons were adjusted for 0.7.2a compliance.
- Improved visuals of the heat glow effects and blinking lights slightly.
- Tweaks / upgrades / fixes to all custom missile AIs including 0.7.2a compliant retargeting behavior, and slightly improved the launch / engine / on hit visuals of all missiles.
- Adjusted projectile visuals / muzzle flash visuals / lighting / sound effects volume of many weapons.
- Added 0.5 second arming timer to the Big-Bang Torpedo, Big-Bang Bomb, and Bolo Mini Torpedo weapons.
- Mx missile damage (all variants including ones deployed from MIRVs) decreased to 250 from 300 and hitpoints decreased to 15 from 25.
- Mx10 burst cooldown increased to 9.4 from 7 seconds, ammo / sec decreased to 0.48 from 0.75, ammo capacity decreased to 30 from 40, flux to fire per missile increased to 20 from 1 (200 per burst).
- Mx4 burst cooldown increased to 10 from 7 seconds, ammo / sec decreased to 0.193 from 0.25, ammo capacity decreased to 12 from 30, flux to fire per missile increased to 20 from 1 (80 per burst).
- Lancet ASM missile damage increased to 800 from 500, launch speed decreased to 225 from 300, anti clump logic improved, engine acceleration decisions relative to target angle improved, lead intercept accuracy bonus from ECCM hullmod reduced, 0.2 second arming timer added, improved launch sound, and custom on hit visuals / sounds were added.
- Lancet ASM Launcher (Nasir-class built in) fire delay increased to 8.5 from 7.5 seconds.
- Lancet ASM Pod tier decreased to 1 from 2 and cost increased to 1300 from 1200.
- Lancet ASM (Single) tier decreased to 0 from 1 and cost increased to 110 from 100.
- Avenger Missile Pod renamed to Avenger Missile Rack, OP cost decreased to 4 from 6, tier decreased to 1 from 2, missiles self destructs at 1 instead of 2 seconds past engine fizzle out, acceleration and deceleration decreased substantially, AI logic improved for better engagement of narrow and odd shaped ships, hitpoints decreased to 75 from 100, cost decreased to 220 from 600, and has new launch sound.
- Bolo Mini Torpedo Rack tier decreased to 0 from 1, torpedo AI logic improved for better engagement of narrow and odd shaped ships, and has new launch sound.
- Stinger Rocket Launcher renamed to Spike Rocket Launcher, rocket acceleration increased to 300 from 200, and hitpoints decreased to 50 from 75.
- All CIGEN projectile types push force now interacts properly with ships that use TwigLib and improved the projectile visuals when bypassing shields.
- CIGEN Cannon ammo capacity increased to 6 from 5 and ammo/sec regeneration rate increased to 0.1 from 0.08.
- CIGEN Autocannon OP cost decreased to 15 from 16, ammo decreased to 50 from 300, ammo/sec increased to 1 from 0.47, now regens ammo in clips of 5 instead of 1 at a time, and burst cooldown increased to 1.45 from 1 seconds.
- Morning Star Assault Guns have new firing sound.
- Repulsor Blaster OP cost decreased to 14 from 15, projectile visuals significantly improved, and also now creates the normal on hit effect when it is "absorbed" by some exotic ship systems in other mods.
- Twin Sabot Cannon renamed to Twin HVC Cannon, OP cost decreased to 14 from 16, damage per shot decreased to 150 from 180 (x2 twin shot linked), flux per linked shots increased to 300 from 200, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 15 from 20.
- Sabot Cannon renamed to HVC Cannon, OP cost decreased to 8 from 10, damage per shot decreased to 150 from 180, flux per shot increased to 150 from 110, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 25 from 40, and cost decreased to 800 from 1000.
- Sidewinder Battery damage and flux per shot decreased to 115 from 120, missiles self destruct at 1 instead of 2 seconds past engine fizzle out, hitpoints reduced to 20 from 25, and the weapon animation now respects rate of fire bonuses from ship systems.
- Horizon LRM improved MIRV accuracy slightly, fixed bug where it would sometimes MIRV far off target, added 1 second arming timer, decreased missile hitpoints to 50 from 150, improved its AI script overall, hit force of the submunition reduced to 10 from 20, and has new launch sound.
- Kestros MIRV reduced AOE damage to 80 from 250, reduced outer radius to 75 from 200, reduced inner radius to 50 from 150, added 2 second arming timer, decreased missile hitpoints to 75 from 150, launch speed increased to 250 from 100, and has new launch sound.
- Interceptor PDM Launcher missile direct hit / AOE explosion damage increased to 100 from 75, now regens ammo in clips of 3 instead of 1 at a time, missile hit points reduced to 20 from 25, improved targeting logic for missiles with EMP damage, cost decreased to 2400 from 3000, and its was launch sound improved.
- Flail flux to fire increased to 520 from 450, refire delay increased to 2.89 from 1.8 seconds, cost decreased to 2300 from 2600, will no longer split on ships in phase, and fixed its scripted muzzle flash not working.
- Mace flux to fire increased to 160 from 140, refire delay increased to 1.1 from 1 seconds, will no longer split on ships in phase, and cost decreased to 350 from 400.
- Sweeper Autocannon OP cost increased to 12 from 11 and turn rate decreased to 15 from 20.
- Duster Autocannon OP cost increased to 6 from 5, turn rate decreased to 20 from 30, and cost increased to 375 from 300.
- Mini Duster Autocannon OP cost increased to 3 from 2, turn rate decreased to 30 from 50 and cost increased to 110 from 90.
- Azata Minigun range decreased to 600 from 700, burst cooldown increased to 0.75 from 0.55 seconds, and doubled accuracy.
- Vindictive Array, Vindictive Battery, and Vindictive Autogun flux per shot tripled.
- Vindictive Battery tier was decreased to 0 from 1.
- Ball Lightning Gun changed into a burst beam which is slightly more effective against single targets but worse against swarms, OP cost decreased to 7 from 12, reduced the frequency of arcs when sweeping between different targets, will no longer arc to ships in phase or missiles that use CollisionClass.NONE, and has a new sound for when the AOE effect is triggered.

Miscellaneous stuff:
- Improved faction flags, crests, and intel icons.
- Added two new portraits for ExigencyCorp, four new portraits intended for future content (available as player choice right now) and slightly improved all old portraits.
- Added some custom ship names for both Exigency and the Ahriman Association to use expanding upon the existing vanilla choices they already utilize.
- Added a notification to the hullmod blocker system.
- Remastered 'Catastrophic Systems Failure' combat song.
- Added 'Time Sensitive' combat song.
- Added 'Unidentified Contact' combat song.
- Added 'Dead Gods' combat song.
- Added 'Dyson Sphere' campaign song.
- Improved descriptions for various things.
- Prolegomenon mission was tweaked.
- Improved the Random Battle missions.
- Refactored, optimized, improved, and made fixes to virtually all of the scripts in manners that are too numerous to list.
- Small random changes to nearly everything in the mod that are so minor as not to be worth mentioning the specifics of.
- This changelog does not do the scope of the changes justice, much of it is things that would not be obviously player facing but were still important.
- Probably some things I don't recall.

0.7.1b

Balance changes / bug fixes / other random tweaks:
- Tasserus black hole texture was reduced in resolution to decrease VRAM usage and resolve possible compatibility issues on very old hardware.
- Repulsor ship system was optimised some as it now only creates particle effects if you would be able to observe them.
- Zephos class destroyer Thalassa Drive right-click system rebalanced in the following manners, max teleport range reduced to 900 from 1250, flux cost reduced by 20%, cooldown period reduced to 4 from 5 seconds, AI was improved and should suicide less often and in general use it more wisely, and should no longer fail to return to normal space in some rare edge case scenarios.
- Pergon class cruiser designation changed to Gunboat from Artillery Cruiser.
- Kestros MIRV Pod was rebalanced in the following manners, range reduced to 5000 from 10000, missile lifetime reduced to 43 from 86 seconds, leading accuracy reduced, reloads 2 missiles at a time instead of 1, ammo regeneration rate increased to 3 from 1.5 per minute, ammo capacity reduced to 6 from 16, shots per minute (twin missile linked salvo) reduced to 3 from 3.5, total submunition count reduced to 20 from 25, and the submunitions will now track multiple targets.
- Avenger missile (same missile fired from several different weapons) was rebalanced in the following manners, self destructs at 2 instead of 3 seconds past engine fizzle out, second stage activates at 1000 range instead of 750 and now scatters out in a semi-randomized fan spread that tends to hit the frontal aspect instead of spreading out and then converging to attack the flanks of the target.
- All CIGEN weapon projectiles have improved hit detection.
- Big Bang Torpedo reloading mechanic was adjusted for clarity, no balance change.
- Improved descriptions for various things.
- The Ahriman Association had some vanilla portraits added to their possible captain choices.
- Probably some things I don't recall.

New / changed visuals and audio:
- Big Bang Torpedo has new and improved on hit visuals and the launch sound volume was lowered.
- Bolo Mini Torpedo has new and improved on hit visuals and the on hit sound effect volume was lowered.
- Repulsor Blaster projectile loop sound now fades out more smoothly and the on hit sound effect was adjusted slightly.
- Slight improvement to the CIGEN Cannon projectile sprite.
- Mx missile trails were made slightly more obvious.

0.7.1

New content:
- Now supported by the Nexerelin mod.
- Added ship graveyard campaign interaction location to the Tasserus system.
- Added Naithyr class gunship fighter.
- Added the Repulsor Blaster as a medium modular gun.
- Added the Mini Duster Autocannon as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- ExigencyCorp attack fleet spawn rate now scales with the number of markets present (only relevant when many mod factions are installed).
- Changes to many combat scripts so that Exigency weapons / ship systems are compliant with Scy ships and any future mods that use TwigLib.
- Flares no longer trigger the Repulsor / Burst Repulsor activation AI.
- Right-click ship system UI widget should no longer vanish intermittently.
- Irithia class capital ship Tethys Drive right-click system now cannot activate while the vessel is at full burn and it should no longer be possible for recalled vessels to end up on top of ships or asteroids.
- Pergon class cruiser crew requirements raised to 70/130 from 60/120.
- Nasir class light carrier Missile Jammer right-click system activation AI improved and it will no longer show graphics effects on munitions caught in its effective radius that are not supposed to be affected by the jamming field.
- Zephos class destroyer Thalassa Drive right-click system should no longer end up on top of ships or asteroids when teleporting.
- Yria class frigate Reactive Hull right-click system activation AI improved.
- Azata class heavy interceptor main gun now has a 5 degree traverse arc.
- Azazel class heavy fighter max burn stat reduced to 4 from 5.
- Added a new variant of the Kaivor class fighter.
- Added several ship variants.
- Mounting the Azata Minigun on a hidden weapon slot will no longer crash the game.
- Ball Lightning Gun will no longer create false EMP arcs in some situations.
- Mx missiles now self destruct when it is impossible to hit the target they are tracking, this is a nerf via reduced battle saturation that does nothing but block shots and distract PD while not actually doing damage, this also substantially reduces the load on the CPU, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Sidewinder Battery weapon now fires in two round bursts while regenerating ammo with a two round clip instead of one at a time and its AI was changed in the following manners, the missiles now always weave even when no targets are available (range nerf), each subsequent missile now properly alternates weave direction, and if their target is destroyed and no new ones are available it will turn back to the original facing it was fired at, also the animation is now controlled by a script for a more polished look, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Horizon LRM missile second stage is no longer triggered by ships in phase and the hit force of the submunition was reduced to 20 from 30.
- Interceptor PDM missiles now weight EMP damage in their targeting decisions and no longer have their proximity fuze triggered by ships in phase.
- Optimisations, improvements and fixes to many of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Probably some things I don't recall.

New / changed visuals and audio:
- The Exigency engine style for all Exi and AA ships with the exception of fighters was made a bit more subtle.
- Dynamic lighting now interacts with ExigencyCorp ship blinker lights and right-click ship system glows in a more subtle manner.
- Indra class frigate Burst Repulsor ship system charge up stage visuals were adjusted.
- The engine signature colors of all missiles were changed.
- The sprites of all missile and bomb projectiles were improved slightly.
- The Big-Bang Bomb projectile now has a blinking light on it to aid in visual recognition.
- Both The Exigency Corporation and The Ahriman Association now have full sets of faction music for fleet and station interaction.
- Added 'Desolation' campaign song.
- 'Exigency' combat song was remixed.

0.7

New content:
- When you personally pilot an Exigency Corporation ship there is now a small custom UI element to signify the status of their right-click ship systems, this was placed next to the vanilla ship system status readout. When it is colored bright green it is ready, orange is in use (this color is only used on the Yria's Reactive Hull system), and dull green is recharging.
- Added the Azata class heavy interceptor.
- Added the Horizon LRM Pod as a medium modular missile launcher.
- Added the Kestros MIRV Pod as a medium modular missile launcher.
- Added the Interceptor PDM Launcher as a medium modular missile launcher.
- Added the Azata Minigun as a medium modular gun.
- Added the Flail as a medium modular gun.
- Added the Sweeper Autocannon as a medium modular gun.
- Added the Vindictive Array as a medium modular gun.
- Added the Mace as a small modular gun.
- Added the Duster Autocannon as a small modular gun.
- Added the Bolo Mini Torpedo Rack as a small modular missile launcher.
- Added the Lancet ASM (Single) as a small modular missile launcher.
- Added the Vindictive Battery as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- Complete rewrite of the campaign, Tasserus was moved more centrally, mechanics behind the Exigency Corporation detecting illegal tech is now far more intelligent, too many changes to list but I recommend visiting Avesta Station in hyperspace.
- Campaign layer stats for all ships were adjusted for Starsector 0.65.2a balance compliance.
- Irithia class capital ship's right-click ship system the Tethys Drive was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Nasir class light carrier's Missile Jammer right-click ship system has vastly improved AI activation behavior and no longer creates visual effects on unguided rockets caught in its effective radius.
- Zephos class destroyer fleet point cost was increased to 12 from 11, (hopefully) fixed an extremely rare bug where it would fail to return to normal space while using its right-click system the Thalassa Drive which was also corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Indra class frigate had the High Maintenance hullmod added, the Burst Repulsor ship system bug when sometimes the sounds failed to play properly was fixed, it should no longer fail to repulse certain esoteric custom missile AI properly, and has improved logic for projectile redirection.
- Elhiur class corvette fleet point cost was increased to 4 from 3.
- Tarujan class bomber was buffed via having two Bolo Mini Torpedos added to its armament package and wing size was reduced to 3 from 4.
- Kaivor class heavy fighter is now "modular" and is separated into two differently equipped variants.
- Azryel class destroyer fleet point cost reduced to 11 from 12.
- The Repulsor ship system was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly and has improved logic for projectile redirection.
- The Biomechanical Hull built-in hullmod common to every Exigency Corporation vessel now only repairs the hull during combat up to 99%, now has a flat regeneration rate of 0.5% of the base hitpoints per second during combat rather than 0.5% of the base + modifications value, and now increases the out-of-combat repair rate by 30%.
- The Electrostatic Armor built-in hullmod common to every Exigency Corporation vessel was buffed to provide 50% beam resistance from 30%.
- All Ahriman Association ships now have a built-in hull mod that does "something".
- Many new ship variants for both factions and adjustments to the old ones.
- Many weapons were adjusted in various manners for Starsector 0.65.2a balance compliance, and custom missile and autofire AI were improved.
- Lancet ASM missile (same missile fired from several different weapons) now has custom AI that favors straightforward but imperfect lead intercept trajectories.
- All Exigency Corporation missile / rocket / bomb weapons now have a self destruct fuze.
- Wargames mission was renamed to Prolegomenon.
- All random single battle missions were vastly improved by being based on and modified from the ones from the ICE faction mod (thank you for the permission and code Sundog).
- Optimisations, improvements and fixes to most of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Improved descriptions and name tweaks for various things.
- Probably some things I don't recall.

New / changed visuals and audio:
- Tarujan class bomber sprite updated.
- Naxos class bomber wing mounted missiles are now placed underneath the wings.
- Repulsor and Burst Repulsor ship systems have vastly improved visuals.
- Tethys and Thalassa drive right-click ship systems have improved visuals.
- Exigency Corporation and Ahriman Association ships now have customised hull style damage decals.
- Exigency Corporation and Ahriman Association ships now have custom hull style sounds.
- Exigency Corporation engines on both their own and Ahriman Association vessels and missiles have had their visuals tweaked for improved looks and slightly better optimisation.
- The Ball Lightning Gun when it creates EMP arcs between adjacent targets now causes the beam itself flash to brighter.
- All CIGEN weapons now have custom on hit sounds and improved visuals.
- Added combat songs: Cloak and Dagger and Panic.
- Added "Spacer" songs, silence with the combat shuffle list getting a 15 second one and campaign 20 seconds.
- Fixed a bug with abrupt stopping of music playback (probably).

0.6

Please note this will break save games, and REQUIRES both ShaderLib along side LazyLib now. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options. Now optionally supports LazyWizard's Version Checker mod, which informs you if you are using obsolete versions of mods if they support it.

New content:
- Added the Tarujan class bomber and its Big Bang Bomb weapon.
- Added the Saraph class interceptor (Ahriman Association vessel).
- Added the CIGEN Autocannon as a medium modular weapon.
- Added the Lancet ASM Pod weapon as a medium modular missile launcher that holds 15 rounds, this is is a variant of the old Lancet ASM Launcher which is built into certain ships, and the Lancet ASM which is the single shot version that is unique to the Naxos class bomber.
- Added the Avenger Missile weapon as two different versions, the Avenger Missile Pod which is a modular small weapon with 8 shots, and the Avenger Missile which is a single shot version that is mounted on the Naxos class bomber.
- Added two random battle missions for the Ahriman Association, one where you play as them against vanilla ships, and the other is the opposite of that scenario.

Balance changes / ship system additions / other random tweaks:
- Irithia class capital ship now has the Tethys Drive ship system on right click (recall teleporter with some extra tricks), and its repair %/day stat was reduced to 3 from 4.
- Pergon class cruiser now has the CIGEN-EX ship system on right click (fires a more powerful shot out of the built in CIGEN Cannon).
- Nasir class light carrier now has the Missile Jammer ship system on right click (causes hostile missiles to fly in drunken circles), and its max speed was buffed to 55 from 50.
- Zephos class destroyer now has the Thalassa Drive ship system on right click (teleporter with some extra tricks), its repair %/day stat was increased to 8 from 6, and its flux dissipation rate buffed to 190 from 170.
- Indra class frigate had its fleet point cost reduced to 14 from 15, its Burst Repulsor ship system was buffed by reducing the chance to fail deflecting weapons fire to 10% from 20%, the Evasion Jets AI hints were tweaked slightly, its crew requirements were raised from to 12 / 26 from 8 / 22, its hull was buffed to 1300 from 1260, and its armor was buffed to 240 from 230.
- Yria class frigate now has the Reactive Hull ship system on right click (50% damage resistance), and a built in forward facing Vindictive Autogun was added.
- Elhiur class frigate now has the Rapid-Loader ship system on right click (instant missile reload), a built in forward facing Vindictive Autogun was added, its fleet point cost increased to 3 from 2, and its designation changed to Corvette from Frigate.
- Naxos class bomber had its Stinger Rockets replaced by the new Avenger Missile weapon, its CR to deploy stat increased to 9 from 7, its supplies/day stat increased to 1.75 from 1.5, and its designation changed to Standoff Bomber from Strike Bomber.
- Kaivor class heavy fighter had its supplies/day stat decreased to 1.25 from 1.5.
- Glynado class interceptor had its supplies/day stat decreased to 0.4 from 0.5.
- Gehenna class capital ship repair %/day stat reduced to 3.5 from 4.
- Azryel class destroyer supplies/day stat increased to 5 from 4.
- Azazel class heavy fighter had its CR to deploy stat increased to 7 from 5, and its supplies/day stat decreased to 1.25 from 1.5.
- Older variants were adjusted and renamed in various manners and some new ones were created.
- The pricing of most Exigency Corporation and Ahriman Association ships were adjusted (for the most part they were lowered).
- The Beam Resistant Armor hull mod that is common to every Exigency Corporation ship and fighter had its name changed to Electrostatic Armor, and now on top of the 30% beam damage resistance it also negates 30% of EMP damage.
- Sabot Cannon weapons were nerfed by significantly reducing the rate at which they regenerate ammunition. The small version can now fire for roughly 15 seconds before its effective DPS halves and it takes about 20 seconds to regenerate from 0 to full capacity if firing is halted. The medium version can fire for roughly 25 seconds before its effective DPS halves and it takes about 25 seconds to regenerate from 0 to full capacity if firing is halted.
- CIGEN Cannon projectiles now have a push force upon impact with objects, and also corrected the bug of any variant of CIGEN weapon being able to hit friendly fighters and drones.
- Repulsor Beam weapon was nerfed by reducing its range to 800 from 1000.
- Mx10 and Mx4 built in missile weapons had their AI changed (both variants of missiles that are fired simultaneously out of each kind of launcher) to have a subtle inaccuracy that causes them to spread out slightly, and now when significantly off target they coast on inertia while course correcting rather than decelerate. Both of these changes causes them to be less effective against fighters and frigates while being slightly more PD resistant at the same time (it also looks cooler). They also now generate a tiny amount of flux upon firing, this prevents the ships from spamming missile attacks while retaining the zero flux speed bonus but it is too little to have any other consequences.
- Lancet ASM missile (same missile fired from several different weapons) was buffed by having the hit points of the missile itself increased to 210 from 160.
- Lancet ASM (single shot version mounted only on the Naxos class bomber) was reclassified as a small weapon, and the Naxos had that mount changed to a small from a medium to match.
- The Vindictive Autogun was changed to fire a four round burst of projectiles instead of two while retaining an identical overall rate of fire and flux stats, its projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks), and it now has a turret under sprite (not on the hardpoint version).
- CIGEN Repeater weapons had their projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks).
- Stinger Rocket weapons now have custom autofire AI that dramatically improves hit probability via firing at imperfect lead intercept trajectories.
- Repulsor / Burst Repulsor ship systems no longer deflect munitions that are heading away from the ship. Also friendly missiles after their engines fizzle out are now deflected so less friendly fire occurs then in the past when they were ignored. Note that NPC AI will activate the Repulsor systems for friendly fizzled missiles but not for friendly projectiles as they will not be affected in any way (you really do not want them to be).
- Tier values were added to the weapons in preparation for the next Starsector update, and the prices of the most of the modular weapons were adjusted (for the most part they were lowered).
- Small random changes to some of the weapons balance that are so minor as not to be worth mentioning the specifics of.
- Small optimisations and improvements to some of the scripts that are so minor as not to be worth mentioning the specifics of.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- The Exigency Corporation as always starts neutral to the player, but now if you acquire any ExigencyCorp or Ahriman Association ships they become hostile to you and a message is displayed when this occurs.
- The Exigency Corporation faction is now friendly with the MAIs Drones faction (from the Gedune mod).
- The Ahriman Association faction is now hostile to the player by default.
- The Ahriman Association faction is now friendly with the Mayorate faction (from the Mayorate mod).
- The descriptions for some things were improved / rewrote.
- All of the missions were tweaked / improved in various manners.
- Probably some things I don't recall.

New / changed visuals and audio:
- Mod now uses ShaderLib dynamic lighting on weapons and ship systems (hmmm, delicious material, normal, and surface maps :)), and REQUIRES ShaderLib along with LazyLib. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options.
- The sprites of the Naxos, Kaivor, Glynado, and Azazel class fighters were improved in various manners.
- Color and opacity of the charge up stage of the Burst Repulsor ship system was adjusted.
- Color and opacity of the Evasion Jets ship system was adjusted.
- The visuals of the Ball Lightning Gun's beam were changed to be more crisp and distinct.
- The Vindictive Autogun had the visuals of its projectiles made a bit more subtle.
- The running lights on the Irithia, Nasir, and Gehenna class ships now use additive blending, always render underneath other weapons, and uses a script to make sure they shut off when the ship is destroyed (until now they continued to play the animation even after the ship was hulked).
- The Stinger Rocket firing sound was lowered slightly.
- New songs by Psiyon:
Campaign; 'Sovereignty', 'Mobilization', 'Ambush', and 'Hostile Waters'.
Combat; 'Skeleton Crew', 'Fusillade', 'Veiled in Dust', 'Relics', 'Undying Legacy', 'The Flagship', and 'Condottiere'.
- The following songs from prior updates were remastered, edited, and improved in various manners by Psiyon:
'Stellar Remnant', 'Catastrophic Systems Failure', and 'Exigency'.
- All music was volume corrected to be much more in-line with vanilla music volume levels and is now at a higher bit rate.
- The songs 'Gliese 411 B', 'Rust', 'Into the Black', 'The Expanse', and 'Steel Rain' were removed. Note that Kazi made 'Into the Black', 'The Expanse', and 'Steel Rain' and they are still available in his faction mod; The Mayorate.
- Added a sound when you are defeated in battle, due to some limitations of Starsector itself this only works in single battle missions. It will function in the campaign later when Starsector has music control exposed in the API, along with leveraging the other songs in a manner more interesting than just two shuffle play lists.

Final notes:
The right click systems are very complex scripts and are essentially hacked in to bypass the normal Phase AI, it took a very long time to debug and polish them but it is still possible that some issues were missed. So any oddities you observe during gameplay or just general balance or other comments that are forwarded to me would be greatly appreciated.
Please inform me if you feel the volume levels of the custom music are off relative to vanilla music.
I also recommend that you read the codex entries for Exigency Corporation vessels and ship systems. The right click ship systems are not listed on the vessel's stat card like normal ones. But instead referenced in each ship description text and described in detail in the codex along with the rest of the ship systems... Or just find out what they do the hard way during gameplay.

0.59b "More Speed"

- Complete redesign of the Mx series missile launcher weapons, instead of using vanilla missile AI profiles they now have custom ones that behave slightly different in combat but are much more optimised. Approximately 50% less CPU time is required to process the Macross Missile Massacres!
- Most of the scripts were updated to Java 7 standards, cleaned up and commented more thoroughly, and packed into a .jar for even more optimisation.
- Overall if your computer cannot maintain 60fps in combat with Exigency's missiles barrages and other scripted gimmicks, 0.59b is roughly 6fps faster than 0.59a. For point of comparison 0.59a was about 5fps faster than 0.58d. For all intents and purposes, during combat this mod is no slower than vanilla now.
- The Ahriman Association station now has Veteran Crew added via the resupply script (forgot that before).
- Corrected some minor mistakes in all of the the .SHIP files.
- Corrected minor mistake in the sounds.JSON.
- Moved the Tasserus star system westward so it is spaced farther from the Kadur system (from another mod). Now located at -2450, 14500 was previously at 2060, 14500.
- Buffed the Repulsor ship system slightly by improving the reaction time of the AI for it by a small amount.
- Twin Sabot cannon and Sabot cannon weapons were nerfed slightly by reducing the muzzle velocity to 1000 from 1200.
- Stinger Rockets were buffed slightly by no longer having a self destruct fuse.
- Removed some duplicate weapons that are no longer needed due to script changes.
- Some file / folder structures were rearranged.
- Changed listed difficulty of the Wargames mission to HARD.
- Minor changes to all of the missions.
- Two new portraits are available to the player that will also be used for the mysterious third faction someday™.
- Minor change to the Lancet missile sprite.
- Probably some things I don't recall.

0.59a "Chaos reborn"

Please note this will break save games if anyone is still using 0.58d.

New content:
- Added a new faction called the 'Ahriman Association'. They are rogue Exigency Corporation employees that took technologies and secrets with them starting a new sophisticated pirate faction in the Sector, with common rabble  rallying under them. They wield hybrid designs that share the traits of both Exigency Corporation and Mastery epoch technologies and are extremely dangerous opponents. They have a station out in hyperspace where you can purchase the hybrid ships and low tech vessels. This will also be the only location to purchase genuine Exigency Corporation vessels and modular components in small quantities (they will still appear in the Askonia system station until that "feature" of vanilla is corrected). Anywhere the Ahriman Association is present will be a extremely dangerous place to be, as the Exigency Corporation does not tolerate the use of their technologies in foreign hands.
- Added Gehenna class capital ship (Ahriman Association vessel).
- Added Harinder class cruiser (Ahriman Association vessel).
- Added Kafziel class light carrier (Ahriman Association vessel).
- Added Azryel class destroyer (Ahriman Association vessel).
- Added Rauwel class frigate (Ahriman Association vessel).
- Added Azazel class fighter (Ahriman Association vessel).
- Added Nasir class light carrier.
- Added Indra class frigate and its special built in CIGEN Repeater weapon, Burst Repulsor ship system, and Evasion Jets ship system (yes two ships systems, Evasion Jets are activated with right click).
- Added Naxos class bomber.
- Added Lancet ASM Launcher and Lancet ASM, mounted on the Nasir class and Naxos class respectively.
- Added 'Insider Trading' mission.
- The Exigency Corporation now launches a massive invasion fleet every 40 days that randomly chooses a single star system to attack. They will fight there until they are destroyed, low on supplies, or forced to withdraw.

New / changed visuals and audio:
- Added new portrait 'Audio Only' (Ahriman Association).
- Added new portraits 'Cigarette Woman', 'Generic Guy #2', and 'Admiral Von TroniK'.
- 'Cigar guy portrait' is removed.
- All mod portraits are now usable by the player with the exception of 'Audio Only'.
- Massive improvements to the sprites of all Exigency Corporation vessels (except for the Ulrith and its special Repulsor drone which are slated to be added into the mod in a future version).
- Enhanced the sprites of all Exigency Corporation turret weapons and missiles (except for the Hunter Killer Launcher which is slated to be added into the mod in a future version).
- Replaced all weapon and ship system sounds with custom ones made by Cycerin.
- Added customised explosion graphic to the Big Bang Torpedo with unique detonation sound also.
- Removed the custom engine sounds as the quality of them was not up to par and they conflict with other mods, this will be a correctable issue in the next update of Starsector when new and improved ones will return.
- Volume corrected the campaign song 'Stellar Remnant' from the last update, while also playing it a higher quality.
- New songs by Psiyon:
Campaign; 'Unknown'.
Combat; 'Exigency', 'Catastrophic Systems Failure', and 'Gliese 411 B'.
- New songs by Kazi:
Campaign; 'Fear Machine', 'Into the Black', and 'The Expanse'.
Combat; 'Steel Rain'.
- New combat song 'Rust' by Curtis Schweitzer, used under the Creative Commons License. https://soundcloud.com/curtis-schweitzer/if-i-scored-rust-i-think-id-go
- Changed the Exigency Corporation's faction color on the campaign map to a much more intense blue to further distinguish them from other mod factions.

Balance changes / other random tweaks:
- Changed values in the ship_data.csv to fit the new standards for the 0.6.2a update of Starsector.
- Rebalanced the prices of all ships, before some were way overpriced for what they are. But in the end they cost more than vanilla ships since all Exigency Corporation and Ahriman Association vessels have many built in weapons. So they should cost roughly the same as a fully equipped vanilla ship after the few modular weapons slots on the mod vessels are filled.
- Expanded the list of possible ship names in the campaign.
- Rewrote the descriptions.csv and all writing in general to a much higher standard.
- Ball Lightning Gun was nerfed by decreasing the frequency of consecutive EMP arcs by roughly 62% and the Energy / EMP damage done by the arcs to 40 / 40 from 50 / 50. Also reduced the Energy / EMP damage done by the beam  itself to 40 / 40 from 50 / 50.
- CIGEN Recoilless-Cannon had its damage nerfed to 1100 from 1300. Also improved the visuals with an enhanced shell sprite, while also adding a glow effect to it to make it more visible on the battlefield.
- Stinger Rocket was renamed to Stinger Rocket Launcher, to clear any possible confusion with the new twin shot version which uses the old name and is mounted on the Naxos class bomber.
- If you use LazyLib 1.8c (1.7 is obsolete now) along with all the changes in this update of Exigency Incorporated, generally combat will be less taxing on your computer.
- All deprecated methods in the scripts have been replaced.
- Repulsor ship system has been improved greatly in the following manners:
Now creates a visual effect and plays a custom sound when weapons fire is deflected.
Memory leak was fixed.
Rare bug when it would refuse to activate was fixed (probably).
Slowdown caused by deflecting weapons fire was optimised some.
Improved the AI so it activates it in more intelligent manners to provide a more effective defense.
- Tweaks to the shield piercing script, behaves the same in combat but creates the visual and sound effects more accurately (it used to sometimes make them even when the shells were not inside a shield).
- Sidewinder Missile AI now sends the missiles in even more chaotic flight paths while now properly reacting to flares, character skills, and the ECCM hull mod and is much more efficiently coded.
- Mx10 / Mx4, Sidewinder, and Stinger missiles now have a fuse that causes them to self destruct harmlessly two seconds after the engine fizzles out. This reduces the load on your computer during combat as they fire so many missiles, prevents players from exploiting the range of them via careful micromanaging that is something the AI can never do, and also decreases the chances of friendly fire incidents which were very common before.
- Exigency Corporation vessels are no longer restricted from mounting the Expanded Missile Racks hull mod.
- Changed the method for preventing shield hull mods from being put on Exigency Corporation ships. Rather than modify the vanilla hull mods to prevent installation to begin with which can cause issues if other mods are using the same method, it now removes the banned hull mods instantly after installing them in the refit screen. This can cause slight confusion if you are not aware of this, but it is a necessary method to ensure maximum compatibility with other mods.
- Added faction specific Beam Resistant Armor hull mod (-30% beam damage to both armor and hull) to all Exigency Corporation ships / fighters as a standard built in.
- Reworked the ship bounds of all vessels, moved engines, and moved hardpoint weapons to more closely mirror how vanilla ships are rigged.
- Reworked all variants so that some weapons are on alternating instead of linked firing modes now, and the order in which some of them fire is different. This was done to "shape" the missile salvos into formations and firing intervals to maximise the chance of successfully penetrating point defense grids.
- Irithia class capital ship had its max turn rate and turn acceleration stats nerfed substantially, its fleet points cost raised to 29 from 28, and its hitpoints and armor rating stats nerfed slightly.
- Zephos class destroyer had its max turn rate and turn acceleration stats buffed substantially, and its armor and hull stats buffed slightly.
- Yria class frigate now costs 7 deployment points instead of 8, and its armor and hull were buffed slightly.
- Elhiur class frigate had its turn acceleration stat buffed substantially.
- Glynado class interceptor was nerfed by reducing the excessively wide firing arcs of its guns.
- Tweaks to the Wargames mission to be more interesting while including the new ships.
- Tweaks to the random battle missions to be more interesting while including the new Exigency Corporation ships and the new vanilla 0.6.2a Starsector ships.
- Moved the Tasserus star system a bit closer to the center of the map. Now located at 2060, 14500 was previously at 360, 17500.
- Increased the difficulty of attacking the Tasserus star system by adjusting the composition and the number of Exigency Corporation fleets active at once. They also patrol the system in more intelligent manners that make kiting or avoiding them much harder, while also preventing you from getting ambushed by 12 fleets simultaneously as soon as you pass through the jump hole (they no longer just clump around the planet).
- Changes to virtually everything in the mod, so numerous were these tweaks that I will just provide quick summary:
Added proper faction prefixes to literally every single file name and in the data and scripts themselves (was mostly just on graphics and sounds before).
Random changes in almost all the data files and scripts to tweak so many things I cannot possibly remember all of them.
Reduced the file size of the mod slightly by compressing and resizing some of images where that could be done without any noticeable loss of quality (but it is actually larger now because the mod has more of everything).
- Probably some things I don't recall.

Final notes:
To those that have been following me and enjoy the mod I apologize that it took so long to complete this update. There was much feature creep, and some on again off again work done to it. But in the end consider this the a complete relaunch of the mod as literally nothing was left untouched or improved in some manner.
There also might be hints of unexpected things intended for the future if you dig through the mod files...

0.58d "Go time"

- Now 0.6.1a compatible.
- Changed the way some scripts work to avoid conflicts with other mods scripts, if they are using deprecated methods that pre date LazyLib.
- Exigency now has their own star system to use as a beachhead in the Sector.
- Added custom campaign song 'Stellar Remnant' made by Psiyon, that shuffles with the default one.
- Improvements and redesigns to the sprites of all Exigency vessels.
- Improved 'Brain in a jar portrait', added 'Generic Guy' one also.
- Rewrote the descriptions.csv to improve the codex entries for many things.
- Sidecar fighter has been renamed to Kaivor.
- Minor improvements to the Ball Lighting Gun, and Repulsor Beam's beam sprites.
- Shortened the name of the CIGEN Recoilless-Cannon to just CIGEN Cannon to avoid clipping on the in game HUD, retained the long version in the codex description.
- Improved the CIGEN Recoilless-Cannon shell sprite.
- Improved the sprites of all Exigency turret weapons.
- Adjusted sound effects for Exigency weapons and ship systems.
- Added custom Exigency engine sounds.
- Added custom Exigency Hull_Style.
- Added the information to the ship_data.csv for the new game mechanics.
- Added Sidewinder Battery weapon.
- Added Elhiur class Interdiction frigate.
- Added Zephos class destroyer.
- Corrected Repulsor ship system flaws:
Massive optimization to the code so it is less taxing on your computer.
Now when controlled by AI ships it will be activated when under threat from projectiles also, not just missiles and proximity to hostile vessels.
No longer deflects enemy weapons fire vast distances (depends on range from which it was originally fired from).
Deflected projectiles now face the direction they are flying instead of being sideways some of the time.
The trajectory in which weapons fire is deflected is substantially more accurate.
Now works against Mx Array missiles, Hurricane MIRV sub-munitions, and Sabot SRM's.
Now able to "ping pong" weapons fire back and forth between two Repulsor equipped ships.
No longer crashes when hit by scripted weapons without requiring specific workarounds for each one to correct it, and also able to deflect scripted weapons fire now.
- Removed burn drive ship system from the Glynado interceptor.
- Rework of most Exigency ships secondary stats, repair rate, supply usage etc. etc.
- Exigency vessels can no longer mount the Expanded Missile Racks hull mod (thank god).
- Adjusted the collision radius of all Exigency ships to enhance the effectiveness of the Repulsor field ship system. By creating a larger stand off distance from the edge of its effective radius and the hull of the vessel, and having more even coverage on every side.
- Fixed Exigency weapons misalignment issues when mounted on hard points.
- Fixed the quirk of the Heat Seeking Mx Array missile and direct guidance variant types having different sized sprites.
- Fixed the offsets of Mx10 Array weapon so some of the missiles no longer fire from outside the launcher visually (some ships still clip slightly, nothing can be done about that).
- Slight reduction to the range and missile life time of the Mx10 and Mx4 Array weapons.
- Fixed the offsets of the Stinger Rocket weapon so they align with the firing ports better.
- Minor buff to the CIGEN Recoilless-Cannon's damage.
- Reduction to the CIGEN Recoilless-Cannon's ammo regen rate.
- Slightly reduced the rate of fire and ammo regen rate of Big Bang torpedoes.
- Reduced ammo capacity, and increased flux generation of the Vindictive Autogun.
- The Biomechanical Hull mod is now built into Exigency vessels instead of being removable.
- Added Integrated Targeting Unit, and Resistant Flux Conduits hull mods to the stock variants of pre-existing Exigency ships (Yria did not get Integrated Targeting Unit).
- Adjusted Ordinance Points value of all of Exigency built in weapons to try to get their auto resolve effectiveness in line.
- All Exigency built in weapons are no longer invulnerable to weapons fire.
- Changed Stinger Rockets to high explosive damage type, and increased rate of fire.
- Removed unused .wpn file.
- Most Exigency ships had their armor and hit points increased some (still low relative to conventional designs).
- Adjusted deployment point cost of most Exigency ships.
- Reworked Wargames mission to be more interesting.
- Added mission pitting random Exigency Incorporated ships vs a random stock fleet.
- Added mission pitting random stock ships vs a random Exigency Incorporated fleet.
- Probably some things I don't recall.

.58b "moar dakka"

- Added Yria class frigate.
- Added Glynado class interceptor.
- Added Vindictive Autogun.
- Added Stinger Rocket weapon.
- Added two additional small turrets to the Pergon Strike Cruiser, and six built in Stinger Rocket launchers.
- Added Repulsor Beam weapon.
- Buffed Mx Array missile speed.
- Improved firing logic for Mx Array missiles and Big Bang torpedoes.
- Lowered fleet point costs for some vessels.
- Changed all turret mounts to universal type.
- Repulsor ship system now effects asteroids and ship wrecks.
- Exigency vessels now have to manage flux.
- Exigency vessels can no longer equip shields via hull mods.
- Probably some things I don't recall.

.57d "Fixes"

- Fixed crash error from script conflict between MShadowy's Shadowyards Heavy Industries Pandora Array weapon and Exigency's Repulsor ship system.
- Corrected spelling mistakes.

.57c "First public build"

--

Contributors
Ahriman Association ships courtesy of HELMUT
Supplementary art assets and assistance from Psiyon, Tartiflette, Soren, and Shellster
Thread banner by MShadowy
Sprite quality control courtesy of GenBOOM
Custom sound effects by Cycerin, Psiyon, and SniZupGun
Original sound track by Psiyon, Kazi, and Cycerin
Scripting assistance courtesy of LazyWizard, xenoargh, silentstormpt, Ravendarke, Trylobot, Uomoz, Sundog, Debido, Dark.Revenant, Histidine, and Deathfly
Miscellaneous assistance courtesy of Midnight Kitsune


Title: Re: Exigency Incorporated: Faction mod
Post by: Foxer360 on August 17, 2013, 11:43:50 PM
Ah, we meet again...
Anyways, I will download it and try it out tommorow! Sorry I couldn't contact you earlier, I was busy stomping around Yosemite. Damn bears, I wish I had a big bang torpedo to learn 'em real good a lesson on rightful property. (Stealing food ain't cool)


Title: Re: Exigency Incorporated
Post by: MShadowy on August 18, 2013, 04:40:06 PM
Alrighty, time to test these missile lovers out, eh?


Title: Re: Exigency Incorporated .57d WIP (0.54.1a)
Post by: MesoTroniK on August 19, 2013, 12:53:41 AM
Updated, grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=6509.msg106583#msg106583).


Code:
0.57d "Fixes"

- Fixed crash error from script conflict between MShadowy's Shadowyards Heavy Industries Pandora Array weapon and Exigency's Repulsor ship system.
- Corrected spelling mistakes.


Title: Re: Exigency Incorporated .57d WIP (0.54.1a)
Post by: HELMUT on August 19, 2013, 10:52:08 AM
Tried them a bit. I found them surprisingly underpowered for now. The cruiser lost a duel against a venture while the Irithia got shredded against an Onslaught. However after reading the weapons descriptions, they seems to be made to deal with opponents with high shield efficiency and low armor, so i'll have to try them against the TTY.

But from what i have seen yet, they really lack proper firepower. The capital ship can only rely on his frontal torpedoes to deal damage and the AI is very reluctant to use them. The cruiser main gun also lack the punch to tear trough armor even though it can bypass shields. I expect them to be the faction that "stay the on other side of the map and shower everything with missiles".

So i'll wait for 0.6a to see how they fare against everyone in a proper campaign mode as i'm not sure right now. Pretty sure Thule's Legacy and Antediluvians will be their absolute nightmare though.

Aside from this, i think this is an extremely interesting faction. I really love all the little tricks and weird mechanics they use. From now on i'm going to follow this treads very closely



Title: Re: Exigency Incorporated .57d WIP (0.54.1a)
Post by: MesoTroniK on August 19, 2013, 09:26:02 PM
The Irithia is supposed to lose against an Onlsaught at least under A.I control, it's a compromise vessel meant to fight at stand off ranges which it's arsenal for that scenario is not quite yet complete. The Pergon is also not yet had all of it's weapons fitted. They are sort of Tri-Tachyon's nemesis so they do love tough shields and flimsy hulls, and I agree that they are bit underpowered for now and fixing that is on the list.

Upcoming stuff might include: Interceptor, Frigate, Logistics Vessel, Vindicator AutoGun, Hunter Killer Missiles, Stinger Rockets, Repulsor Beam, enhanced and improved Repulsor ship system.

And thank you for the feed back, "when the time comes you'll know..."



Title: Re: Exigency Incorporated .57d WIP (0.54.1a)
Post by: MesoTroniK on August 26, 2013, 02:41:08 PM
Updated, grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=6509.msg106583#msg106583).

This update was intended to fix the underpowered feel of the faction but the large missile launcher intended for the Irithia Carrier is not yet complete. I can assure you though that it will be something special ;)

I would greatly appreciate any feedback you can provide about their performance now.


Code:
0.58b "moar dakka"

- Added Yria class frigate.
- Added Glynado class interceptor.
- Added Vindictive Autogun weapon.
- Added Stinger Rocket weapon.
- Added two additional small turrets to the Pergon Strike Cruiser, and six built in Stinger Rocket launchers.
- Added Repulsor Beam weapon.
- Buffed Mx Array missile speed.
- Improved firing logic for Mx Array missiles and Big Bang torpedoes.
- Lowered fleet point costs for some vessels.
- Changed all turret mounts to universal type.
- Repulsor ship system now effects asteroids and ship wrecks.
- Exigency vessels now have to manage flux.
- Exigency vessels can no longer equip shields via hull mods.
- Probably some things I don't recall.


Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: HELMUT on August 27, 2013, 12:36:41 PM
I think they are much more able to deal with enemy fleets now. Yet their ships are incredibly stressing to play, you don't have much armor nor health and you never know if the repulsor will repel every shots. You have to be incredibly cautious when you approach the gun range. However they are very good at attrition battle with their regenerative hull and ammunition. Not too much to be broken but just enough to have the edge during long battles.

I have a question though. Does the repulsor regenerate faster if you don't use it for the whole duration? I tried to enable the generator to deflect some bullets and vented afterward in the hope i could use it sooner next time, but i'm not really sure if it lower the countdown.

Oh also, i love the fancy whirling PD beam on the Yria.

BTW, will you try to make a campaign integrated version soon?



Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: MesoTroniK on August 27, 2013, 11:25:59 PM
As far as them being very high risk vs reward in combat and being good in a attrition battle I do believe it is working as I intended ;)

The Repulsor ship system should not behave any different if you forcibly shorten the pulse duration. About the Repulsor Beam, I like it a lot also but it does not behave as a point defense weapon unless you control it manually. If you want to see something really hilarious try putting a bunch of them on some capital ship that has a lot of energy slots. But it really is only useful on the Yria frigate in my opinion as it has such low survivability in close combat. When fired from other vessels it just limits it's ability to attack other ships to much.

As stated in the OP I will most likely not put them in the campaign until .6a, the issue being that much of their offensive and defensive power comes from scripts which is not represented in auto resolve combat at all so they do really badly vs more conventional vessels. In .6a it will be possible to buff and nerf ships abilities in auto resolve combat separate of their capabilities in real time combat.

If you don't mind me asking you, how do you feel they perform in the newest incarnation vs low tech, midline, and high tech vanilla designs?


Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: HELMUT on August 28, 2013, 01:32:00 PM
Ok, here's how it went.

First i tried duel between the Irithia and the Conquest. The Conquest didn't have enough point defense to protect itself against the swarm of Mx10 and with its very bad shield efficiency, it can overload quickly, making it a perfect target for the torpedoes. One thing i found effective to deal against it was to close in with the repulsor on. The Mjolnirs and autocannons shells will bounce back to the Conquest to make it overload quicker. It didn't have the chance to use its reapers though, which was lucky for me as the Irithia don't have the PD necessary to deal against 4 reapers plus all the pilums with it.

Still, quite an easy win.

Against the Odyssey. It was much tougher as it got more PD and three pilums, which is enough to go through the PD. Also with its good shield, it's much harder to keep the pressure on it and the Autopulse, even with repulsor, hurt a lot. I managed to destroy it, but it is much trickier to get close to land the final blow without getting killed.

I have yet to take down an Onslaught. With its thermal pulse and the Mark IX, it can shoot you from very far. He may overload very quickly but the barrage of annihilator prevent you to close the distance and will block the torpedoes's path. So far i only find a way to damage it, you just have to keep your distance and force it to empty his annihilators (while taking autocannons and thermal pulse shots). Then you can get close and launch the big bang. I'll try it again, but the Onslaught is definitely a hard nut to crack.

Paragon, can't even scratch it. Tachyons lances wreck everything. And even without them, you still have to deal with the fortress shield.

I also tried the Pergon. Against an Eagle, if you go into the graviton beams range, you're toasted. The only tactic i found remotly efficient was to raise his flux from afar with the Mx10, then close in and unleash Stingers on it. And by doing it enough time, you might take it down. I'm not sure to understand why the Stingers are labelled fragmentation weapons when explosive would be much more efficient.

The Aurora was much easier. While the MIRV was scary, it just didn't have the range to be a real treat. And its low armor make it a vulnerable against the gigen.

The Dominator can be either relatively easy or very scary. It work like the Onslaught but less brutal. The support variant can hurt from afar with Mark IX and pilums while the other two don't have that much range. The battle become a very long fight where the gigen strip slowly the armor of the Dominator. The biggest danger come from the missiles. Either pilums who can overload your PD system, either reapers who hurt like trucks but easier to intercept, either annihilators who are easy to avoid but still a treat.

The Venture was also quite easy. Only the harpoons were dangerous but fortunately, it quickly run out of ammo.

When played with Vanilla ships against EI ships. Battles are very one sided. Sometimes AI have some trouble using the repulsor on the right time and given they are glass cannon it is a synonym of death... The only ship that really struggle against them is the Conquest, its shield is so bad that it is constantly flux-locked and it don't have the armor to tank all the Mx10.

Haven't tried other ships in 1v1 scenario... However i have yet to see how they far in fleet vs fleet battle. The biggest weakness of EI for now is, i think, the repulsor countdown. You can get horribly, horribly murdered if your timing is off when you face an enemy with a lot of ballistic. Actually no, their biggest weakness are beams. They work at long range and are impossible to deflect. Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?



Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: MesoTroniK on August 29, 2013, 09:48:57 PM
Thank you for that detailed write up Helmut, I'm working on some more stuff to improve them.

Quote
Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?

Well you could equip the vanilla heavy armor hull mod but I don't plan on having anything like that on the standard variants custom or otherwise. And as far as bouncy armor, it just is not something that I feel like would fit the design and play style of the faction. They really are meant to be glass cannons that are difficult to use but have high agility, overwhelming missile firepower (still working on new missiles and tweaks to existing ones), and other quirky weapons and technologies.






Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: Gotcha! on August 30, 2013, 04:09:46 AM
I would just like to say that I really love all the non-standard weapons and systems in your mod.
After things are balanced out and when they're put into the campaign this'll be a great mod. :)
*thumbs up*


Title: Re: Exigency Incorporated .58b WIP (0.54.1a)
Post by: xenoargh on August 30, 2013, 09:47:47 PM
Quote
Is it possible to make a hull mod that reduce damage, or even better, make them bounce when they reach the armor?
The first will be possible in 0.6, the second no, unless Alex decides to let us create Beams on the fly in 0.6.


Title: Re: [0.54.1a] Exigency Incorporated .58b DEV
Post by: Vinya on September 30, 2013, 04:56:29 PM
Sorreh the anim00ting is taking so long, I'm rather busy lately.


Doors on the front of the tubes should open to the side or top/bottom?


Title: Re: [In Dev] Exigency Incorporated, now hiring experienced scripter.
Post by: MesoTroniK on October 16, 2013, 10:26:49 PM
Greetings everyone, I wanted to bump this thread to show that progress is not dead.

Many new art assets have been completed with more on the way. Currently the real issue is some troublesome preexisting scripts; the plight of a faction that breaks many of the vanilla combat rules to be unique to play yet still being balanced against them. I really could use assistance from someone who is very good with weapon scripts to correct some troublesome custom missile AI, and a couple of other random things. If you would like to assist with that the best way to communicate is on Skype (name there is MesoTroniK).

Well anyways back to work and always remember. "Space is big, so you need a big missile. Or lots of really tiny ones..."

Edit: Found someone to help with the scripts :)


Title: Re: [In Dev] Exigency Incorporated
Post by: MesoTroniK on October 24, 2013, 05:45:30 PM
I'm bored, everybody join me in my boredom of balance testing...


Zephos class vs Enforcer class (https://www.youtube.com/watch?v=u8koUhso3w0)


Title: Re: [In Dev] Exigency Incorporated
Post by: Uomoz on October 24, 2013, 06:50:16 PM
Lovely.


Title: Re: [In Dev] Exigency Incorporated
Post by: Foxer360 on October 24, 2013, 08:16:05 PM
Balancing is such a turd. Whenever I pilot, the ship I use can be almost 4 times better than any AI. Phase ships and phase teleporters can be literally game winners, when piloted right.


Title: Re: [In Dev] Exigency Incorporated
Post by: MesoTroniK on October 24, 2013, 08:48:14 PM
The issue with my guys that will never be solved, is any faction that uses weak point defense systems underperforms against them. Anything armed with burst pd lasers, flak guns, or mod equivalents performs as intended in battle against Exi. But at the same time if you manage to get almost any ship at face hugging distance the situation deteriorates rapidly for Exi. But when fleet engagements occur, frigates armed with repulsor beams can make that challenging at times (http://forum.worldoftanks.com/public/style_emoticons/wot/Smile_trollface-3.gif)


Title: Re: [In Dev] Exigency Incorporated
Post by: Erick Doe on October 25, 2013, 03:14:51 AM
It is also part of the fun and challenge. As a player you'll be forced to try out different loadouts and tactics to counter a certain ship / faction. Give your AI controlled ships a good counter loadout and they should perform slightly better.


By the way, I love the way your faction mod is starting to look. Especially the ship sprites. You've come a long way I think.  :)


Title: Re: [In Dev] Exigency Incorporated
Post by: MesoTroniK on October 25, 2013, 03:51:00 PM
Thank you Erick Doe, work is still going but rather slowly. Making my first mod faction so reliant on everything being scripted was not a wise idea. But thanks to the awesome community here who is helping with some of these obscenely complicated scripted weapons and systems, it will come out eventually™...


Title: Re: [In Dev] Exigency Incorporated
Post by: HELMUT on October 26, 2013, 06:23:00 AM
Just gimme naow!

How about a download link? You shouldn't bother with the long and boring balancing phase of the mod. Just let the dirty job to us... Eh? Eh?


Title: Re: [In Dev] Exigency Incorporated
Post by: ValkyriaL on October 26, 2013, 06:30:36 AM
True, let the community have a part in balancing, and then decide what to do with that info since doing it yourself will take a very long time, i should know.



Title: Re: [In Dev] Exigency Incorporated
Post by: MesoTroniK on October 26, 2013, 03:12:34 PM
Unfortunately its more complicated then just giving out the dev version of the mod right now. It really is too soon to do that, they have serious problems at the moment. Huge sweeping balance changes incoming, and massive efforts to optimize the mod in general so its less computer mangling. Not everyone is so fortunate to have a 4.6ghz I7, my computer does not care, but slower rigs just cannot take it.

Right now its still just missions, they lack the hardware to do anything interesting in the campaign (logistic ships). Some art assets do not meet the current quality requirements. The Repulsor field is getting a huge rework so it calculates faster, looks better while doing it, and has more interesting mechanics. Some recent changes to that ship system have made my larger ships blatantly overpowered. Actually most of the scripts are potentially getting reworked somehow, I have a pile of things to do and my script guy is very busy also.

So I ask that all you guys be patient for now. "When the time comes, you'll know..."


Title: Re: [In Dev] Exigency Incorporated
Post by: Foxer360 on October 26, 2013, 04:45:33 PM
I have faith in you, you can do it!


Title: Re: [In Dev] Exigency Incorporated
Post by: MesoTroniK on October 26, 2013, 05:11:57 PM
This is why my mod is not ready for public consumption yet. Vanilla balance using not vanilla mechanics is really freaking hard...
 (http://www.youtube.com/watch?v=aoaUcf8tSmA&feature=youtu.be)


Title: Re: [In Dev] Exigency Incorporated
Post by: Foxer360 on October 26, 2013, 05:59:05 PM
Why don't you make every shot deflecte . Have a chance of generating flux?


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 13, 2013, 12:23:38 PM
Well in all honesty I do not feel this mod is ready for prime time yet. It is not well balanced, it is not well optimized (beware if you have slow computer), some art assets are not up to par, some art assets have not even been implemented yet, some of the scripts are out right broken or not working as intended, they do not have all the ships required for proper campaign implementation. I could still use some scripter to help with this mod and its annoyingly high complexity level (I'm java inept). But here it is at the behest of everyone's favorite modder who deals in fast moving green ships piloted by mutated humans from a vast fallen empire. Enjoy fighting what only appears to be an expeditionary fleet that secured a beach head star system through a black hole. They will not really leave the system, I still need to finish logistic ships and things like that first.

0.58d trailer (http://www.youtube.com/watch?v=rKQMLvjoP1U&feature=youtu.be) by Foxer360

(http://i.imgur.com/Asqc9cX.gif)

Updated, grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=6509.msg106583#msg106583).


Code:
* = Not fully tested
** = Not finished
*** = Broken

0.58d "Go time"

- Now 0.6.1a compatible.
- Changed the way some scripts work to avoid conflicts with other mods scripts, if they are using deprecated methods that pre date LazyLib.
- Exigency now has their own star system to use as a beachhead in the Sector.
- Added custom campaign song made by Psiyon, that shuffles with the default one.
- Improvements and redesigns to the sprites of all Exigency vessels.
- Improved 'Brain in a jar portrait', added 'Generic Guy' one also.
- Rewrote the descriptions.csv to improve the codex entries for many things.
- Sidecar fighter has been renamed to Kaivor.
- Minor improvements to the Ball Lighting Gun, and Repulsor Beam's beam sprites.
- Shortened the name of the CIGEN Recoilless-Cannon to just CIGEN Cannon to avoid clipping on the in game HUD, retained the long version in the codex description.
- Improved the CIGEN Recoilless-Cannon shell sprite.
- Improved the sprites of all Exigency turret weapons.
- Adjusted sound effects for Exigency weapons and ship systems.
- Added custom Exigency engine sounds.
- Added custom Exigency Hull_Style.
- Added the information to the ship_data.csv for the new game mechanics.
- Added Sidewinder Battery weapon.
- Added Elhiur class Interdiction frigate.
- Added Zephos class destroyer.
- Corrected Repulsor ship system flaws:
Massive optimization to the code so it is less taxing on your computer.
Now when controlled by AI ships it will be activated when under threat from projectiles also, not just missiles and proximity to hostile vessels.
No longer deflects enemy weapons fire vast distances (depends on range from which it was originally fired from).
Deflected projectiles now face the direction they are flying instead of being sideways some of the time.
The trajectory in which weapons fire is deflected is substantially more accurate.
Now works against Mx Array missiles, Hurricane MIRV sub-munitions, and Sabot SRM's.
Now able to "ping pong" weapons fire back and forth between two Repulsor equipped ships.
No longer crashes when hit by scripted weapons without requiring specific workarounds for each one to correct it, and also able to deflect scripted weapons fire now.
- Removed burn drive ship system from the Glynado interceptor.
- Rework of most Exigency ships secondary stats, repair rate, supply usage etc. etc.
- Exigency vessels can no longer mount the Expanded Missile Racks hull mod (thank god).
- Adjusted the collision radius of all Exigency ships to enhance the effectiveness of the Repulsor field ship system. By creating a larger stand off distance from the edge of its effective radius and the hull of the vessel, and having more even coverage on every side.
- Fixed Exigency weapons misalignment issues when mounted on hard points.
- Fixed the quirk of the Heat Seeking Mx Array missile and direct guidance variant types having different sized sprites.
- Fixed the offsets of Mx10 Array weapon so some of the missiles no longer fire from outside the launcher visually (some ships still clip slightly, nothing can be done about that).
- Slight reduction to the range and missile life time of the Mx10 and Mx4 Array weapons.
- Fixed the offsets of the Stinger Rocket weapon so they align with the firing ports better.
- Minor buff to the CIGEN Recoilless-Cannon's damage.
- Reduction to the CIGEN Recoilless-Cannon's ammo regen rate.
- Slightly reduced the rate of fire and ammo regen rate of Big Bang torpedoes.
- Reduced ammo capacity, and increased flux generation of the Vindictive Autogun.
- The Biomechanical Hull mod is now built into Exigency vessels instead of being removable.
- Added Integrated Targeting Unit, and Resistant Flux Conduits hull mods to the stock variants of pre-existing Exigency ships (Yria did not get Integrated Targeting Unit).
- Adjusted Ordinance Points value of all of Exigency built in weapons to try to get their auto resolve effectiveness in line.
- All Exigency built in weapons are no longer invulnerable to weapons fire.
- Changed Stinger Rockets to high explosive damage type, and increased rate of fire.
- Removed unused .wpn file.
- Most Exigency ships had their armor and hit points increased some (still low relative to conventional designs).
- Adjusted deployment point cost of most Exigency ships.
- Reworked Wargames mission to be more interesting.
- Added mission pitting random Exigency Incorporated ships vs a random stock fleet.
- Added mission pitting random stock ships vs a random Exigency Incorporated fleet.
- Probably some things I don't recall.


Title: Re: [0.6.1a] Exigency Incorporated .058d
Post by: Hyph_K31 on November 13, 2013, 12:30:02 PM
(http://i.imgur.com/YoqdThi.png)

Glares at the naysayers



Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 13, 2013, 12:33:17 PM
I'm a perfectionist, now please excuse me while I throw up.


Title: Re: [0.6.1a] Exigency Incorporated .058d
Post by: Foxer360 on November 13, 2013, 12:46:17 PM
I can chat on skype this afternoon!

Cleanup on isle Exigency, please.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Foxer360 on November 14, 2013, 09:15:21 PM
Hey everyone, I popped out a video for my good buddy MesoTroniK!

http://youtu.be/rKQMLvjoP1U

Also, PLAY HIS MOD! He's really talented and deserves more attention.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Uomoz on November 14, 2013, 09:28:36 PM
That was REALLY well made. Kudos to both of you!


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Foxer360 on November 14, 2013, 11:21:51 PM
Thank you mister Uomoz! That is high praise coming from such a prestigous person... 

On the other hand, some better editing software is my top priority! Movie makers is ok, but it feels limited in terms of custom, well, everything,


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 14, 2013, 11:30:41 PM
Thank you Uomoz, and Foxer360 that is a really nice video :)

I would recommend you check out AVS Video Editor.



Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Uomoz on November 14, 2013, 11:44:48 PM
prestigous person... 


Wait, eh, what? xD



Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: HELMUT on November 15, 2013, 07:29:12 AM
Foxer360, you should make some video trailer for every mods, those are awesome.

Downloading the current Exigency version and will give some feedback later, even though Foxer probably already said it all in his video.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 18, 2013, 07:52:35 PM
Just wanted to post a little update here to mention some things I forgot in the 0.58d release notes, and to talk about some stuff for the future.

Also if anyone plays my mod I really could use some input on it as far as general balance and performance.

One thing I really never made clear is that Exigency is not a playable faction in the sense that they have stations in the sector. They are performing a hostile take over, and if you want to use the crazy hardware they deploy you will have to work for it. I also forgot to mention that the Ulrith class capital ship and the Repulsor drone shown in the original post are not actually implemented yet. I'm working on some special things for them so they turn out amazing. Also I updated the list of portraits there, I replaced the really old one that was not up to par and added new ones. But they will not be contained in the public build of the mod until those ships I just mentioned are put in. Along with those things expect the next update to have a serious rebalance of the Irithia Combat Carrier. In my opinion its close to balanced right now, but when there is a dedicated warship it will have to be weakened so both vessels have more defined roles. Depending on how motivated I'm feeling, and if perhaps these scripts gets fixed up (still need help with that) the next version might replace all those question marks in the original post ;)


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Trylobot on November 20, 2013, 08:55:09 AM
So.. many.. missiles!!!

<3 it as always Meso


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 20, 2013, 04:05:13 PM
You!

The man with a plan, well I have some certainly...


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: EnderNerdcore on November 22, 2013, 09:39:56 AM
Your art is absolutely top-notch, on par easily with Blackrock and Vanilla.

Gonna have to try this out.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Lakis on November 22, 2013, 11:31:41 AM
This is an amazing mod, I just wish it was Exerelin compatible.

Ah well, can't have everything thing, for now I'm loving it on its own hehe...


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on November 22, 2013, 03:11:55 PM
Well I should probably work toward Exerelin compatibility, right now I feel the mod is very incomplete though missing logistic ships, more warships / fighters, improving the scripts, and combat balance. One thing another modder pointed out to me is that they lack reaction based weapons, strike weapons things for taking advantage of moments of weakness of the enemy. Exi is unmatched in protracted engagements wearing down the enemy, and few have enough point defense weapons to nullify the missile salvos that replace the role of conventional guns. I think subconsciously I do not even enjoy my piloting my own ships, perhaps because of the reaction based weapon thing I just mentioned. I find them incredibly entertaining to fight against though (which is why they are set up as the invaders). Also the idea of giving them bursty weapons makes me unsure, technically you can do the same thing with a well timed Repulsor field activation which is just about the most troll thing I can think of for this game. The harder you hit an Exi ship when its active, the harder you are hitting yourself (excluding beams).

Well that was a bit rambling self criticism, I need to keep working on them...


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Gilgamesh on November 22, 2013, 08:06:44 PM
Hey, great portrait work! One of the things sorely missing in many mods is a large enough selection of unique portraits. Quite understandable considering that it's quite different than doing sprite work for ships, but I'm glad your mods incorporates unique portraits.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: ValkyriaL on November 24, 2013, 07:16:38 PM
http://www.youtube.com/watch?v=fYyEsyF9XD4&feature=youtu.be

The wall of point defence VS the sea of missiles, who will win?

=)


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: HELMUT on December 02, 2013, 06:04:20 PM
Ok i played the campaign with them and against them. And honestly i have no idea about the balance as their performance are extremely random.

Sometimes my ships (either Exi or independents) will monumentally kick the other faction ass, the next fight, it's the absolute opposite. It is almost impossible to predict how a battle will end. It happened once when i fought a lone Exi frigate, i unleashed hell on it and to finish it fast, bam, last second reflect and two hellbore rounds bounced back on one of my frigate. Another battle, i challenge an Exi fleet with a cruiser, two frigates and a couple of wings, i only had two brawlers and one mule. The Exi cruiser for some reasons didn't see fit to reflect my twin accelerated ammo feeder mauler and died in seconds.

So yeah, there is an awful lot of random parameters to determine if they are balanced or not. This faction is like a Russian roulette, it's either Jackpot or die. It can be very frustrating to see your own fleet getting shredded and sometimes for no reasons. Then again, it's hilarious to see a destroyer taking down an Onslaught with its own firepower.

Oh also, i learned the hard way to never engage an Yiria with a repulsor in a 1v1 fight. No matter what, you'll never get into range.

While they can be a hit or miss against most factions, they are definitely screwed if they encounter a fleet with beam based weaponry, like Tri-Tachyons. I only managed to take down a Paragon only once in my campaign, i was forced to ram it with Irithia to unleash the torpedoes at point blank range, and it was a lone Paragon with one frigate or two against my entire fleet. Tachyon lance will blow two or three ships before you can finally engage the fatty at missile range, then you have to break its shield while soaking the lance shots. For my independent campaign against Exi, i just spammed Sunders and Eagles with beams, there were no survivors.

In conclusion i don't see any game-breaking problems with them. Just something that might be needed would be a custom hullmod or something that reduce damages from beams as right now it is the scissor while they are the paper.



Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: MesoTroniK on December 02, 2013, 06:36:17 PM
Helmut you pretty much said it like it is, EXI is the personification of chaos in Starsector. And it somehow works, push the button!

(http://i492.photobucket.com/albums/rr285/darvus1/Chaosbutton_zpsbfc707e1.png)

I've thought about a unique built in beam resistance hull mod, not quite decided on it yet. And damn EXI really does hate Tachyon Lances, I know.

Edit: I did have a video here earlier, and I removed it just now. I forgot I had some experimental weapon script running that does not represent what I am trying to do. I apologize and will put up a new one soon.


Title: Re: [0.6.1a] Exigency Incorporated 0.58d
Post by: Gotcha! on December 03, 2013, 04:43:23 AM
Here's a video for you. http://www.youtube.com/watch?v=Xu3FTEmN-eg


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 08, 2013, 03:54:44 AM
Now available in Uomoz's Sector: Journey (http://fractalsoftworks.com/forum/index.php?topic=1799.0).
A mod compilation pack, that contains some of the more interesting vanilla balanced faction mods and also adds some interesting new campaign features.

Also hoping to have an update out next week that includes the new portraits, an escort carrier, maybe some fancy new scripts, and the battleship will be delayed a bit longer as it is really hard to get right. Also here is some random video out of boredom that includes some mysterious other mod project of mine it seems...

Iritha vs familiar foe, then much less familiar ones? (https://www.youtube.com/watch?v=pUBv1AOP_ss)



Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: Foxer360 on December 08, 2013, 08:48:16 AM
Congrats on integration! I should get my butt movin' to start modding again.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 18, 2013, 08:35:28 PM
Here here I bring forth news from beyond Tasserus everyone!

There is an extremely rare crash bug right now (I encountered it three times). But it is now fixed thanks to LazyWizards update of his LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) utility mod. This same issue with the old LazyLib version could possibly cause rare crashes with other mods, and it also adds new functionality so I recommend updating to the new version as soon as possible.


Relating to Exigency Corp itself, expect a new update very soon with many quality of life improvements that will likely include:

(http://i.imgur.com/Rs16dQB.png)

(http://i.imgur.com/kXuVDMW.png) (Beam Resistant Armor hullmod)

Better descriptions for their assets, balance improvements, full implementation of the new portraits and other assorted graphics, and improved visuals for the Repulsor system when it repulses stuff. Unfortunately do not expect to see the Ulrith battleship and it's special weapons and drones yet, that ship is breaking my balls trying to balance it.

"When the time comes, you'll know..."


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: kazi on December 18, 2013, 11:05:10 PM
That sprite seems almost a little too smooth and perfect for my tastes  :P.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 18, 2013, 11:12:11 PM
You could have a point. But technically it is no more smooth and perfect than the other ships excluding capitals with the texture representing denser armor than considered normal for most of their ships, it just has a larger surface area than all other sub capitals.

And gratuitous greebles in my opinion just do not look good on these ships, they are supposed to be marvels of bio mechanical engineering beyond the understanding of the other factions of the sector. Though they are not exactly hard to blow apart or anything ;)


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: Erick Doe on December 19, 2013, 07:08:01 AM
I am impressed with the quality of your sprites and portraits. I'm not that easily impressed.  ;)


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: HELMUT on December 19, 2013, 08:46:19 AM
Like kazi, i find it a bit plain in comparison to the other ships. The armor plates would maybe look better with the same texturing the Irithia and the Ulrith use. A bit like this:

(http://i.imgur.com/HCS6HC7.png)

Speaking of the Ulrith, what's the problem with it? Isn't it just an Onslaught version for Exi? Or does it have some fancy perks that make it different from the rest of Exi's fleet?


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: ValkyriaL on December 19, 2013, 12:03:55 PM
it pisses missiles like a god damn waterfall, but thats old news. =I


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: Doogie on December 19, 2013, 12:17:34 PM
For that new ship you should add one of those curvy spiky engines on the left side. It'll fit in with the rest if you do that.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 19, 2013, 05:12:15 PM
Hmm, I will take another look at the sprite of the Nasir...

About the Ulrith, that ship has some very complicated problems :(

They come from multiple issues all compounding together: The ship is enormous in square area, but the shape is very pointed so it has a lot of empty space inside of the collision radius. The way the Repulsor system works with finite amount of times it can attempt reflect something per second inside of it's radius and the 20% chance to fail per check, this makes larger ships exponentially harder to penetrate through the field when it is active. Try your self if you are wondering, shoot at the different sized ships, it is all the same system but the stand off distance changes the performance dramatically. If the vessel took up the canvas in a greater proportion of it's entirety then there would be no issues.

My solution for this was giving the ship massive quantities of unarmed drones equipped with Repuslor fields. On vessels that small a majority of shots actually bypass it, and so this is actually a decent solution that is also pretty damn cool but requires a lot more fiddling with.

The biggest issue with the ship is that it wields overly gratuitous levels of firepower, the ability to casually launch massive missile swarms while being the only Exigency ship to have legitimate levels of modular turrets. Even worse is because of the shape of the ship and the turret layout: It can fire every single one of it's turrets at the same time except for the two in the back at any decent sized target directly in front of it. This produces a perfect kill box that nothing can withstand, all the while pelting the enemy with missiles from all directions simultaneously :-\

Believe me I want this ship to exist, but I am a stickler for vanilla balance and it is challenging to achieve that with such an atypical faction. I would like to think of some odd weakness for this ship, something crazy with scripts rather than simple stat nerfs. What could possibly go wrong?



Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: ValkyriaL on December 19, 2013, 05:25:47 PM
make it mechanically unreliable despite max CR, since it could be a prototype and everything is so high tech and nobody knows how it works, so it breaks down during combat.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: kazi on December 20, 2013, 12:36:54 AM
You could nerf the firepower pretty easily by turning the six central turrets to so that they only functioned as broadside weapons. Three left, three right, and none of them forwards. Given the way you've laid out and drawn the mounts, it would still look normal as well.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 20, 2013, 12:44:20 AM
That would work with guns, but considering Exigency loves Sidewinder battery turrets with those awesome drunken missiles it would not actually work. And even if I set it so the AI has to aim them directly at the targets and not constantly spam them regardless of heading, that does not work if a player is controlling the ship.

The quest continues, I do not mind taking my time with this stuff and the idea of some sort of scripted weakness or malfunctions sounds infinitely more entertaining ;)


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: kazi on December 20, 2013, 12:54:08 AM
Maybe have them all function on the same "power circuit" or something. Firing one increases the cooldown for the others. Firing all of them at once gives a huge burst, but also a huge cooldown. To maximize DPS you'd have to time/alternate your shots. Just brainstorming here.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: MesoTroniK on December 29, 2013, 05:39:59 PM
Ramming, throwing rocks with Scalar Deracinators? That is all good stuff, but lets have some Fun with Repulsors (https://www.youtube.com/watch?v=2BcAiSwu-To).

Also there is some teasers in that video of random things I am working on, but I have been rather preoccupied lately and the release schedules for all my projects were pushed back :(


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: Farlarzia on February 27, 2014, 08:32:04 AM
Hey, I was just wondering what was happening with this mod, as I haven't heard much from this mod for a while and was wondering how progress was going, as I know you have a lot of other little side projects as well!

I noticed in the vid for the Imaginos, that you mentioned there was a dev build for this, and just thought I would check back on this mod, as its one of my favourites, and to ask what we can expect in the future.


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - maximum chaos
Post by: Tecrys on February 27, 2014, 09:28:47 AM
Hey, I was just wondering what was happening with this mod, as I haven't heard much from this mod for a while and was wondering how progress was going, as I know you have a lot of other little side projects as well!

I noticed in the vid for the Imaginos, that you mentioned there was a dev build for this, and just thought I would check back on this mod, as its one of my favourites, and to ask what we can expect in the future.

Don't worry, he'll be back with something big ...


Title: [0.6.1a] Exigency Incorporated v0.58d - OUTDATED play at your own risk
Post by: MesoTroniK on February 27, 2014, 02:37:28 PM
Well to be honest it is not going to be as big of an update I would prefer it to be, free time issues keep getting in the way. I have been reluctant to post any status updates here, but if you watch closely I have been releasing little snippets of things to come. There is a lot of out of date information in the original post, and even things that are not even present in that old version of the mod. My plan was just sort of to blind side everyone with the new version, but since you asked I will tell a bit more.


- Exerelin compatibility
- New ships
- Pirate sub faction
- Massively improved ship sprites
- Improved weapon sprites
- Much better custom weapon and ship system sounds
- Additional original songs
- Better balanced weapons and defenses
- Tweaks to bring it in line with 0.6.2a
- Better optimization (if your system cannot run at 60 FPS when Exigency is fighting with missile spam and their gimmicky scripted stuff, expect roughly a 4 FPS improvement over 0.58d)
- Boss fleet invasions
- More polish on everything
- Many things not mentioned here yet


Wait and see, while trusting in me :)


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - OUTDATED play at your own risk
Post by: kazi on March 03, 2014, 01:24:20 AM
Just wanted to chime in and say I'm REALLY looking forward to this update!

*gets back to work on REDACTED*


Title: Re: [0.6.1a] Exigency Incorporated v0.58d - OUTDATED play at your own risk
Post by: Nanao-kun on April 27, 2014, 01:44:49 PM
Quick bump here for the impending™ update of Exigency Incorporated.
Is this Valve Time™, or Blizzard Time™?


Title: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 28, 2014, 12:46:55 PM
Is this Valve Time™, or Blizzard Time™?

Neither, it is update time!

From the back stage ladies and gentlemen, I present the long overdue update of Exigency Incorporated. Why did it take so long you might wonder? Well to put it bluntly consider this a complete rebuild of the mod.
Every sprite was redone, all new custom sounds were added, most of the scripts were improved and optimized, all the writing was redone, everything was given a balance pass, more music was added, more ships and weapons were added, a new mini faction that is part of the back story was added, new campaign features were added, and virtually every bug, quirk, and gameplay issue was solved.

While there might have been some procrastination involved, in the end it was a rather large effort to get here and many thanks to the skilled coders who assisted with some of the more complicated issues.

So go ahead and grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=6509.msg106583#msg106583).

Changelog:
0.59a "Chaos reborn"

Please note this will break save games if anyone is still using 0.58d.

New content:
- Added a new faction called the 'Ahriman Association'. They are rogue Exigency Corporation employees that took technologies and secrets with them starting a new sophisticated pirate faction in the Sector, with common rabble  rallying under them. They wield hybrid designs that share the traits of both Exigency Corporation and Mastery epoch technologies and are extremely dangerous opponents. They have a station out in hyperspace where you can purchase the hybrid ships and low tech vessels. This will also be the only location to purchase genuine Exigency Corporation vessels and modular components in small quantities (they will still appear in the Askonia system station until that "feature" of vanilla is corrected). Anywhere the Ahriman Association is present will be a extremely dangerous place to be, as the Exigency Corporation does not tolerate the use of their technologies in foreign hands.
- Added Gehenna class capital ship (Ahriman Association vessel).
- Added Harinder class cruiser (Ahriman Association vessel).
- Added Kafziel class light carrier (Ahriman Association vessel).
- Added Azryel class destroyer (Ahriman Association vessel).
- Added Rauwel class frigate (Ahriman Association vessel).
- Added Azazel class fighter (Ahriman Association vessel).
- Added Nasir class light carrier.
- Added Indra class frigate and its special built in CIGEN Repeater weapon, Burst Repulsor ship system, and Evasion Jets ship system (yes two ships systems, Evasion Jets are activated with right click).
- Added Naxos class bomber.
- Added Lancet ASM Launcher and Lancet ASM, mounted on the Nasir class and Naxos class respectively.
- Added 'Insider Trading' mission.
- The Exigency Corporation now launches a massive invasion fleet every 40 days that randomly chooses a single star system to attack. They will fight there until they are destroyed, low on supplies, or forced to withdraw.

New / changed visuals and audio:
- Added new portrait 'Audio Only' (Ahriman Association).
- Added new portraits 'Cigarette Woman', 'Generic Guy #2', and 'Admiral Von TroniK'.
- 'Cigar guy portrait' is removed.
- All mod portraits are now usable by the player with the exception of 'Audio Only'.
- Massive improvements to the sprites of all Exigency Corporation vessels (except for the Ulrith and its special Repulsor drone which are slated to be added into the mod in a future version).
- Enhanced the sprites of all Exigency Corporation turret weapons and missiles (except for the Hunter Killer Launcher which is slated to be added into the mod in a future version).
- Replaced all weapon and ship system sounds with custom ones made by Cycerin.
- Added customised explosion graphic to the Big Bang Torpedo with unique detonation sound also.
- Removed the custom engine sounds as the quality of them was not up to par and they conflict with other mods, this will be a correctable issue in the next update of Starsector when new and improved ones will return.
- Volume corrected the campaign song 'Stellar Remnant' from the last update, while also playing it a higher quality.
- New songs by Psiyon:
Campaign; 'Unknown'.
Combat; 'Exigency', 'Catastrophic Systems Failure', and 'Gliese 411 B'.
- New songs by Kazi:
Campaign; 'Fear Machine', 'Into the Black', and 'The Expanse'.
Combat; 'Steel Rain'.
- New combat song 'Rust' by Curtis Schweitzer, used under the Creative Commons License. https://soundcloud.com/curtis-schweitzer/if-i-scored-rust-i-think-id-go
- Changed the Exigency Corporation's faction color on the campaign map to a much more intense blue to further distinguish them from other mod factions.

Balance changes / other random tweaks:
- Changed values in the ship_data.csv to fit the new standards for the 0.6.2a update of Starsector.
- Rebalanced the prices of all ships, before some were way overpriced for what they are. But in the end they cost more than vanilla ships since all Exigency Corporation and Ahriman Association vessels have many built in weapons. So they should cost roughly the same as a fully equipped vanilla ship after the few modular weapons slots on the mod vessels are filled.
- Expanded the list of possible ship names in the campaign.
- Rewrote the descriptions.csv and all writing in general to a much higher standard.
- Ball Lightning Gun was nerfed by decreasing the frequency of consecutive EMP arcs by roughly 62% and the Energy / EMP damage done by the arcs to 40 / 40 from 50 / 50. Also reduced the Energy / EMP damage done by the beam  itself to 40 / 40 from 50 / 50.
- CIGEN Recoilless-Cannon had its damage nerfed to 1100 from 1300. Also improved the visuals with an enhanced shell sprite, while also adding a glow effect to it to make it more visible on the battlefield.
- Stinger Rocket was renamed to Stinger Rocket Launcher, to clear any possible confusion with the new twin shot version which uses the old name and is mounted on the Naxos class bomber.
- If you use LazyLib 1.8c (1.7 is obsolete now) along with all the changes in this update of Exigency Incorporated, generally combat will be less taxing on your computer.
- All deprecated methods in the scripts have been replaced.
- Repulsor ship system has been improved greatly in the following manners:
Now creates a visual effect and plays a custom sound when weapons fire is deflected.
Memory leak was fixed.
Rare bug when it would refuse to activate was fixed (probably).
Slowdown caused by deflecting weapons fire was optimised some.
Improved the AI so it activates it in more intelligent manners to provide a more effective defense.
- Tweaks to the shield piercing script, behaves the same in combat but creates the visual and sound effects more accurately (it used to sometimes make them even when the shells were not inside a shield).
- Sidewinder Missile AI now sends the missiles in even more chaotic flight paths while now properly reacting to flares, character skills, and the ECCM hull mod and is much more efficiently coded.
- Mx10 / Mx4, Sidewinder, and Stinger missiles now have a fuse that causes them to self destruct harmlessly two seconds after the engine fizzles out. This reduces the load on your computer during combat as they fire so many missiles, prevents players from exploiting the range of them via careful micromanaging that is something the AI can never do, and also decreases the chances of friendly fire incidents which were very common before.
- Exigency Corporation vessels are no longer restricted from mounting the Expanded Missile Racks hull mod.
- Changed the method for preventing shield hull mods from being put on Exigency Corporation ships. Rather than modify the vanilla hull mods to prevent installation to begin with which can cause issues if other mods are using the same method, it now removes the banned hull mods instantly after installing them in the refit screen. This can cause slight confusion if you are not aware of this, but it is a necessary method to ensure maximum compatibility with other mods.
- Added faction specific Beam Resistant Armor hull mod (-30% beam damage to both armor and hull) to all Exigency Corporation ships / fighters as a standard built in.
- Reworked the ship bounds of all vessels, moved engines, and moved hardpoint weapons to more closely mirror how vanilla ships are rigged.
- Reworked all variants so that some weapons are on alternating instead of linked firing modes now, and the order in which some of them fire is different. This was done to "shape" the missile salvos into formations and firing intervals to maximise the chance of successfully penetrating point defense grids.
- Irithia class capital ship had its max turn rate and turn acceleration stats nerfed substantially, its fleet points cost raised to 29 from 28, and its hitpoints and armor rating stats nerfed slightly.
- Zephos class destroyer had its max turn rate and turn acceleration stats buffed substantially, and its armor and hull stats buffed slightly
- Yria class frigate now costs 7 deployment points instead of 8, and its armor and hull were buffed slightly.
- Elhiur class frigate had its turn acceleration stat buffed substantially.
- Glynado class interceptor was nerfed by reducing the excessively wide firing arcs of its guns.
- Tweaks to the Wargames mission to be more interesting while including the new ships.
- Tweaks to the random battle missions to be more interesting while including the new Exigency Corporation ships and the new vanilla 0.6.2a Starsector ships.
- Moved the Tasserus star system a bit closer to the center of the map. Now located at 2060, 14500 was previously at 360, 17500.
- Increased the difficulty of attacking the Tasserus star system by adjusting the composition and the number of Exigency Corporation fleets active at once. They also patrol the system in more intelligent manners that make kiting or avoiding them much harder, while also preventing you from getting ambushed by 12 fleets simultaneously as soon as you pass through the jump hole (they no longer just clump around the planet).
- Changes to virtually everything in the mod, so numerous were these tweaks that I will just provide quick summary:
Added proper faction prefixes to literally every single file name and in the data and scripts themselves (was mostly just on graphics and sounds before).
Random changes in almost all the data files and scripts to tweak so many things I cannot possibly remember all of them.
Reduced the file size of the mod slightly by compressing and resizing some of images where that could be done without any noticeable loss of quality (but it is actually larger now because the mod has more of everything).
- Probably some things I don't recall.

Final notes:
To those that have been following me and enjoy the mod I apologize that it took so long to complete this update. There was much feature creep, and some on again off again work done to it. But in the end consider this the a complete relaunch of the mod as literally nothing was left untouched or improved in some manner.
There also might be hints of unexpected things intended for the future if you dig through the mod files...

--

Things that are on the very near future list of stuff is.
- More weapons
- More ships
- Another mini faction to flesh out the back story?

Any feed back on the update is appreciated as these guys are hard to balance but I put a lot of work into making them feel "right". And if someone can tell my if Linux hates it or not that would also be appreciated :)


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sundog on April 28, 2014, 03:28:42 PM
Excelent!  >:D

Unfortunately my graphics card blew up recently so I can't try it out properly yet, but everything looks amazing from what I can tell  :)


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Uomoz on April 28, 2014, 03:45:00 PM
IT'S GO TIME.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sabaton on April 29, 2014, 02:19:51 AM
 And what could the third faction be? Perhaps the mysterious beings from which Exigency got their, apparently alien, tech in the first place?


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 29, 2014, 10:17:59 AM
Excelent!  >:D

Unfortunately my graphics card blew up recently so I can't try it out properly yet, but everything looks amazing from what I can tell  :)

Oof, sorry to hear about your video card Sundog. When the time comes, you will know :)

And what could the third faction be? Perhaps the mysterious beings from which Exigency got their, apparently alien, tech in the first place?

Don't examine this too closely. But in all seriousness I do actually have the backstory all planned out in my head, but it will not be revealed until the Starsector campaign API is a bit more fleshed out and I allow the player to travel beyond Tasserus.

No these new guys are unrelated to the big picture, but some crazy idea for a mini faction that is designed to hard counter Exigency Corporation ships but at the same time Exi does the same to them. They will also have scripted gimmick traits, and the strengths / weaknesses of both factions would create asymmetrical mirror battles that should end in mutually assured destruction in theory.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: HELMUT on April 29, 2014, 12:04:36 PM
I think i'll never be able to field an entire Exigency fleet. The randomness of my allies is just keyboard-smashing infuriating.

WHY WOULD YOU CHARGE THAT EMP CRUISER YOU BLOODY FOOL! THERE YOU ARE! DEAD AGAIN! "smash F9 button".

Other than this, good job on that release. I definitely won't be able to properly play a "classic" Exi fleet. Can't let my fate in the hands of my fleet with its questionable tactical decision and the very unreliable repulsor system. I guess i'm too much of a control freak.

A carrier based fleet might be very fun though. Omnifactory is churning out Exi fighters, just have to get my hand on a carrier.

Exi ships are very fun as flagships however. A single Yria proved to be pretty damn efficient. AAs won't let me get much of those though, so it might take a while until i can toy with all of them.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 29, 2014, 12:36:26 PM
Thank you for the feed back Helmut, do they really still feel that random?

One of the goals of the update was to tone back the randomness of battles by making Exigency ships less vulnerable to beams, and making the AI script that controls the Repulsor much more intelligent. In my experiences things are a fair bit more predictable. But unfortunately when the AI decides to charge into a target that it has no chance of defeating, well there is not much I can do about that ¯\_(?)_/¯

And if I was to say where Exigency Corp's strength is, it would be their fighters and frigates. Heck, they do not even have any proper ships of the line yet. Although I would be curious to see a video of you playing Exigency Corp ships Helmut, I find it pretty easy to bully the enemy with them by constantly giving escort and movement orders to try to keep them back so the missile barrages and long range CIGEN Cannons can do their jobs. Also I find that the AI seems pretty adept at using them, when fighting against them in fleet engagements at least.

Do you have any angle on the Ahriman Association ships yet by chance? Also Zaphide updated Exerelin with Exigency Incorporated 0.59a support in his dev build if you grab it directly from his Bitbucket (https://bitbucket.org/Zaphide/exerelin/overview). Both factions are playable there and its a good way to play "pure" fleets of them; without the constraints of the way I setup the campaign in the standalone which is meant to be the beginning of their back story and will only get more interesting with time.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sundog on April 29, 2014, 01:31:21 PM
In my experience EXI ships are much more reliable when clumped together in groups of three, especially when each group has at least one ship with a repulsor beam. Fast ships won't charge to their doom when they have to escort their slow buddies.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: HELMUT on April 29, 2014, 01:43:42 PM
The thing with other ships is that thick armor and/or shields can forgive some of the AI's mistakes. Exi got neither, if an Exi ship does something stupid, it's doomed. Especially for frigates, losing your engine is very punishing for any ship but it's a death sentence for Exigency.

It's more of a first impression than a proper feedback though. I definitely still need to play some more, for now i'm just trying to "harvest" ships and weapons at the Omnifactory.

Sundog, yeah i just started to get a decent blob of frigate and they work better as a pack. I don't really like the Repulsor though, i had a bad experience once when my ally ship decided to throw an Enforcer with its engine disabled at my face, its maulers weren't disabled though. Also not always a good idea to use when chasing a fleeing ship. For now i prefer the Sidewinder, the Repulsor beam might find some proper use when i'll expand my fleet with bigger ships though.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sabaton on April 29, 2014, 03:10:19 PM
On a side note, when will Exi get the super cap ship that was shown some time ago? The gate guardian or something, the pain in the ass to balance.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sundog on April 29, 2014, 06:00:20 PM
..i had a bad experience once when my ally ship decided to throw an Enforcer with its engine disabled at my face, its maulers weren't disabled though.
Haha nice.

I agree that EXI ships are less forgiving of mistakes, but where vanilla ships have shields or thick armor, EXI ships have regenerating hull to help them make a comeback. At least, when they're not bursted down in one salvo...


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 29, 2014, 07:44:15 PM
On a side note, when will Exi get the super cap ship that was shown some time ago? The gate guardian or something, the pain in the ass to balance.

When it's done™. But seriously the sprite you see hiding in the install is the old version prior to the big rework of everything, it seems probable the reworked sprite is complete or close to it. And I think I have some better ideas now on how to fix the issues that it had with balance in the past, while still keeping it a powerful ship roughly on par with the Paragon.

I agree that EXI ships are less forgiving of mistakes, but where vanilla ships have shields or thick armor, EXI ships have regenerating hull to help them make a comeback. At least, when they're not bursted down in one salvo...

Do you feel like they are overly easy to burst down in one salvo? In general not very many vanilla ships or weapons can do that...


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Sundog on April 29, 2014, 11:19:37 PM
Naw, I don't think EXI ships are easier to burst down than vanilla ships, but I see how I could have given that impression. Vanilla ships die just as fast when they get themselves into sticky situations. I only mentioned burst damage because it negates the benefits of hull regen.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 30, 2014, 12:30:52 AM
Ok good, maybe I am not crazy then hehe. I spent a lot of time playtesting and can say with confidence that they are as balanced as you can reasonably expect against vanilla ships, for breaking so many "rules" of the game...

Anyways, feed back is always appreciated and expect the update cycles to go a bit faster from now on :)


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: HELMUT on April 30, 2014, 10:59:29 AM
Do you feel like they are overly easy to burst down in one salvo? In general not very many vanilla ships or weapons can do that...

Missile based ships like Buffalo MKII can burst down many ships, especially when they enter "panic mode" and unleash all their payload. I'm always playing with Starsector+, so it's not unusual to see some fancy variant with powerful missile like the voidspear from BRDY, even on low-tech ships.

The main problem with frigates is that when an enemy is badly damaged, your frigates tend to hug it to lend the killing blow, when they lack shield they usually die in the explosion. I lost countless Exi frigates that way. I guess this problem will be solved later when Alex will introduce the officer system that'll you can tweak the ship AI, a bit like in UsS mod currently to avoid your ships to be too aggressive.

I tried all the frigates available for now. I'm not sure what is the role of the Elhiur, it's fast and small but that's all, it's extremely fragile and will die to everything. As a flagship it can be an interesting starter ship or something like that, but once you get your hand on the superior Yria, the Elhiur can be sold, you don't want to let the AI pilot that thing.

The Rauwel is the exact opposite of Exi frigates, it's pretty underwhelming as a flagship but its toughness make it a perfect backbone ship for your fleet. While i was losing a lot of Yria before, the enemy is struggling to take down my Rauwel swarm. Plus the MX10 with the sabot cannon make it effective against everything.

I also got my hand on an Indra with full combat skill tree. It feel so glorious, would be fun to try a tree way battle between the Indra, Hyperion and Imaginos, just for maximum confusion.

AAs still don't want to sell me Exigency's destroyers and big ships. Welp, guess i have to camp the Sindarian station now.

Small anecdote, i ran out of fuel while going to the AA station, got stuck at Tasserus and was too slow to catch any Exi small fleet. FML.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on April 30, 2014, 04:09:19 PM
Quote
The main problem with frigates is that when an enemy is badly damaged, your frigates tend to hug it to lend the killing blow, when they lack shield they usually die in the explosion. I lost countless Exi frigates that way. I guess this problem will be solved later when Alex will introduce the officer system that'll you can tweak the ship AI, a bit like in UsS mod currently to avoid your ships to be too aggressive.

Yea, that unfortunately falls into the category of something I could correct but would rather not in the context of a faction mod. Vanilla will fix it eventually, or if you play UsS when the new Exi version is integrated very soon.

Quote
I tried all the frigates available for now. I'm not sure what is the role of the Elhiur, it's fast and small but that's all, it's extremely fragile and will die to everything. As a flagship it can be an interesting starter ship or something like that, but once you get your hand on the superior Yria, the Elhiur can be sold, you don't want to let the AI pilot that thing.

The only point of that ship is a throw away objective capper, or chasing down other small craft and even fighters. It is mostly useful in the early game but, with skill upgrades to get more OP's on it you could do some hilarious things with that small 360 degree universal slot. And yes that brings me to my next point, I do plan on making more turret weapons for Exi very soon. Stuff like modular (but weaker) versions of the built in shield piercing weapons, artillery missile launchers with custom guidance AI, and maybe some other stuff so the variants can be diversified and also more loot to put on non Exi ships :)

Quote
The Rauwel is the exact opposite of Exi frigates, it's pretty underwhelming as a flagship but its toughness make it a perfect backbone ship for your fleet. While i was losing a lot of Yria before, the enemy is struggling to take down my Rauwel swarm. Plus the MX10 with the sabot cannon make it effective against everything.

Does it feel overpowered to you?

Quote
I also got my hand on an Indra with full combat skill tree. It feel so glorious, would be fun to try a tree way battle between the Indra, Hyperion and Imaginos, just for maximum confusion.

That ship is hilarious to use I know, really high skill floor and ceiling though.

Quote
Small anecdote, i ran out of fuel while going to the AA station, got stuck at Tasserus and was too slow to catch any Exi small fleet. FML.

To be honest that part of the, map is supposed to be very high risk vs reward kind of area. But the way the fleets patrol static positions in Tasserus for a while before moving on, you should be able to catch any of them in theory.

Quote
AAs still don't want to sell me Exigency's destroyers and big ships. Welp, guess i have to camp the Sindarian station now.

Heh, I really hate how the resupply works for the Askonia system station. Alex will correct it eventually when the factions are "proper". Anyways the way the resupply script for Avesta Station works is like this.
       
Code:
RESUPPLY_GOODS.add(new GoodInfo("exigency_compactfrigate_Hull", // Hull ID (String)
                FleetMemberType.SHIP, // Ship type (FleetMemberType)
                3, // Max allowed in inventory (int)
                .05f, // Chance of restock per week (float)
                1, // Minimum added per restock cycle (int)
                2)); // Maximum added per restock cycle (int)

It is mostly just how the dice rolls to add something every week, and everything that is in the resupply list has different probabilities and other stats on it. Some thing are very rare, which is honestly my intention per the storyline etc. If you want some stuff to be more common, just edit the script as it is very well commented and easy to change.

Locate the script at:  data/scripts/world/systems/ExipiratedHyperStationResupplyScript.java


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: Foxer360 on April 30, 2014, 07:01:53 PM
Hey yall, made another video trailer for Exigency! Cheers to Mr.MesoTroniK for a great mod!

http://youtu.be/y5xvXwVHg5M

Watch to the end... and enjoy!


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: HELMUT on May 02, 2014, 02:56:03 PM
Does it feel overpowered to you?

Nah, i think not. While it's a though frigate, it's still "just" a frigate. Its utility become limited against bigger ships.

Just played a carrier campaign in Exerelin, unfortunately it was pretty underwhelming.

Glynados are reasonable cannon fodder crafts. I found them slightly inferior to the Talon as their autoguns can't turn like the Talon's turret. Kinda meh as an interceptor as it can't actually intercept things in time. Only interesting if you can spam an outrageous amount of those, assuming you can take down bigger targets faster than their flaks can decimate you.

The Kaivor is much better, not only it's a good interceptor but the Mx4 make it relatively useful against bigger targets. When fielded in mass, their repulsor can protect each other so they can be pretty though to take down.

The Naxos however is the weak point of the Exi fleet. The lancet missile by itself is extremely weak as it can be very easily intercepted. Because of its longer range than the rockets, the bomber always fire it first and it end up wasted against PDs fire or shields. The rockets works better but it still have a hard time breaking enemy shields and heavier armors.

I encountered the Hegemony in Exerelin and as usual they liked fielding capital based fleets of one or two Onslaughts with a bunch of Dominators. But even with more than a dozen wing of Naxos i struggle. The first coordinated wave will always wreak one ship or at least damage it badly but then come the other problem with this bomber.

It need a lot of launch bays to be re-armed, which Exigency lack. The Nasir works okay early game but you can't afford to field a lot of those later one when your logistics points are invested in more bombers. Also the Nasir have very limited utility in combat. The Irithia have the same problem, 2 launch bays are very few for its logistic cost. As such, Bombers can't be resupplied fast enough to attack in swarm and can't break the enemy defenses anymore. One possible solution would be to give it more ammo capacity, enough for two or three bombing run, like the Piranha. That way it will still keep the pressure on the enemy and let the carriers more time to resupply the rest of the fleet.

Exigency works better as a semi carrier fleet. Kaivors are good all around fighters that can keep the enemy shield under pressure while the rest of the fleet, especially the Irithia with its torpedoes can land the killing blow. But as a pure carrier fleet? Not really convinced.

Just thought about a big band torpedo bomber, now that would be much more handy to take down big ships!

Also, nice video Foxer.


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: MesoTroniK on May 02, 2014, 05:06:12 PM
Talon's and Glyando both have 5 degree arcs for their weapons. Also Glynado is faster than a Talon, with much better anti armor firepower. I understand how you might not like the Naxos, but in my experiences I find them more reliable than Daggers. Naxo's are faster, have firepower that is impossible to intercept 100% of, their Repulsor field is part of their offensive package, and with Dagger it is either nuclear sucker punch or epic fail with no middle ground at all. I can see your point about them not having enough fighter bays to support a carrier based fleet but I cannot really buff the Irithia or reduce its fleet point cost. It is almost as powerful as real battleships, yet has two flight decks which is a tough compromise to also balance properly at the same time. And a bomber carrying a Big Bang would look a bit odd considering how large that weapon is ;)

Anyways Helmut, your thoughts are being taken into consideration. But in the near future I am going to make a few more kinds of turrets with more alpha strike than what is currently available like was mentioned previously. And in the less near future I am going to make a whole new line of ships following different design philosophies.

Basically every vessel they have now are glass cannon specialists, the new classes will be more generalist ships of the line. The first ship that will be built like that is the Ulrith Dreadnought, trading most of their built in weapons for turret arrays, stronger armor and hull that is less skeletal looking, while retaining the classic Repulsor / no shield and hull regen defense. They will be balanced in a manner so that both these and the specialist hulls are equally useful.

Expect a quality of life patch here relatively soon™


Title: Re: [0.6.2a] Exigency Incorporated v0.59a - "Chaos reborn"
Post by: HELMUT on May 03, 2014, 07:53:04 AM
Talon's and Glyando both have 5 degree arcs for their weapons. Also Glynado is faster than a Talon, with much better anti armor firepower.

Hmm? That's weird, i swear my Glynado are having some trouble in the campaign despite apparently being superior to the Talon. Maybe the slow projectile speed of the Vindictive autogun make them miss a lot? The explosive damage type not being as effective against hull? Not really sure anymore...



Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on May 11, 2014, 08:09:13 PM
So fellow modders and malcontents, here is another update. Why would I bother to release a new one so soon that has no real content, but instead is just some balancing and fixes? Well the answer is more speed! All scripts were updated again to be much more efficient and the biggest optimization was using completely new AI on the Mx missile weapons that acts slightly different in combat, but is much faster than the vanilla AI which were never meant for firing in large swarms like my mod does.

Basically if your computer cannot maintain 60fps in combat with Exigency's missiles barrages and other scripted gimmicks, 0.59b is roughly 6fps faster than 0.59a. For point of comparison 0.59a was about 5fps faster than 0.58d. For all intents and purposes, during combat this mod is no slower than vanilla now. So I highly recommend updating to this version as soon as possible and enjoy the speedups and other tweaks :)

Now compatible with Exerelin - Dynamic Sector and Faction War (http://fractalsoftworks.com/forum/index.php?topic=6053.0).
(Dev version of Exerelin only for the time being.)


So go ahead and grab the new version from original post (http://fractalsoftworks.com/forum/index.php?topic=6509.msg106583#msg106583).

Changelog:
0.59b "More Speed"

- Complete redesign of the Mx series missile launcher weapons, instead of using vanilla missile AI profiles they now have custom ones that behave slightly different in combat but are much more optimised. Approximately 50% less CPU time is required to process the Macross Missile Massacres!
- Most of the scripts were updated to Java 7 standards, cleaned up and commented more thoroughly, and packed into a .jar for even more optimisation.
- Overall if your computer cannot maintain 60fps in combat with Exigency's missiles barrages and other scripted gimmicks, 0.59b is roughly 6fps faster than 0.59a. For point of comparison 0.59a was about 5fps faster than 0.58d. For all intents and purposes, during combat this mod is no slower than vanilla now.
- The Ahriman Association station now has Veteran Crew added via the resupply script (forgot that before).
- Corrected some minor mistakes in all of the the .SHIP files.
- Corrected minor mistake in the sounds.JSON.
- Moved the Tasserus star system westward so it is spaced farther from the Kadur system (from another mod). Now located at -2450, 14500 was previously at 2060, 14500.
- Buffed the Repulsor ship system slightly by improving the reaction time of the AI for it by a small amount.
- Twin Sabot cannon and Sabot cannon weapons were nerfed slightly by reducing the muzzle velocity to 1000 from 1200.
- Stinger Rockets were buffed slightly by no longer having a self destruct fuse.
- Removed some duplicate weapons that are no longer needed due to script changes.
- Some file / folder structures were rearranged.
- Changed listed difficulty of the Wargames mission to HARD.
- Minor changes to all of the missions.
- Two new portraits are available to the player that will also be used for the mysterious third faction someday™.
- Minor change to the Lancet missile sprite.
- Probably some things I don't recall.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on May 26, 2014, 10:39:42 AM
So I had a question for anyone who follows this mod. Would it be preferable if I did frequent small updates, or large polished releases with a lot of content and fixes but at a vastly reduced pace? The latter of which is my normal way of doing things.

I ask this as my pace of modding is erratic. Sometimes it goes fast and sometimes it goes slowly, and not many people comment in this thread. Likely because most enjoy this mod inside of Uomoz's Sector: Journey. And on top of this they are likely considered as NPC ships generally; even though purchasing them is not that hard anymore (in the standalone / Starsector+ / Exerelin).

Anyways, any opinions on this subject or just on the mod in general is appreciated :)


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: Toxcity on May 26, 2014, 11:16:43 AM
I think this mod is generally vanilla balanced, the only problem being that the AI for ships uses the same tactic when reflectors are on and off.

The only ship I have a problem with is the Indra. Imo it doesn't warrant the 15 deployment point cost.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: HELMUT on May 26, 2014, 11:31:55 AM
The Indra is a monster. Sure you can't customize it like a Hyperion but it's still one of the most powerful modded frigate. It's bloody agile, can throw projectile back at the enemy face and its CIGEN repeater ignore shields, against high tech opponents, it's extremely powerful.

Not that great against armored ones though. Exi seems more able to take on Tri-tachyons than Pirates or the Hegemony.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: Debido on May 26, 2014, 01:46:33 PM
Indeed Exi seems more capable against ships that have less armour. Once the shields are down on a high tech ship the MX missiles go to work and can strip back the armour with ease compared to the thicker armour of low tech ships. You still have to overwhelm those shields though.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on May 29, 2014, 01:44:49 AM
"Shaders are here to stay!" -ValkyriaL


(http://i.imgur.com/elpF2l5.png) (http://youtu.be/Cq1RDTLcCYk)

Nothing http://i.imgur.com/ifpEC7G.jpg
Material + Normal maps http://i.imgur.com/szDIzt8.jpg

Nothing http://i.imgur.com/oovTmXi.jpg
Material + Normal maps http://i.imgur.com/KNYVq9c.jpg

Nothing http://i.imgur.com/LknUbkZ.jpg
Material + Normal maps http://i.imgur.com/Qqe7Ccj.jpg

Nothing http://i.imgur.com/dT7eyFl.jpg
Material + Normal maps http://i.imgur.com/lceFhLr.jpg

Nothing http://i.imgur.com/TgFtkqf.jpg
Material + Normal maps http://i.imgur.com/GVjSwpM.jpg

Dynamic lights are coming soon™, courtesy of the malcontent lost Corporation everyone loves... to get atomized by ???


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on June 14, 2014, 02:32:08 AM
Soon™, the first update to no longer be called 0.5 something will be arriving...


(http://i.imgur.com/2WIGOuZ.gif)


Right click ship systems for every Exigency Corporation vessel (excluding fighters), balance changes, a new weapon or two, and other random fun content.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: HELMUT on June 14, 2014, 03:42:09 AM
That's... A weird ship system.

Did it just swallowed the Enforcer projectiles, teleported and threw them back?

Damn, it was already dangerous to engage Exigency with high damage weapons, now it will be even worse. Porcupine faction?


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on June 14, 2014, 03:45:18 AM
That's... A weird ship system.

Did it just swallowed the Enforcer projectiles, teleported and threw them back?

Yes, it also moved the asteroid with it... muahahha


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: HELMUT on June 14, 2014, 04:35:42 AM
So it basically teleport anything in certain radius around the ship? Can it teleport other ships? (friendlies and enemies?)

If so, it could be extremely powerful in the hands of the player. See that annoying enemy carrier? Teleport it right in the middle of your fleet and slaughter it. One of your ship is in a bad position? Teleport it to safety. Your capital ship is too slow? Teleport it to the frontline!

There's probably many more tricks you could do with this. But it will probably also depend of the teleporter cooldown.

Eh, actually it would be fun to have an exclusively dedicated ship for this role.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on June 14, 2014, 04:45:57 AM
It only grabs enemy weapons fire and asteroids, not ships and this happens in a pretty small radius around the Zephos.

But there is other crazy things coming, I likely will not do any more previews but it will prove entertaining :)


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: ValkyriaL on June 14, 2014, 05:23:22 AM
The Dreadnought's hunger is ravenous.... ::)


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on July 16, 2014, 04:17:41 PM
Ok a little bump update here for anyone paying attention. The 0.6a patch is nearly done, just little polish things left and some sound stuff. So any balance changes, requests, or anything you want to suggest or have tweaked now is the time.

Keep in mind that the whole mod will kind of be thrown into chaos with these right click systems, should be good fun and they are probably balanced pretty well.

It will contain no new ships (saving those for next patch is likely), one new weapon to refit the Naxos bomber, but lots of polish, gameplay / balance tweaks, and when I say those right click systems changed everything about how Exigency Corp ships play... that is not an exaggeration.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: Psiyon on July 16, 2014, 05:44:59 PM
It will contain no new ships (saving those for next patch is likely), one new weapon to refit the Naxos bomber, but lots of polish, gameplay / balance tweaks...

And don't forget the album's worth of music that I composed for it XD


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on August 04, 2014, 04:55:36 PM
Well due to some delays because of multiple issues all compounding together, here have another teaser...

(http://i.minus.com/ij1YmDeACOzkt.gif)


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: Sabaton on August 05, 2014, 10:50:34 AM
 Looks like you fired that scrambler system a little too soon.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: Dark.Revenant on August 05, 2014, 01:47:30 PM
It's more that pilums are largely too slow to actually miss the ship by the time you can hack them.


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: MesoTroniK on August 25, 2014, 04:00:26 AM
Ever wonder what happens when the AI actually aims rockets properly?

(http://media.tumblr.com/tumblr_m5wku4jXpt1qjwp1yo1_400.gif)


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

Final product may (will) differ from what is shown*

In other news, the next hopefully mind blowingly awesome version is slowly working towards completion. The amount of obscure bugs found and spontaneous script explosions was insane, but they are all dealt with now and it is just little bits of content left to add that hopefully will go smoothly... What could possibly go wrong?


Title: Re: [0.6.2a] Exigency Incorporated v0.59b - "More Speed"
Post by: ORMtnMan on September 29, 2014, 09:02:22 AM
I'm waaaaaaaiiiiiiiting......


Title: Re: [0.6.2a] Exigency Incorporated v0.6
Post by: MesoTroniK on September 29, 2014, 08:55:42 PM
Evening everyone, it has been a while has it not? I apologize this update took so long but when you understand why it did hopefully you will forgive me.

This is a summary of the main changes:
- Right-click ship systems for every single ExigencyCorp ship! (It took an obscene amount of time to debug and polish these.)
- A new ExigencyCorp bomber and a new Ahriman Association fighter.
- Three new turrets and a few new built in weapons.
- Global balance pass of everything and script optimization.
- Now requires ShaderLib and has material, normal, and surface maps for everything.
- Now has a complete OST, with some of the old songs removed, some new ones added, some old ones were remastered, and they are all at a higher bit rate as well.
- Optionally supports the Version Checker mod.


So go ahead and grab the new version from original post (http://bit.ly/1pD1gCG).

Anyways, please let me know how you like it. This was a labor of love and time and any feed back / bug reports is greatly appreciated!
And here is a video explaining the right click systems, I highly recommend watching it as they are quite complex :)


https://www.youtube.com/watch?v=xtuHDBK9gv0


Changelog:
0.6

Please note this will break save games, and REQUIRES both ShaderLib along side LazyLib now. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options. Now optionally supports LazyWizard's Version Checker mod, which informs you if you are using obsolete versions of mods if they support it.

New content:
- Added the Tarujan class bomber and its Big Bang Bomb weapon.
- Added the Saraph class interceptor (Ahriman Association vessel).
- Added the CIGEN Autocannon as a medium modular weapon.
- Added the Lancet ASM Pod weapon as a medium modular missile launcher that holds 15 rounds, this is is a variant of the old Lancet ASM Launcher which is built into certain ships, and the Lancet ASM which is the single shot version that is unique to the Naxos class bomber.
- Added the Avenger Missile weapon as two different versions, the Avenger Missile Pod which is a modular small weapon with 8 shots, and the Avenger Missile which is a single shot version that is mounted on the Naxos class bomber.
- Added two random battle missions for the Ahriman Association, one where you play as them against vanilla ships, and the other is the opposite of that scenario.

Balance changes / ship system additions / other random tweaks:
- Irithia class capital ship now has the Tethys Drive ship system on right click (recall teleporter with some extra tricks), and its repair %/day stat was reduced to 3 from 4.
- Pergon class cruiser now has the CIGEN-EX ship system on right click (fires a more powerful shot out of the built in CIGEN Cannon).
- Nasir class light carrier now has the Missile Jammer ship system on right click (causes hostile missiles to fly in drunken circles), and its max speed was buffed to 55 from 50.
- Zephos class destroyer now has the Thalassa Drive ship system on right click (teleporter with some extra tricks), its repair %/day stat was increased to 8 from 6, and its flux dissipation rate buffed to 190 from 170.
- Indra class frigate had its fleet point cost reduced to 14 from 15, its Burst Repulsor ship system was buffed by reducing the chance to fail deflecting weapons fire to 10% from 20%, the Evasion Jets AI hints were tweaked slightly, its crew requirements were raised from to 12 / 26 from 8 / 22, its hull was buffed to 1300 from 1260, and its armor was buffed to 240 from 230.
- Yria class frigate now has the Reactive Hull ship system on right click (50% damage resistance), and a built in forward facing Vindictive Autogun was added.
- Elhiur class frigate now has the Rapid-Loader ship system on right click (instant missile reload), a built in forward facing Vindictive Autogun was added, its fleet point cost increased to 3 from 2, and its designation changed to Corvette from Frigate.
- Naxos class bomber had its Stinger Rockets replaced by the new Avenger Missile weapon, its CR to deploy stat increased to 9 from 7, its supplies/day stat increased to 1.75 from 1.5, and its designation changed to Standoff Bomber from Strike Bomber.
- Kaivor class heavy fighter had its supplies/day stat decreased to 1.25 from 1.5.
- Glynado class interceptor had its supplies/day stat decreased to 0.4 from 0.5.
- Gehenna class capital ship repair %/day stat reduced to 3.5 from 4.
- Azryel class destroyer supplies/day stat increased to 5 from 4.
- Azazel class heavy fighter had its CR to deploy stat increased to 7 from 5, and its supplies/day stat decreased to 1.25 from 1.5.
- Older variants were adjusted and renamed in various manners and some new ones were created.
- The pricing of most Exigency Corporation and Ahriman Association ships were adjusted (for the most part they were lowered).
- The Beam Resistant Armor hull mod that is common to every Exigency Corporation ship and fighter had its name changed to Electrostatic Armor, and now on top of the 30% beam damage resistance it also negates 30% of EMP damage.
- Sabot Cannon weapons were nerfed by significantly reducing the rate at which they regenerate ammunition. The small version can now fire for roughly 15 seconds before its effective DPS halves and it takes about 20 seconds to regenerate from 0 to full capacity if firing is halted. The medium version can fire for roughly 25 seconds before its effective DPS halves and it takes about 25 seconds to regenerate from 0 to full capacity if firing is halted.
- CIGEN Cannon projectiles now have a push force upon impact with objects, and also corrected the bug of any variant of CIGEN weapon being able to hit friendly fighters and drones.
- Repulsor Beam weapon was nerfed by reducing its range to 800 from 1000.
- Mx10 and Mx4 built in missile weapons had their AI changed (both variants of missiles that are fired simultaneously out of each kind of launcher) to have a subtle inaccuracy that causes them to spread out slightly, and now when significantly off target they coast on inertia while course correcting rather than decelerate. Both of these changes causes them to be less effective against fighters and frigates while being slightly more PD resistant at the same time (it also looks cooler). They also now generate a tiny amount of flux upon firing, this prevents the ships from spamming missile attacks while retaining the zero flux speed bonus but it is too little to have any other consequences.
- Lancet ASM missile (same missile fired from several different weapons) was buffed by having the hit points of the missile itself increased to 210 from 160.
- Lancet ASM (single shot version mounted only on the Naxos class bomber) was reclassified as a small weapon, and the Naxos had that mount changed to a small from a medium to match.
- The Vindictive Autogun was changed to fire a four round burst of projectiles instead of two while retaining an identical overall rate of fire and flux stats, its projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks), and it now has a turret under sprite (not on the hardpoint version).
- CIGEN Repeater weapons had their projectiles changed to normal BALLISTIC instead of BALLISTIC_AS_BEAM (to fix some inherit inertia quirks).
- Stinger Rocket weapons now have custom autofire AI that dramatically improves hit probability via firing at imperfect lead intercept trajectories.
- Repulsor / Burst Repulsor ship systems no longer deflect munitions that are heading away from the ship. Also friendly missiles after their engines fizzle out are now deflected so less friendly fire occurs then in the past when they were ignored. Note that NPC AI will activate the Repulsor systems for friendly fizzled missiles but not for friendly projectiles as they will not be affected in any way (you really do not want them to be).
- Tier values were added to the weapons in preparation for the next Starsector update, and the prices of the most of the modular weapons were adjusted (for the most part they were lowered).
- Small random changes to some of the weapons balance that are so minor as not to be worth mentioning the specifics of.
- Small optimisations and improvements to some of the scripts that are so minor as not to be worth mentioning the specifics of.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- The Exigency Corporation as always starts neutral to the player, but now if you acquire any ExigencyCorp or Ahriman Association ships they become hostile to you and a message is displayed when this occurs.
- The Exigency Corporation faction is now friendly with the MAIs Drones faction (from the Gedune mod).
- The Ahriman Association faction is now hostile to the player by default.
- The Ahriman Association faction is now friendly with the Mayorate faction (from the Mayorate mod).
- The descriptions for some things were improved / rewrote.
- All of the missions were tweaked / improved in various manners.
- Probably some things I don't recall.

New / changed visuals and audio:
- Mod now uses ShaderLib dynamic lighting on weapons and ship systems (hmmm, delicious material, normal, and surface maps :)), and REQUIRES ShaderLib along with LazyLib. If your computer cannot handle the system requirements of ShaderLib or you dislike the aesthetic, open the settings.json in the ShaderLib mod folder and disable or adjust the options.
- The sprites of the Naxos, Kaivor, Glynado, and Azazel class fighters were improved in various manners.
- Color and opacity of the charge up stage of the Burst Repulsor ship system was adjusted.
- Color and opacity of the Evasion Jets ship system was adjusted.
- The visuals of the Ball Lightning Gun's beam were changed to be more crisp and distinct.
- The Vindictive Autogun had the visuals of its projectiles made a bit more subtle.
- The running lights on the Irithia, Nasir, and Gehenna class ships now use additive blending, always render underneath other weapons, and uses a script to make sure they shut off when the ship is destroyed (until now they continued to play the animation even after the ship was hulked).
- The Stinger Rocket firing sound was lowered slightly.
- New songs by Psiyon:
Campaign; 'Sovereignty', 'Mobilization', 'Ambush', and 'Hostile Waters'.
Combat; 'Skeleton Crew', 'Fusillade', 'Veiled in Dust', 'Relics', 'Undying Legacy', 'The Flagship', and 'Condottiere'.
- The following songs from prior updates were remastered, edited, and improved in various manners by Psiyon:
'Stellar Remnant', 'Catastrophic Systems Failure', and 'Exigency'.
- All music was volume corrected to be much more in-line with vanilla music volume levels and is now at a higher bit rate.
- The songs 'Gliese 411 B', 'Rust', 'Into the Black', 'The Expanse', and 'Steel Rain' were removed. Note that Kazi made 'Into the Black', 'The Expanse', and 'Steel Rain' and they are still available in his faction mod; The Mayorate.
- Added a sound when you are defeated in battle, due to some limitations of Starsector itself this only works in single battle missions. It will function in the campaign later when Starsector has music control exposed in the API, along with leveraging the other songs in a manner more interesting than just two shuffle play lists.

Final notes:
The right click systems are very complex scripts and are essentially hacked in to bypass the normal Phase AI, it took a very long time to debug and polish them but it is still possible that some issues were missed. So any oddities you observe during gameplay or just general balance or other comments that are forwarded to me would be greatly appreciated.
Please inform me if you feel the volume levels of the custom music are off relative to vanilla music.
I also recommend that you read the codex entries for Exigency Corporation vessels and ship systems. The right click ship systems are not listed on the vessel's stat card like normal ones. But instead referenced in each ship description text and described in detail in the codex along with the rest of the ship systems... Or just find out what they do the hard way during gameplay.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Psiyon on September 29, 2014, 09:45:39 PM
If you are reading this, stop, go to the front page, download the mod, and play the mod. You will not be disappoint.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sundog on September 29, 2014, 11:56:23 PM
Awesome  :D
Well done video. Looking forward to trying out these new systems  :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sabaton on September 30, 2014, 02:55:52 AM
Ships with two systems? SHIPS WITH TWO SYSTEMS?     :o


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on September 30, 2014, 03:36:05 AM
Now I just have to figure out how to have three ship systems ::)

Anyways, enjoy and let me know how it goes please.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Zaphide on September 30, 2014, 04:09:25 AM
Now I just have to figure out how to have three ship systems ::)

Anyways, enjoy and let me know how it goes please.

Hull mod that is a ship system ;) Then you can have as many as you want, and on any ship...  :o the mind boggles...

It all looks amazing Meso :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: silentstormpt on September 30, 2014, 04:34:12 AM
Theres one problem tho, its getting real hard to come up with something (weapon or system) new


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sabaton on October 04, 2014, 08:31:33 AM
 So...after *** around with them in missions I haven't come across an error so far. I'm sure you went to 11 to balance and test them so I'll just leave after saying that Exigency have strengthen their position as one of the coolest factions ever in a space game in my book.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 05, 2014, 05:10:15 PM
Thank you Sabaton :)

A little status update of what is going on. Currently methods to add a small custom UI element to signify the status of the right-click systems are being looked at. Unfortunately this does not appear to be a very simple thing to do, not sure when it will happen but it will be added at some point in time. It is needed, even with them using hard flux, the glows, activate sound, and ready sounds that is just not a proper substitute for UI information.

Other than that, just buckling down for the massive changes that will be required for SS 0.65, and planning the next wave of new things for the mod itself. Hopefully new content will never require as much time to implement properly as Exi 0.6 did ever again...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Debido on October 13, 2014, 02:15:12 AM
@ Voting poll

I want a dreadnought class capital killer!


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: silentstormpt on October 13, 2014, 07:14:59 AM
@ Voting poll

I want a dreadnought class capital killer!

^ hes trying to kill you, dont listen to him!


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: ValkyriaL on October 13, 2014, 08:50:40 AM
I want a Planet sized Star breaker Capital ship. :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Debido on October 13, 2014, 07:07:08 PM
I'm fairly sure I've seen a sneak peak of a mega exigency 'Star killer' ship, just you wait Valk, your tiny Vatican Mk IV will cower at the very sight of it's vast magnificence!


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sabaton on October 14, 2014, 03:02:46 AM
 A gatekeeper of sorts, I remember it too. But smth like that will need lots of testing to be really interesting like all the other Exy ships.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Debido on October 15, 2014, 10:23:56 PM
Has anyone else noticed that sometimes the Exigency Irithia 'recalls' an enemy vessel at times when it shouldn't? Like recalling a Onslaught just moments before it blows up in it's face? Or recalling a allied Irithia from point A to point B with no tactical or strategic advantage? Or straight up teleporting in a enemy vessel that is way stronger than it, and it somewhat of a hazard to it's health?


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Midnight Kitsune on October 16, 2014, 04:53:17 PM
Has anyone else noticed that sometimes the Exigency Irithia 'recalls' an enemy vessel at times when it shouldn't? Like recalling a Onslaught just moments before it blows up in it's face? Or recalling a allied Irithia from point A to point B with no tactical or strategic advantage? Or straight up teleporting in a enemy vessel that is way stronger than it, and it somewhat of a hazard to it's health?
Yeah, I have noticed this. Hell sometimes an enemy Irithia will get me out of trouble!
I think the problem is that the AI is using the RCS as soon as it can


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: HELMUT on October 16, 2014, 05:12:08 PM
Usually an Irithia doesn't have to worry too much of having the enemy ship blowing right in its face thanks to its repulsor. About teleporting in an enemy too strong, in my experience the AI Exigency fleet's Irithia is always escorted by several wings and frigates. There's not much ships that can handle that much missiles for long. The Irithia isn't exactly a fragile ship either, especially with some reinforced hull mods.

I haven't tested the Irithia in a player fleet so i can't say but i know Exigency's harbingers fleets in SS+ are incredibly strong thanks to this tactic. A single Irithia can suck up a capital ship of your fleet without any chance for it to get away.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Debido on October 16, 2014, 05:24:34 PM
Well I've got some bad news on the hullmods helping out. Meso was very mean and nerfd the regen so it is a percentage of the base hit points rather than the modified hull hit points with hull mods.

But yeah a bit of improved Ai would help, what kind of I changes? Shouldn't teleport a full health BRDY karkinos with lots of short range beam damage for instance.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 16, 2014, 05:51:29 PM
Debido, that was necessary and you know it.

Was one of the last balance issues that was bugging me, might still mess with some of the right-click ship systems though... We shall see as the next version continues to be worked on.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Dark.Revenant on October 16, 2014, 09:55:45 PM
But yeah a bit of improved Ai would help, what kind of I changes? Shouldn't teleport a full health BRDY karkinos with lots of short range beam damage for instance.

How would you define, in a closed statement, what kind of ship would be "more good than bad" to pull in?

How does a script know that some other modded weapons on another modded ship are particularly dangerous to it?

At some point, you must realize that there are certain complexity constraints when working with game AI.  You cannot have your cake and eat it; the AI will occasionally do dumb things for the sake of progressing further on the game and keeping performance costs down.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: ValkyriaL on October 17, 2014, 12:08:44 AM
i guess you could have a "list" of ships that you  KNOW is dangerous that the system AI won't teleport, i don't think teleporting an Unsung, Yoshura, paragon/Onslaught or indeed a Karkinos into your face would make you any happier, is this possible? it doesn't sound too complicated. ???


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 17, 2014, 01:05:48 AM
The problem is that it's situationally useful to teleport ships that are stronger than the Irithia. There really is not an ideal solution to this issue...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sabaton on October 17, 2014, 11:27:48 AM
 As people said, you can only expect so much from a script.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Debido on October 17, 2014, 07:51:10 PM
Well I can expect that much from a script, as I could probably program it in myself ^_^

I'll put that as like number....7 on my priority/to do list...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 18, 2014, 01:32:03 AM
(http://fat.gfycat.com/DimOddEquestrian.gif)


(http://i.imgur.com/neyQbZx.gif)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sundog on October 18, 2014, 10:23:34 AM
Nice. I like the placement and simplicity. The only thing that seems a little off is the red during cooldown. Why not orange to emulate the rest of the interface?


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 18, 2014, 02:40:39 PM
Nice. I like the placement and simplicity. The only thing that seems a little off is the red during cooldown. Why not orange to emulate the rest of the interface?

Thank you Sundog.

And yea, some more fitting colors will be looked at :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 24, 2014, 04:49:21 PM
(http://giant.gfycat.com/CloseImpossibleAlbertosaurus.gif)


(http://i.imgur.com/neyQbZx.gif)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Midnight Kitsune on October 24, 2014, 05:09:34 PM
That crash at the end... Looks painful


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Aklyon on October 24, 2014, 05:49:08 PM
Is that a swarm of Mx array missiles? I was wondering what those things would look like with missile trails.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 24, 2014, 05:53:24 PM
A combination of Mx and Sidewinder missiles.

I already am fine tuning the looks and the optimization of it more, but it sure does look a lot more cool and deadly at the same time compared to Starsector .62 :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Aklyon on October 24, 2014, 06:05:31 PM
I'm not particularly great at using the ships that have them, but I already thought the Mx's were cool just because they're a missile you aren't strictly limited in uses per battle, the trails just makes it even better ;)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on October 24, 2014, 06:18:45 PM
Did you play much of the 0.6 version of the mod before the Starsector update by chance?

While my ships do require specific tactics to fight or use yourself, the awkward weapons and dual ship systems they use are the main reasons for this. Any feed back you provide I will consider for the next version, unfortunately it might take a while to make it a reality. The SS 0.65 update broke everything, and also introduced some campaign oddities that I am not even sure how I will compensate for yet.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Aklyon on October 24, 2014, 06:21:12 PM
Not much, sorry. Was distracted with a lot of other things.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on November 07, 2014, 02:34:24 AM
Nice. I like the placement and simplicity. The only thing that seems a little off is the red during cooldown. Why not orange to emulate the rest of the interface?

All right, right-click system indicator Mk2.
Lots of little changes :)

(http://fat.gfycat.com/CarelessBitterIbizanhound.gif)


By the way wanted to talk to anyone that likes my mod, mention some stuff and perhaps you can leave your thoughts in reply as well. But to start off the reason why this mod takes so long to update is several fold. Mainly that is uses very complex scripted mechanics to bring them far outside vanilla in play style to keep them interesting to fight and fun to play as. The downside of this is since I consider balance, polish, and 100% bug free gameplay extremely important this means development takes a very long time. The good news is that the last update got most of the combat mechanics finalized, not much is changing in that regard anymore.

Now that is left in total? Well to finish the Exigency Corporation and Ahriman association factions, I need to add a handful of new modular weapons, several ships for Exi and perhaps one or two for AA. Upgrade the visuals for the ship systems (the new effects are going to be amazing), and flesh out the campaign mechanics which is no longer a simple thing these days. All of the things I just listed off are planned for this update though I might not get all of the ships I intend in.

Now this is another point I have not really mentioned before. There is currently two factions in this mod, but I do not intend to keep it like this forever. My long term goals are essentially making my own mod compilation pack. More factions, quests, events, a "pocket sector" and enough content to keep the intrigue going for a long long time. Now you might think that this would take years at my current pace of development, but it won't. Once the first two factions are mostly done (they will be soon™), the additional content I have planned for it if will be far easier to implement since it won't play like a total conversion that was hit with a hammer until vanilla balanced. And beyond that I am going to collaborate with some other mod authors to help things along.

So basically what I am saying is development will be speeding up, and if you could share any thoughts or suggestions about this plan that would be much appreciated.


Also, do you like fighters? I do, and as possibly the last fighter I will add to the Exi faction I intend to make it something a little special ;)

(http://i.imgur.com/PMvhL62.png)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sabaton on November 07, 2014, 10:38:27 AM
 Grand plans indeed.

 Now for the questions:

-I know you have plans for an Exi ,gatekeeper, thing, but apart for that what more could you add for Exi? Same goes for AA.

-What other factions could you add? Will you expand the freaks from your other mods: the remnants or will it be smth different?

-Do you plan on making this a total conv at any point in the future?

-Exi never seemed like it was made for modular weapons, yet you want to change that. Does that mean THOSE ships will be made for that purpose and more conventional or just as bonkers as the others?

-I like that fighter, will it be as crazy as the ones from the templars mods?

-Overall, do you want to keep the mod as unorthodox as you can? Because, for me at least that's the gist of it.



Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Ishman on November 07, 2014, 12:14:01 PM
You've pigeon-holed yourself into that troubling space where your creation is too good for me to give any usable feedback on - but I'll try.

I like things wot go pew pew.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on November 07, 2014, 01:25:08 PM
-I know you have plans for an Exi ,gatekeeper, thing, but apart for that what more could you add for Exi? Same goes for AA.
Well for Exi the list of ships is the Dreadnought, two varieties of logistics vessels, a heavy cruiser, and one or two more fighters. For AA it is a mobile space station and an asteroid mass-driver cruiser. There could be more ships at some point but that is more or less the list.

-What other factions could you add? Will you expand the freaks from your other mods: the remnants or will it be smth different?
Heh, you called it... The Remnants will be in this mod. As far as the other ones, well it is all planned out in my head and some preliminary work as been done for them but I am not sure I want to spoil exactly what they will be quite yet.

-Do you plan on making this a total conv at any point in the future?
No, I really do not like the idea of a total conversion at least for my own projects. The issues with them is that to have a successful total conversion your work has to be so good that the end user would choose your TC over everything else. Vanilla is too interesting to just override in my opinion anyways, and then everyone can have their deck of cards to play against everything else that exists. I would like to think at least for Exi themselves that I created TC tier "different" gameplay and somehow managed to make it work in vanilla.

-Exi never seemed like it was made for modular weapons, yet you want to change that. Does that mean THOSE ships will be made for that purpose and more conventional or just as bonkers as the others?
Well originally they really were not meant to be particularly modular, mostly because it was the only way to balance them properly. But they still have enough slots that adding a handful of new weapons would increase the variety for them quite substantially. And the last of their combat ships that will be added are intended to be more modular, but I will keep the craziness people expect for them as well.

-I like that fighter, will it be as crazy as the ones from the templars mods?
I am not exaggerating when I state that it will be the most insane fighter anyone will ever make.

-Overall, do you want to keep the mod as unorthodox as you can? Because, for me at least that's the gist of it.
Yes, but within reason. I have some ideas to make the new factions almost as crazy without the hundreds of kilobytes of code it takes to fuel Exi themselves heh.


You've pigeon-holed yourself into that troubling space where your creation is too good for me to give any usable feedback on - but I'll try.

I like things wot go pew pew.
:)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Sundog on November 07, 2014, 03:50:47 PM
So basically what I am saying is development will be speeding up, and if you could share any thoughts or suggestions about this plan that would be much appreciated.
Sounds like a good plan to me, Meso. The new indicator looks subtle and intuitive and perfect. I'm curious about and excited for the new changes, and I have no doubt that you'll deliver. It sounds like you're planning to do a lot of work before releasing a new version. Have you considered prioritizing basic campaign compatibility with 0.65 before moving on to the new improvements? I miss Exi, but 0.65 offers too much to give up.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on November 07, 2014, 04:10:33 PM
Sounds like a good plan to me, Meso. The new indicator looks subtle and intuitive and perfect. I'm curious about and excited for the new changes, and I have no doubt that you'll deliver. It sounds like you're planning to do a lot of work before releasing a new version. Have you considered prioritizing basic campaign compatibility with 0.65 before moving on to the new improvements? I miss Exi, but 0.65 offers too much to give up.

Hmmm, well that thought did cross my mind. But honestly I am kind of intimidated about getting the campaign working again, it needs a very atypical setup to work as intended and it will be a massive amount effort to create. So I was planning on saving that for last and getting all the new and improved combat layer stuff in first. But perhaps I should change my plans...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on December 20, 2014, 07:07:38 PM
Well, it is time to show a little teaser of the next update.

One thing that always bothered me about my mod is how the Repulsor ship system replaces shields on ExigencyCorp vessels or supplements them on Ahirman Association ones, yet it did not look impressive enough to do the role justice.

Well, here is what it will look like in Exi 0.7 ;)
(http://giant.gfycat.com/JubilantVariableJabiru.gif)
Visuals are subject to change*

The Burst Repulsor will be getting a similar visual upgrade, as well as several other ship systems. Other things being worked on are three new varieties of fighter wings, many modular weapons, and one to three new classes of ships. Also of course balance changes, polish, script optimizations, a much more in-depth campaign setup to take advantage of Starsector 0.65.1a in ways that most would not expect, and some secret content that will not be revealed in advance.

Anyways, I apologize it is taking so long but it will be worth it when it is done sometime q1 2015...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Nanao-kun on December 20, 2014, 09:06:16 PM
Considering how good missiles are now, Exigency ships are going to be a nightmare! :)


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on December 20, 2014, 09:13:21 PM
It did not really change much at all.

Exi missiles did not change for the most part, and sure getting hit by your own (vanilla style missiles) hurts but the relative risk vs reward for both parties remains the same.


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: Toxcity on December 20, 2014, 09:38:58 PM
That new repulsor system looks great! It's much more noticeable than the last one too. All around awesome. Can't wait for it to come out!


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: MesoTroniK on January 14, 2015, 05:56:05 PM
(http://i.imgur.com/xdD8w6U.gif)


(http://i.imgur.com/neyQbZx.gif)

Update for Starsector 0.65.1a soon...


Title: Re: [0.6.2a] Exigency Incorporated v0.6 - "When just one ship system is not enough"
Post by: sirboomalot on January 14, 2015, 06:08:42 PM
Hype!


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 17, 2015, 07:22:06 PM
Hype!

:)

Evening everyone, it is that time again... Perhaps it has been a little too long since the last update but here we are.
Recharged, rebalanced, a brand new campaign rig, many new weapons, a new fighter wing, improved visuals and many other changes.

So go ahead and grab the new version from original post (http://bit.ly/1pD1gCG), and try playing it with Starsector+ 2.6.1 as well.

I highly recommend visiting Avesta Station in hyperspace, check out the new weapons, and just let me know how you like it or if you have any comments on balance or general suggestions or questions.


(http://i.imgur.com/1Effrtz.gif)    (http://i.imgur.com/MLlRc7I.gif)


Changelog:
0.7

New content:
- When you personally pilot an Exigency Corporation ship there is now a small custom UI element to signify the status of their right-click ship systems, this was placed next to the vanilla ship system status readout. When it is colored bright green it is ready, orange is in use (this color is only used on the Yria's Reactive Hull system), and dull green is recharging.
- Added Azata class heavy interceptor.
- Added the Horizon LRM Pod as a medium modular missile launcher.
- Added Kestros MIRV Pod as a medium modular missile launcher.
- Added Interceptor PDM Launcher as a medium modular missile launcher.
- Added the Azata Minigun as a medium modular gun.
- Added the Flail as a medium modular gun.
- Added the Sweeper Autocannon as a medium modular gun.
- Added the Vindictive Array as a medium modular gun.
- Added the Mace as a small modular gun.
- Added the Duster Autocannon as a small modular gun.
- Added the Bolo Mini Torpedo Rack as a small modular missile launcher.
- Added the Lancet ASM (Single) as a small modular missile launcher.
- Added the Vindictive Battery as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- Complete rewrite of the campaign, Tasserus was moved more centrally, mechanics behind the Exigency Corporation detecting illegal tech is now far more intelligent, too many changes to list but I recommend visiting Avesta Station in hyperspace.
- Campaign layer stats for all ships were adjusted for Starsector 0.65.2a balance compliance.
- Irithia class capital ship's right-click ship system the Tethys Drive was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Nasir class light carrier's Missile Jammer right click-ship system has vastly improved AI activation behavior and no longer creates visual effects on unguided rockets caught in its effective radius.
- Zephos class destroyer fleet point cost was increased to 12 from 11, (hopefully) fixed an extremely rare bug where it would fail to return to normal space while using its right-click system the Thalassa Drive which was also corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly.
- Indra class frigate had the High Maintenance hullmod added, the Burst Repulsor ship system bug when sometimes the sounds failed to play properly was fixed, it should no longer fail to repulse certain esoteric custom missile AI properly, and has improved logic for projectile redirection.
- Elhiur class corvette fleet point cost was increased to 4 from 3.
- Tarujan class bomber was buffed via having two Bolo Mini Torpedos added to its armament package and wing size was reduced to 3 from 4.
- Kaivor class heavy fighter is now "modular" and is separated into two differently equipped variants.
- Azryel class destroyer fleet point cost reduced to 11 from 12.
- The Repulsor ship system was corrected so that it would no longer fail to repulse certain esoteric custom missile AI properly and has improved logic for projectile redirection.
- The Biomechanical Hull built-in hullmod common to every Exigency Corporation vessel now only repairs the hull during combat up to 99%, now has a flat regeneration rate of 0.5% of the base hitpoints per second during combat rather than 0.5% of the base + modifications value, and now increases the out-of-combat repair rate by 30%.
- The Electrostatic Armor built-in hullmod common to every Exigency Corporation vessel was buffed to provide 50% beam resistance from 30%.
- All Ahriman Association ships now have a built-in hull mod that does "something".
- Many new ship variants for both factions and adjustments to the old ones.
- Many weapons were adjusted in various manners for Starsector 0.65.2a balance compliance, and custom missile and autofire AI were improved.
- Lancet ASM missile (same missile fired from several different weapons) now has custom AI that favors straightforward but imperfect lead intercept trajectories.
- All Exigency Coporation missile / rocket / bomb weapons now have a self destruct fuze.
- Wargames mission was renamed to Prolegomenon.
- All random single battle missions were vastly improved by being based on and modified from the ones from the ICE faction mod (thank you for the permission and code Sundog).
- Optimisations, improvements and fixes to most of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Improved descriptions and name tweaks for various things.
- Probably some things I don't recall.

New / changed visuals and audio:
- Tarujan class bomber sprite updated.
- Naxos class bomber wing mounted missiles are now placed underneath the wings.
- Repulsor and Burst Repulsor ship systems have vastly improved visuals.
- Tethys and Thalassa drive right-click ship systems have improved visuals.
- Exigency Corporation and Ahriman Association ships now have customised hull style damage decals.
- Exigency Corporation and Ahriman Association ships now have custom hull style sounds.
- Exigency Corporation engines on both their own and Ahriman Association vessels and missiles have had their visuals tweaked for improved looks and slightly better optimisation.
- The Ball Lightning Gun when it creates EMP arcs between adjacent targets now causes the beam itself flash to brighter.
- All CIGEN weapons now have custom on hit sounds and improved visuals.
- Added combat songs: Cloak and Dagger and Panic.
- Added "Spacer" songs, silence with the combat shuffle list getting a 15 second one and campaign 20 seconds.
- Fixed a bug with abrupt stopping of music playback (probably).


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Nanao-kun on February 17, 2015, 07:27:15 PM
That new banner is amazing.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Cycerin on February 17, 2015, 08:43:17 PM
I've really missed Exi. ;D


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Toxcity on February 17, 2015, 09:33:59 PM
This update is exillent! I'll show myself out.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Frelus on February 17, 2015, 11:39:57 PM
Great Mod! 
Two things: What is the Angra Mainyu class ship we can vote for (and is it a reference to Fate or to its source?). 
And secondly,
Quote
the Exigency Corporation bided its time
should be "bid its time".


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 18, 2015, 12:35:46 AM
Great Mod!  
Two things: What is the Angra Mainyu class ship we can vote for (and is it a reference to Fate or to its source?).  
And secondly,
Quote
the Exigency Corporation bided its time
should be "bid its time".

Thank you for pointing out that mistake, and glad you like the mod :)

Hmm, ok about Angra Mainyu here is the vague answer to your question.
http://www.pantheon.org/articles/a/angra_mainyu.html

If you want spoilers then here you go.
It will be a mobile base for the Association, a starbase sized construct that combines the capabilities of a supercarrier with heavy cruiser level firepower that can be projected in every direction at the same time combined with some special standoff weapons. Technically it could be acquired by the player but only via capture, but its cost of running would be so high and would have anemic mobility so there would be little point in doing so.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Frelus on February 18, 2015, 02:48:21 AM
Thanks for the explanation!


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Aklyon on February 18, 2015, 03:19:42 PM
That gif reflected a reaper at a fighter and hit the fighter with it.

How in the heck did you do that.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 18, 2015, 03:50:44 PM
What do you mean exactly?


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Aklyon on February 18, 2015, 03:55:47 PM
Usually if I try to hit anything with a reaper it fails terribly unless I'm really close. Mostly surprised.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 18, 2015, 05:30:26 PM
Was just luck really, the Repulsor actually adds inaccuracy to any weapons fire it deflects and that recording was the autopilot doing its thing.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Sabaton on February 19, 2015, 11:00:54 AM
 The new modular guns are awesome, so is the secondary system icon, these guys need an extra measure of skill to use properly so you need all the info at your disposal.
 Theres a lack of large modular weapons and ships supporting them for these guys. Will you add some or is it their thing?
 Will the future ships youre planning support them as mounts or integrated? (like a heavy cruiser with a beastly gun like the Pergon, integrated guns are awesome, ahem Hellfire cannon in SS+ plus all other mods dont focus as much on integrated guns as these guys).
 Also do try to make all the future ships unique ,,standard,, doesnt belong in Exys dictionary. ;D


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 19, 2015, 03:27:57 PM
There will eventually be a couple of ships with modular large mounts and around two or three large modular weapons. But for the most part it is not intended for those to be commonplace for them.

Ah do not worry about any new ships being overly "standard" :) What I really meant by that is those ships will have less built in weapons and instead be more modular and have a bit more armor and hull for what you would expect of the faction. Exi needs a frigate that has more than one slot, and a destroyer that is more of a fleet generalist rather than an extremely mobile death dealer. But every ship they ever get will always have dual ship systems and a bag of tricks like you would expect, but really as their roster is completed it needs to be diversified at least some.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: WKOB on February 20, 2015, 02:48:37 AM
Just tried this mod for the first time, really cool. Everything feels, looks and functions really crisply. Your corvettes make my small, fast combat ship bits tingle.

Also, it probably sounds a little silly since it's like the most mundane weapon in your mod, but your minigun is so fun, the sound effects and function are spot on, best rotary gun in/for the game.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Unfolder on February 20, 2015, 08:13:50 AM
Any chance you can upload as zip, as well as RAR, ffffuuuuuuuhhhh


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: silentstormpt on February 20, 2015, 08:51:10 AM
Install 7zip. (http://www.7-zip.org/download.html) It opens zip, rar and 7z files.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Wyvern on February 20, 2015, 08:53:36 AM
While Argh may not have posted with the utmost of politeness or logic, I must concur with his conclusion: .zip is, in this case, the superior format.  Using .rar only serves to annoy people who might otherwise have enjoyed the mod.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Aklyon on February 20, 2015, 10:20:58 AM
7zip doesn't care what you compress your stuff as though, it just does it anyway and generally is useful.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: WKOB on February 20, 2015, 10:27:11 AM
While offering .zip might be nice for those who are software-challenged, it is certainly not the superior file type and those people who are so annoyed and incapable should probably get 7zip. A tiny, free download, that will let them play this free mod.

Never ceases to amaze how ungrateful people are.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: GenBOOM on February 20, 2015, 10:33:39 AM
I use WinRAR (http://filehippo.com/search?q=winrar) this site has a lot of other free programs as well.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: HeartofDiscord on February 21, 2015, 01:02:02 AM
So tell me if this is a stupid question, but I assume that the general idea for getting Exigency ships is to go to war with Exigency, capture what you can, thus getting rep with Ahriman, and buying stolen tech? Seeing as Exigency does not have a dock-able station.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: NightfallGemini on February 21, 2015, 01:28:35 PM
Alternatively, you can somehow grind up rep with the Ahriman Association since they have Exigency ships and gear.

(It's a lot easier to just fight both, though :v)


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 21, 2015, 02:08:19 PM
Like you Austupaio I also am a fan of that minigun. I have a few more weapons planned but having issues coming up with new ideas, if anyone has any suggestions I am all ears.

The next update of the mod will be distributed as a .zip, I apologize for assuming that archive software was ubiquitous.

HeartofDiscord that is not a stupid question at all, you are completely correct that is the current method for purchasing their tech. There will eventually be Exigency Corporation station(s), but it will take a little while as it requires both new art assets and a significant amount of work to implement as it will be something actually new :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Nori on February 23, 2015, 08:35:53 AM
Like you Austupaio I also am a fan of that minigun. I have a few more weapons planned but having issues coming up with new ideas, if anyone has any suggestions I am all ears.

The next update of the mod will be distributed as a .zip, I apologize for assuming that archive software was ubiquitous.

HeartofDiscord that is not a stupid question at all, you are completely correct that is the current method for purchasing their tech. There will eventually be Exigency Corporation station(s), but it will take a little while as it requires both new art assets and a significant amount of work to implement as it will be something actually new :)

Ok so you aren't supposed to be able to go through the blackhole?  :)  I wasn't sure and thought maybe if I was buddy buddy with them I could go through.  haha.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 23, 2015, 03:50:57 PM
Heh, eventually™ that will be possible but will follow more of a quest line sort of setup but is very far down the list of things to do.

More ships, weapons, and a special kind of station setup for ExigencyCorp will happen far before that does :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Delta7 on February 24, 2015, 03:53:16 PM
plz...
no rar files
zip files work just fine
rar files need win rar
and i hate win rar


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Nanao-kun on February 24, 2015, 03:57:27 PM
plz...
no rar files
zip files work just fine
rar files need win rar
and i hate win rar
7zip.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 24, 2015, 04:18:59 PM
The next update of the mod will be distributed as a .zip, I apologize for assuming that archive software was ubiquitous.

plz...
no rar files
zip files work just fine
rar files need win rar
and i hate win rar

Delta7, I apologize like in the earlier post this was a mistake and a poor assumption on my part. I will distribute the next update as a .zip as mentioned before, if you require the current version of this mod as a .zip please contact me via PM or Skype and I will send you it directly.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Aklyon on February 24, 2015, 04:37:41 PM
plz...
no rar files
zip files work just fine
rar files need win rar
and i hate win rar
You could just use 7zip instead and have the ability to ignore winrar for rars while being able to open zips just fine.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: try666 on February 24, 2015, 09:07:34 PM
where can i find Exigency Corporation port?


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Protonus on February 24, 2015, 09:22:09 PM
where can i find Exigency Corporation port?

It's near the Ahriman space station in Hyperspace. Right on top of it.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on February 24, 2015, 09:22:32 PM
A valid question try666, it simply does not exist yet. In the relatively near future they will get a rig to have possibly more than one station in a unique dynamic manner, but it just is not ready yet.

In the meantime consider Avesta Station in hyperspace the de facto location to trade in their technology.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Delta7 on February 28, 2015, 08:44:20 PM
ah, thanks. sorry for late reply. anyways, in the meantime, ill give 7zip a try


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: LB on March 07, 2015, 01:46:06 AM
Took the updated fighters for a spin in an otherwise unmodded game. They fit in very nicely both balance and role-wise, so nice job on that. The Naxos is much more useful than I remember; now it has a niche as a bomber which can put constant low-intensity pressure on large and small targets from a safe range.

Allied Tarujan dumb bombs are really hard to see in a busy battle because they're tiny and lack an IFF diamond. Because they're released >600 units away and often float past the target, I get hit by them pretty often. I think you should give them a flashing red light or similar to make them more prominent. In addition, Avengers/Lancets (maybe I'm misremembering)/Kestros/Mini Bolos are very visually similar, especially when cruising at midrange; it would be cool if at least the Bolos looked more different, since they're torpedoes.

The Azata tend to miss almost all of their bursts vs. small targets, which affects their effectiveness much more than other fighters with the same problem, e.g. Talons, because they don't have constant-fire weapons. Maybe you can consider giving them a very small firing arc and a hidden turret rotation boost to alleviate that. They also autotarget missiles with the minigun, which is generally a poor use of their capabilities. Perhaps consider making them non-PD.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on March 07, 2015, 07:24:41 PM
Allied Tarujan dumb bombs are really hard to see in a busy battle because they're tiny and lack an IFF diamond. Because they're released >600 units away and often float past the target, I get hit by them pretty often. I think you should give them a flashing red light or similar to make them more prominent.

Interesting point about the those bombs, unfortunately giving a projectile an animation like that is extremely non-trivial and is something no mod has done yet. In the mean time I put a pair of red stripes on them, though it does not help that much I will keep other options in mind also.

In addition, Avengers/Lancets (maybe I'm misremembering)/Kestros/Mini Bolos are very visually similar, especially when cruising at midrange; it would be cool if at least the Bolos looked more different, since they're torpedoes.

Personally I do not have an issue identifying the different missiles by their vastly different flight profiles, sizes, speeds, and visual recognition. If you have any specific suggestions to help differentiate them more I will consider them.

The Azata tend to miss almost all of their bursts vs. small targets, which affects their effectiveness much more than other fighters with the same problem, e.g. Talons, because they don't have constant-fire weapons. Maybe you can consider giving them a very small firing arc and a hidden turret rotation boost to alleviate that. They also autotarget missiles with the minigun, which is generally a poor use of their capabilities. Perhaps consider making them non-PD.

Hmm, I will try making them not act as PD as an experiment to see how it feels in action. Also about giving the weapon a small traverse arc, done :)

(http://i.imgur.com/yAOqwHk.gif)

Really appreciate the detailed feedback LB, and in other news from the future™... Small update soon that should include Nexerelin support, some quality of life campaign changes, a couple of new weapons, more fighters (yea there is a lot but I love them and this will likely be the last batch), and maybe a secret surprise or two.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Midnight Kitsune on March 07, 2015, 07:38:28 PM
I will say that after I go use to flying Exi ships, I do like them quite a bit. (even though they hit pretty low in their weight classes IMHO) I really like the LOW as hell crew requirements! I mean the Pergon, the cruiser, has the crew requirements of the ENFORCER! (60)
One thing though is that the AI needs Exi ships to be in swarms for them to be useful, ESPECIALLY since they have no shields

As for the weapons, my current fav is the Kestros MIRV. I threw three of these onto an Archer with E racks and ECCM and it owns big time!


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: connortron7 on March 15, 2015, 02:24:55 PM
am i just going crazy or are all the ships randomly teleported

Edit: im pretty sure im going crazy i just had my cruiser teleported


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Foxer360 on March 15, 2015, 03:17:12 PM
Yes, Connortron7, that would be the Ithria's  right-click system. All Exigency ships have a right click system, as well as a regular system (their repulsors).


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: connortron7 on March 15, 2015, 04:17:11 PM
Oh i didn't even know that was possible thanks now i know to avoid them


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on March 15, 2015, 04:21:39 PM
One way to prevent getting recalled is to flux lock the ship, that system eats a ton of power to activate and can also cause overloads.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: yiyayiya17 on March 17, 2015, 02:03:39 AM
Really really like the ships a lot. Every one of them is Unique and well-balanced. Just too much trouble to get them and use in campaign. Only if the mod can be compatible with Nexerelin. Or there coulb be other ways to build an army with  Exigency ships only to fight other fashions.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Midnight Kitsune on March 17, 2015, 11:11:29 AM
Really really like the ships a lot. Every one of them is Unique and well-balanced. Just too much trouble to get them and use in campaign. Only if the mod can be compatible with Nexerelin. Or there coulb be other ways to build an army with  Exigency ships only to fight other fashions.
Well you are in luck then! Meso is currently working on getting this to work with Nexerlin and should release a patch decently Soon


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on March 17, 2015, 03:38:55 PM
Really really like the ships a lot. Every one of them is Unique and well-balanced. Just too much trouble to get them and use in campaign. Only if the mod can be compatible with Nexerelin. Or there coulb be other ways to build an army with  Exigency ships only to fight other fashions.
Well you are in luck then! Meso is currently working on getting this to work with Nexerlin and should release a patch decently Soon

Indeed Midnight Kitsune is correct I am currently working on a small update to make it Nexerelin compatible and a few other quality of life additions / changes.

As far as your second point, that is also on my list of things to do making the ships more easily acquirable. Unfortunately it will not happen quite yet as my intended way of doing it requires an annoyingly complex addition to the campaign and some new ship assets.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: NightfallGemini on March 17, 2015, 06:34:14 PM
I think I'm the odd one out. I like having to either be a bastard (i.e. pirate :v) and be friendly with Ahriman, or wage war against both and capture up. Sorta makes Exigency itself a boss faction in a sense.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: MesoTroniK on March 17, 2015, 07:39:21 PM
I think I'm the odd one out. I like having to either be a bastard (i.e. pirate :v) and be friendly with Ahriman, or wage war against both and capture up. Sorta makes Exigency itself a boss faction in a sense.

That is exactly how it is meant to be right now, I like how it makes playing as a pirate somewhat more viable.
Anyways, don't worry about any sort of theoretical market for the Exigency Corporation making things "too easy". It won't be any sort of normal station you can just visit (http://i.imgur.com/neyQbZx.gif)


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: yiyayiya17 on March 19, 2015, 01:39:10 AM
I think I'm the odd one out. I like having to either be a bastard (i.e. pirate :v) and be friendly with Ahriman, or wage war against both and capture up. Sorta makes Exigency itself a boss faction in a sense.

That is exactly how it is meant to be right now, I like how it makes playing as a pirate somewhat more viable.
Anyways, don't worry about any sort of theoretical market for the Exigency Corporation making things "too easy". It won't be any sort of normal station you can just visit (http://i.imgur.com/neyQbZx.gif)


Looking forward to Nexerelin compatible version. Meanwhile, also like your idea of the two EI factions not being normal. No fun just buy their ships like other factions. Acquirable but not too easy Would be great.
But i will just look forward to Nexerelin compatible version by now.


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: rada660 on March 19, 2015, 08:49:33 AM
Whenever I activate your mod, I get a null error when loading the campaign... But I can say that im trying to run nexelrin... might it be the reason why it is not working?


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: Midnight Kitsune on March 19, 2015, 09:19:09 AM
Whenever I activate your mod, I get a null error when loading the campaign... But I can say that im trying to run nexelrin... might it be the reason why it is not working?
Taken right from the Nexelrin OP:
The following mods are not supported:
  • Exigency v0.7


Title: Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
Post by: rada660 on March 19, 2015, 02:31:45 PM
Well I feel like a derp right now :D


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 04, 2015, 08:37:06 PM
Evening everyone, it is that time again. This update may not contain a great quantity of new content but it is now supported by Nexerelin (http://bit.ly/1FuOe4R), a lot of bug fixes, AI improvements, massive optimization (you will really feel it in large fleet battles), polish, balance pass of certain things, and many more tweaks to enhance the gameplay experience.

Some new things you might encounter are a devious campaign interaction location hidden somewhere in the Tasserus system (no not an ExigencyCorp base yet), a new class of fighter, a pair of new weapons, full sets of faction interaction music, and other things.
Also I took to heart many suggestion that LB made one of them being...

Blinking lights on bombs
(http://i.imgur.com/x7oYzJb.gif)

Also I present the most complex mod weapon ever made, the Repulsor Blaster
(http://i.imgur.com/3hyYWqw.gif)

So go ahead and grab the new version from original post (http://bit.ly/1pD1gCG) and if you have any comments or suggestions please let me know.

Changelog
0.7.1

New content:
- Now supported by the Nexerelin mod.
- Added ship graveyard campaign interaction location to the Tasserus system.
- Added Naithyr class gunship fighter.
- Added the Repulsor Blaster as a medium modular gun.
- Added the Mini Duster Autocannon as a small modular gun.

Balance changes / bug fixes / other random tweaks:
- ExigencyCorp attack fleet spawn rate now scales with the number of markets present (only relevant when many mod factions are installed).
- Changes to many combat scripts so that Exigency weapons / ship systems are compliant with Scy ships and any future mods that use TwigLib.
- Flares no longer trigger the Repulsor / Burst Repulsor activation AI.
- Right-click ship system UI widget should no longer vanish intermittently.
- Irithia class capital ship Tethys Drive right-click system now cannot activate while the vessel is at full burn and it should no longer be possible for recalled vessels to end up on top of ships or asteroids.
- Pergon class cruiser crew requirements raised to 70/130 from 60/120.
- Nasir class light carrier Missile Jammer right-click system activation AI improved and it will no longer show graphics effects on munitions caught in its effective radius that are not supposed to be affected by the jamming field.
- Zephos class destroyer Thalassa Drive right-click system should no longer end up on top of ships or asteroids when teleporting.
- Yria class frigate Reactive Hull right-click system activation AI improved.
- Azata class heavy interceptor main gun now has a 5 degree traverse arc.
- Azazel class heavy fighter max burn stat reduced to 4 from 5.
- Added a new variant of the Kaivor class fighter.
- Added several ship variants.
- Mounting the Azata Minigun on a hidden weapon slot will no longer crash the game.
- Ball Lightning Gun will no longer create false EMP arcs in some situations.
- Mx missiles now self destruct when it is impossible to hit the target they are tracking, this is a nerf via reduced battle saturation that does nothing but block shots and distract PD while not actually doing damage, this also substantially reduces the load on the CPU, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Sidewinder Battery weapon now fires in two round bursts while regenerating ammo with a two round clip instead of one at a time and its AI was changed in the following manners, the missiles now always weave even when no targets are available (range nerf), each subsequent missile now properly alternates weave direction, and if their target is destroyed and no new ones are available it will turn back to the original facing it was fired at, also the animation is now controlled by a script for a more polished look, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Horizon LRM missile second stage is no longer triggered by ships in phase and the hit force of the submunition was reduced to 20 from 30.
- Interceptor PDM missiles now weight EMP damage in their targeting decisions and no longer have their proximity fuze triggered by ships in phase.
- Optimisations, improvements and fixes to many of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Probably some things I don't recall.

New / changed visuals and audio:
- The Exigency engine style for all Exi and AA ships with the exception of fighters was made a bit more subtle.
- Dynamic lighting now interacts with ExigencyCorp ship blinker lights and right-click ship system glows in a more subtle manner.
- Indra class frigate Burst Repulsor ship system charge up stage visuals were adjusted.
- The engine signature colors of all missiles were changed.
- The sprites of all missile and bomb projectiles were improved slightly.
- The Big-Bang Bomb projectile now has a blinking light on it to aid in visual recognition.
- Both The Exigency Corporation and The Ahriman Association now have full sets of faction music for fleet and station interaction.
- Added 'Desolation' campaign song.
- 'Exigency' combat song was remixed.

--

Now this update ended up being a bit smaller than I intended as the bug fixes and script improvements really took a long time to find and fix, but I am going to make up for it in the next version. If you want a hint of what will be worked on look no further than the poll at the top of this thread :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 04, 2015, 08:55:56 PM
Woot! Will download and test tonight!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 05, 2015, 08:56:14 AM
Hey whats up guys. I have an issue; whenever i attempt to use this mod i get the error "invalid value (1281)." Is there any way to fix this? I saw on a minecraft forum someone else was having a similar issue with a mod for that game, and the fix was to add a line of code in one of the files. Any ideas?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 05, 2015, 10:02:00 AM
Hey whats up guys. I have an issue; whenever i attempt to use this mod i get the error "invalid value (1281)." Is there any way to fix this? I saw on a minecraft forum someone else was having a similar issue with a mod for that game, and the fix was to add a line of code in one of the files. Any ideas?
First of all, make  sure that your lazylib and shaderlib are up to date
Second, make sure that they are enabled in the mods list
Third: Can you post the error section from your log? The log is located in Starsector/starsector-core/ You can use baretail (a free program) to open it up easily as it can end up being a big file


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 05, 2015, 05:00:54 PM
97240 [Thread-5] ERROR com.fs.starfarer.combat.D  - 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:1129)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)

I've gotten this error from Exigency from the version prior to current, but with the recent update I was hoping it might work now. I just checked this morning and twiglib lazylib and shaderlib are all up to date.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 05, 2015, 06:19:50 PM
That is uh, something really esoteric you got there th3boodlebot.

Can you use ShaderLib with other mods?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 05, 2015, 07:33:00 PM
I use it with every mod. I've never had any issues. I was also loading this with Starsector+ Patrian Navy Valkyrians Blackrock Driveyards Valkyrians Console Commands Common Radar and (n)excerelin. Also musiclib. I would run it with other mods but my computer cant handle loading all that data. I have pretty much every mod compatible with the latest version of Starsector lol. I must say, as far as modding communities go, you guys are top notch! Soooo much extra content and it's all stellar, not to mention the base game itself is really a blast. I've been following this game since day one with a dell laptop, now playing on a desktop (which isn't much of an improvement from a hardware standpoint, but still runs with a better framerate). I even watch most of the let's plays that come out, especially during the time when I didn't have a computer to play it on myself. But I digress, the problem is most likely that I'm running the game on 32 bit vista (on an aging desktop no less). I was just really hoping to try out the Ahriman Association! It looks really cool from a pirating standpoint (which is all I ever do lol). I'm at least happy, however, that i got to play Exigency on an older build of Starsector back in the day. If anyone can come up with a solution to my problem, kudos and thanks in advance!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 05, 2015, 08:25:56 PM
th3boodlebot, are your drivers up-to-date?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 05, 2015, 09:54:59 PM
Yes I have several driver update programs, I ran them just yesterday.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 05, 2015, 10:38:23 PM
All right here is an experiment that may or may not fix your issue, an alternate lower resolution version of the black hole texture. http://www.mediafire.com/download/yy5kaixkz7z9udl/exigency_bholetexture.zip

Replace the .png located at Exigency 0.7.1\graphics\exigency\planets with that and please tell me the results. It is vaguely possible that the current version is simply too large of a texture for your hardware, speaking of which mind sharing your system specs and video card driver version?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 06, 2015, 01:06:37 AM
I use it with every mod. I've never had any issues. I was also loading this with Starsector+ Patrian Navy Valkyrians Blackrock Driveyards Valkyrians Console Commands Common Radar and (n)excerelin.
Why are the valks listed twice?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 06, 2015, 07:39:57 AM
It was a typo lol.

Intel Core 2 Duo 2.66 GHz 3 Gb ram. Intel G33/G31 Express Chipset Family. Downloading the file now gonna give it a try


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 06, 2015, 07:51:53 AM
Well I made it past the initial loading screen!! Whenever it goes to do the first load of the campaign it loads completely and then I get a blank screen with the cursor showing (and movable) for a few seconds then a crash without an error window.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 06, 2015, 07:55:48 AM
I deactivated one of the mods i was using and now everything is working! Thanks so much for the support!!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Dark.Revenant on April 06, 2015, 07:58:18 AM
Well I made it past the initial loading screen!! Whenever it goes to do the first load of the campaign it loads completely and then I get a blank screen with the cursor showing (and movable) for a few seconds then a crash without an error window.

That's probably running out of video memory.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 06, 2015, 04:31:44 PM
I am glad that fixed your problem th3boodlebot, quite honestly this entire thing was my fault and was because of ignorance. First of all I should have rescaled that texture a long time ago but forgot to do it for whatever reason, and I had no idea that large textures like that could cause trouble for certain types of old hardware.

Anyways thank you for bringing this issue to my attention as I would have never found out otherwise, and enjoy playing the mod :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 06, 2015, 04:42:18 PM
A quick question th3boodlebot: Which mod did you disable? Also, did you have shaderlib disabled in its settings?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 07, 2015, 04:17:48 PM
I always have shaderlib enabled as without it certain mods i use frequently won't work. I believe it was Valkyrians that I disabled.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 07, 2015, 04:19:11 PM
Also big thanks to you mesotronik for helping me get it sorted out!!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 07, 2015, 05:55:03 PM
I always have shaderlib enabled as without it certain mods i use frequently won't work. I believe it was Valkyrians that I disabled.
You know you can turn off shaderlib but still have it enabled in the launcher right? (IE mods that need it work but it is essentially off) That is how I do it as I have a crap vid card


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: th3boodlebot on April 07, 2015, 06:09:38 PM
I had no idea. Thanks for the tip!! Maybe with that i can run more mods simultaneously. The more mods the crazier fleets that i can go up against; I always use (n)excelerin with random relations enabled because it ends up creating some really interesting allainces that can be super difficult to deal with. Patrian Navy & Imperium combo was especially interesting.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on April 07, 2015, 07:38:03 PM
I had no idea. Thanks for the tip!! Maybe with that i can run more mods simultaneously. The more mods the crazier fleets that i can go up against; I always use (n)excelerin with random relations enabled because it ends up creating some really interesting allainces that can be super difficult to deal with. Patrian Navy & Imperium combo was especially interesting.
Yeah. All you need to do is open up the shaderlib mod then open up the shaderSettings.json file (use notepad) and set "enableShaders":true to "enableShaders":false


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Histidine on April 08, 2015, 06:42:54 AM
EDIT: Hmm, I probably should've updated TwigLib. Never mind, then.

Crash while I was sitting in main menu. Was Alt-Tabbed away, so don't know what was going on at the time of crash, sorry! (but I did have SCY enabled)

Code:
ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at db.twiglib.TwigUtils.getRoot(TwigUtils.java:129)
at data.scripts.utils.exigency_Twig.getRoot(exigency_Twig.java:31)
at data.scripts.weapons.ai.exigency_MMMAI1.<init>(exigency_MMMAI1.java:57)
at data.scripts.ExigencyModPlugin.pickMissileAI(ExigencyModPlugin.java:120)
at com.fs.starfarer.launcher.ModManager$6.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.loading.specs.a.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.a.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.O0oO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.O0oO.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.öO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.Ô00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.O0oO.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.B.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.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: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 08, 2015, 03:11:13 PM
- Changes to many combat scripts so that Exigency weapons / ship systems are compliant with Scy ships and any future mods that use TwigLib.

That requires the latest version of TwigLib, but only if you are running Scy in which case end users should have the latest version anyways. I thought about mentioning this in the OP but decided not to, if you folks think I should add it please let me know but honestly I consider this not my problem heh :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: HELMUT on April 20, 2015, 01:17:45 PM
I played a Nexerelin campaign with Exigency and reach level 42. Early game is, as expected, incredibly painful for Exigency ships. Even a bunch of Hounds can be a serious threat to a lone Yria as the repulsor isn't a reliable defense system.

I tried at first to farm pirate bounties like i do with any factions but it didn't really worked. Yrias and Elhiurs are defenseless alone. A Zephos can work as it can constantly teleport in the enemy's back but only if it's 1v1, it also get shredded when outnumbered.

So i decided to trade food to earn enough money to afford my first Nasir with two fighter wings. Things went much better after this. I think it's actually impossible to play without fighters as they can act as a meatshield for the rest of your fleet. I would have liked to find more Kaivor as their ability to spam Mx missiles and their repulsor was all an Exigency fleet could dream of. Alas, a bunch of Glynado will do for now. I didn't really wanted to go full carrier, so i also bought some standard ships and glued them around the Nasir to form a protective deathball.

The Zephos have been my flagship for nearly the whole campaign. Mounting a dual Typhoon on that thing was very tempting but i decided to only use Exi weapons. I went first with a modified Brawler variant with two Vindictive arrays which worked pretty well. 500 DPS for 100 flux/sec and the price of an Arbalest AC was quite beastly, especially since i could teleport in the back of enemy ships with frontal shields. The only problem was that the VA is a PD and had the bad habit to track missiles rather than DPSing the enemy ship but it's more because i was too lazy to control them manually.

This loadout worked wonder until late game when i couldn't approach the overleveled enemies flagships, even from behind. I tried to switch for a dual repulsor blaster to try those. While i was able to perform some cool tricks (threw a Kurmaraja wreckage at a Gemini, which ended up crushed between the derelict and the enemy Victory flagship) it was otherwise a very meh weapon. Extremely expensive, nearly no damage... "Repulsing" enemy shots was very difficult (and risky) on top of that.

I switched to a dual Flail. While it wasn't incredibly flashy, at least i could bombard the enemy at a safe distance.

For the cruiser, i was convinced i would love the Pergon. A bucketload of Mxs, a big, long range gun, twice the hull points as a Nasir. An artillery anchor that would have been perfect for my deathball strategy.

Problem, it can't aim for crap.

Either i was monumentally bad at aiming with that thing (the AI wasn't exactly better) or the enemy was making absurd efforts to dodge every single CIGEN shells i threw at them. Thanks god for the Mx40 it wasn't completely worthless but i swear its main gun was cursed. I think it would really benefit from a projectile speed increase to make it less supernaturally inaccurate.

And then i got the big one. And at more than 400.000 credits, it took me a while to grind but it was worth it.

The Irithia is absolutely necessary for every Exigency fleets. Very tanky (for an Exi ship), a gazillion Mx missiles, 6 regenerating torpedoes and 2 launch bays for your swarm of fighters, the other mounts almost feel superfluous on it. And most importantly, the Tethys drive, which teleport enemy ships right next to you. And because i was deathballing all my ships around my Irithia, that enemy ship life expectancy was usually very, very short.

And they lived happily ever after and killed a lot of pirates.

And i got very wealthy and i thought: "wow, one Irithia is very good, why not getting another Irithia?"

And it was a very stupid decision.

When the player target an enemy ship, the Irithia teleport it to your fleet, which is good. But when you have two Irithia, they BOTH try to teleport the enemy ship next to it, which end up in a massive clusterfrack where your two Irithia are playing ball with the enemy Paragon, IN THE MIDDLE OF YOUR FLEET.

And because the Paragon was constantly being teleported around, my bombers couldn't quite catch it. When they did and dropped their bombs, it could be teleported to another place at any second. The bombs however, would keep going where the Paragon was, in this case, my own ship.

And that's how i lost the Irithia i just bought.

So yeah, only one of those per fleet.

Other than this, Exigency felt pretty fun and balanced. Of course they are still incredibly vulnerable to beam weaponry, which i learned the hard way when i encountered a "Tachyon-lance party" themed fleet (1 Paragon, 1 Odyssey and 1 Apogee for 7 Tachyon lances, i didn't knew SS+ could do that kind of things)  which butchered all my ships with terrifying ease.

Just another little issue i noted, Kaivors are considered as bombers (they follow rally strike forces orders) which isn't wanted as they are much better on the frontline to soak up damage with the rest of the fleet.

There's quite a lot of stuffs i haven't tried. No Indra for sale, no Naithyr, no Naxos either, which sadly would have worked very well with my strategy. My stations were determined to only sell me Glynados, more Glynados and then even more Glynados. Same thing for guns, lot of guns to try but not enough ships with medium mounts.

Aaaand i think that's all.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Zudgemud on April 20, 2015, 03:07:22 PM
For the cruiser, i was convinced i would love the Pergon. A bucketload of Mxs, a big, long range gun, twice the hull points as a Nasir. An artillery anchor that would have been perfect for my deathball strategy.

Problem, it can't aim for crap.

Either i was monumentally bad at aiming with that thing (the AI wasn't exactly better) or the enemy was making absurd efforts to dodge every single CIGEN shells i threw at them. Thanks god for the Mx40 it wasn't completely worthless but i swear its main gun was cursed. I think it would really benefit from a projectile speed increase to make it less supernaturally inaccurate.

Btw, this was my experience too, it was simply not a very fun ship to use due to the slow projectile, as combined with the slow reload and not spectacular damage you just got annoyed when lighter enemy ships dodged your shots, it felt like I could hardly ever use it to pick off those numerous damaged but sheilded light ships. I think it would be more fun to use with a faster projectile. If you made the projectile slow to require careful aiming you could always add a chargeup time or something instead.

Also, while the indra is probably the most fun ship to use in the game, it itches my sense of symmetry that the gun is sidemounted! :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 20, 2015, 04:40:08 PM
This is a great write-up, lets see if I can address each concern.

I played a Nexerelin campaign with Exigency and reach level 42. Early game is, as expected, incredibly painful for Exigency ships. Even a bunch of Hounds can be a serious threat to a lone Yria as the repulsor isn't a reliable defense system.

Yea the Repulsor is not that amazing on smaller ships, but combined with the Reactive Hull right-click system the Yria should be fairly durable

This loadout worked wonder until late game when i couldn't approach the overleveled enemies flagships, even from behind. I tried to switch for a dual repulsor blaster to try those. While i was able to perform some cool tricks (threw a Kurmaraja wreckage at a Gemini, which ended up crushed between the derelict and the enemy Victory flagship) it was otherwise a very meh weapon. Extremely expensive, nearly no damage... "Repulsing" enemy shots was very difficult (and risky) on top of that.

Well, the point of the Repulsor Blaster is not to use as a primary weapon as you tried but instead to layer it with other weapons in large fleet engagements. Firing salvos of them from multiple ships can essentially completely block missile swarms and deny portions of the battlefield to the enemy. It is a gimmick "tactical option" weapon, but situationally it can create more destruction than anything else I have ever seen!

For the cruiser, i was convinced i would love the Pergon. A bucketload of Mxs, a big, long range gun, twice the hull points as a Nasir. An artillery anchor that would have been perfect for my deathball strategy.

Problem, it can't aim for crap.

Either i was monumentally bad at aiming with that thing (the AI wasn't exactly better) or the enemy was making absurd efforts to dodge every single CIGEN shells i threw at them. Thanks god for the Mx40 it wasn't completely worthless but i swear its main gun was cursed. I think it would really benefit from a projectile speed increase to make it less supernaturally inaccurate.
Btw, this was my experience too, it was simply not a very fun ship to use due to the slow projectile, as combined with the slow reload and not spectacular damage you just got annoyed when lighter enemy ships dodged your shots, it felt like I could hardly ever use it to pick off those numerous damaged but sheilded light ships. I think it would be more fun to use with a faster projectile. If you made the projectile slow to require careful aiming you could always add a chargeup time or something instead.

Well shield piercing weapons are a tricky thing to balance, the only defense is either to not get hit or to tank it on the armor. If the projectiles are too strong or fast then high tech ships and frigates just get murdered. The alternate fire mode for the Pergon does substantially increase the muzzle velocity and helps against agile targets, but in the end the ship is meant for bombarding things larger than itself generally.

And then i got the big one. And at more than 400.000 credits, it took me a while to grind but it was worth it.

The Irithia is absolutely necessary for every Exigency fleets. Very tanky (for an Exi ship), a gazillion Mx missiles, 6 regenerating torpedoes and 2 launch bays for your swarm of fighters, the other mounts almost feel superfluous on it. And most importantly, the Tethys drive, which teleport enemy ships right next to you. And because i was deathballing all my ships around my Irithia, that enemy ship life expectancy was usually very, very short.

And they lived happily ever after and killed a lot of pirates.

And i got very wealthy and i thought: "wow, one Irithia is very good, why not getting another Irithia?"

And it was a very stupid decision.

When the player target an enemy ship, the Irithia teleport it to your fleet, which is good. But when you have two Irithia, they BOTH try to teleport the enemy ship next to it, which end up in a massive clusterfrack where your two Irithia are playing ball with the enemy Paragon, IN THE MIDDLE OF YOUR FLEET.

And because the Paragon was constantly being teleported around, my bombers couldn't quite catch it. When they did and dropped their bombs, it could be teleported to another place at any second. The bombs however, would keep going where the Paragon was, in this case, my own ship.

And that's how i lost the Irithia i just bought.

So yeah, only one of those per fleet.

The problem you encountered would be exceedingly difficult to solve as it already is a very complex AI and adding logic to account for that issue would be amazingly hard... Hmmm.

Other than this, Exigency felt pretty fun and balanced. Of course they are still incredibly vulnerable to beam weaponry, which i learned the hard way when i encountered a "Tachyon-lance party" themed fleet (1 Paragon, 1 Odyssey and 1 Apogee for 7 Tachyon lances, i didn't knew SS+ could do that kind of things)  which butchered all my ships with terrifying ease.

Well, the built in 50% beam resist and 30% EMP resist is pretty substantial and generally gives Exi ships enough durability against beams to last long enough to return fire but against massed Tachyon Lances... There really is not a solution to this and just consider it part of the design.

Just another little issue i noted, Kaivors are considered as bombers (they follow rally strike forces orders) which isn't wanted as they are much better on the frontline to soak up damage with the rest of the fleet.

Right now all three variants of Kaivor are considered support fighters so they stay at their maximum effective gun range which helps them a lot as any other behavior would be less desirable but does produce that side effect of how they respond to orders.

There's quite a lot of stuffs i haven't tried. No Indra for sale, no Naithyr, no Naxos either, which sadly would have worked very well with my strategy. My stations were determined to only sell me Glynados, more Glynados and then even more Glynados. Same thing for guns, lot of guns to try but not enough ships with medium mounts.

Well not much I can do about ship availability in Nexerelin, but for the masses of medium weapons for sale and lack of ships that have many medium mounts there is but one solution which also will mostly solve every issue with the mod. More ships, you have to only look at the top of the thread to get a vague idea of what is on the list but to elaborate on it slightly. Think of all the future Exi ships as being more generalized in their usage profile, less built-ins, more weapon slots, less fragile, still having dual ship systems, but they would all mostly be reliable fleet ships to anchor the more fragile existing specialists vessels and I will make sure both types remain relevant in combat.

Anyways thank you very much for the review and I think everyone will be satisfied with upcoming additions to the mod :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: sotanaht on April 24, 2015, 05:14:49 PM
So why is it that the Repulsers on Exigency ships are their primary (f key) system, while the ships unique system is always right click?  Shouldn't it be the other way around?  Repulsers are the shield-equivalent defensive system, so it would only make sense for them to be on the shield key.  The other systems are all unique and could benefit from the individualized descriptions for f-key primary systems.

I'm guessing this is all about showing the cooldown for the repulser.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on April 24, 2015, 06:31:54 PM
That is a very good question, the reasons are mostly for internal consistency and ease of control.

Now to explain that in detail you have to look at the mod as a whole. Way back in the day right-click ship systems were actually impossible so this became the basis for the Repulsor being a normal ship system on both Exigency and Association ships. When it became possible to do dual ship systems through admittedly very hacky methods some issues with how they can be used were realized. So for internal consistency reasons if the Repulsor was the right-click system on Exigency ships then that would be inverse of Association vessels! On top of this some ships just control better with things on right-click. For example the Indra's mobility system is literally impossible to use if it was activated with the F key, I don't care how good your hand eye coordination is nobody could actually do it.

So in the end the entire rig is a compromise to make everything as usable as possible and this is the only way it can be. But adding a UI widget, visuals on the ships, and sounds all to show the status of the right-click systems during a battle is a pretty comprehensive way to represent them. In addition the ship systems are described in a short hand manner in the codex entry for each ship inside the description writing, and if you want more details you can read about each right-click system just like normal ones in the pertinent codex tab.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: sotanaht on May 01, 2015, 01:03:49 AM
Since you requested I say something...

The Kestros MIRV right now feels like it would be overpowered for a large slot.  Each salvo does 3750 damage to shields/armor in spite of the fragmentation type, which is torpedo-level, and it's virtually unavoidable.  To compare, a Templar's Clarent missile, which is designed to be overpowered, does 2k damage with about the same avoidability, at only 2k range.  Their Roland system is a large slot that fires 4 of them, it has more raw power but the Kestros has more utility due to it's incredible 10k range.

I believe the design intent is for them to provide a distraction while more powerful missiles do the real damage, but I don't think that's likely to work because you would need to time your secondary missile shots perfectly AND hope that the random (and probably AoE) PD systems don't target them anyway.  I do however really enjoy the feel and aesthetic of having 50+ mini missiles surrounding my target, it just looks awesome. 

I don't really know what to do with it though.  Reducing the damage would push it more towards it's official distraction role, but I just don't see that as a strong enough role.  The ammo regen might be the first thing to remove.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on May 01, 2015, 01:55:22 AM
Aye thank you for dropping by, well I'll admit it is too powerful but only when massed. If you have only a small number of launchers it does not feel nearly as strong but due to how the missiles synergize when fired in volleys they can be extremely overpowering.

Quote
Each salvo does 3750 damage to shields/armor in spite of the fragmentation type, which is torpedo-level, and it's virtually unavoidable.

While that is true on paper in practice it is a bit less since a fair number of the total submunitions completely miss their target due to the three pronged flight path and this is regardless of the size of the vessel they are attacking, this can even be observed in your video... And on top of this this damage is spread all across the ship instead of concentrated in an armor busting manner, but they are still too powerful.

Quote
I don't really know what to do with it though.  Reducing the damage would push it more towards it's official distraction role, but I just don't see that as a strong enough role.  The ammo regen might be the first thing to remove.

This is actually an extremely difficult weapon to balance correctly, it is nearly impossible to make good enough to work on its own and at the same time nearly impossible to make it not overpowered in mass quantities. While all LRM type weapons get absurdly powerful when fired in large numbers this one scales up too effectively.

I am trying a rather heavy rebalance of the weapon as we speak. A summary of the changes which may or may not be final: Range reduced to 3000 from 10000, flight time to 30 from 86 seconds, leading accuracy of the MIRV reduced, ammunition count reduced to 6 from 14, fire rate and ammo regeneration rate changes are still being decided upon. The most interesting tweak is the targeting system for the submunitions so that they will always choose their targets based on proximity and this can include multiple ships. Currently they have different priorities based on what you are locked onto with several different possible behavior profiles. These change will make them more useful for attacking clusters of nearby ships rather than it be so easy to use them to focus down a single target. The final goal is to change them from the LRM from hell to a nasty medium range missile with a significantly reduced overall and sustained DPM and much less of a benefit from Fast Missile Racks and Expanded Missile Racks.

Thank you for pointing out these issues to me, it is always useful to see balance from the perspective of others and see situations that they may not have been tested in by the mod author :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: sotanaht on May 01, 2015, 02:02:20 AM
Seeing them swat fighter swarms would be fun.

Looking at my video, I can see that the furthest submuntions are still able to reverse direction and hit the Archbishop no problem.  There are actually some that start close up though that seem to want to go around in a circle AWAY from the archbishop, but that might be because they are targeting its drones, at least a few hit and eventually kill those.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on May 01, 2015, 02:11:28 AM
Well they do now, just don't lock onto a target and only mouse over one when you fire and see what happens ;)

This is basically what the behavior will be all the time regardless of what you are locked onto in the next version.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: tchan on May 02, 2015, 03:32:12 PM
I'm not sure if I should post this here or in general discussion, but I'll try here first.

The Avesta Station disappeared.

I've been visiting it for a while and one day....it's just gone.

Does it hyperspace somewhere else?  I still see Food Shortage reports of it, but when I click on the news post in the Intel screen, it doesn't do that crosshair location.  And attempts from neighboring systems trying to deliver food to the station had failed.

Bug? o.o;

(http://s14.postimg.org/s3motxg69/Avesta11.jpg)

And...as you can see...theres no thick crosshairs showing the station when I click on the food shortage news post.

(http://s14.postimg.org/s2cr0iech/Avesta33.jpg)


edit.......

er nevermind I found it.  The station moved!  Not sure if it was supposed to do that, but well...here it is:

(http://s27.postimg.org/i8ewz0kdf/Avesta44.jpg)
 


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: Midnight Kitsune on May 02, 2015, 03:42:41 PM
The station moves around in an orbit, just so you know


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: MesoTroniK on May 02, 2015, 03:42:57 PM
Yep it does move by design, this is mentioned in the flavor text for the station when you visit it also :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
Post by: tchan on May 02, 2015, 03:52:48 PM
Oh ya I just thought the flavor text was just to add some lore.  I didn't expect it to actually move.  This is so awesome.  I love your mod! :D


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 03, 2015, 11:48:01 PM
Evening everyone, it is that time again. This update actually contains no new content at all but had a serious balance pass done on several things, a few bugs fixed, the Zephos destroyer AI now uses its teleporting system much more intelligently, a slight optimization pass, little random quality of life changes here and there, and some retouched visuals and sounds on several things.

This version is 100% save compatible with the last and will drop right in without requiring the use of the Save Transfer mod and all the changes added together made some serious improvements to this mod as a whole.

So go ahead and grab the new version from original post (http://bit.ly/1pD1gCG) and if you have any comments or suggestions please let me know.

Fancy new multi-target lock system for the Kestros MIRV
(http://i.imgur.com/L315ov8.gif)

Changelog
0.7.1b

Balance changes / bug fixes / other random tweaks:
- Tasserus black hole texture was reduced in resolution to decrease VRAM usage and resolve possible compatibility issues on very old hardware.
- Repulsor ship system was optimised some as it now only creates particle effects if you would be able to observe them.
- Zephos class destroyer Thalassa Drive right-click system rebalanced in the following manners, max teleport range reduced to 900 from 1250, flux cost reduced by 20%, cooldown period reduced to 4 from 5 seconds, AI was improved and should suicide less often and in general use it more wisely, and should no longer fail to return to normal space in some rare edge case scenarios.
- Pergon class cruiser designation changed to Gunboat from Artillery Cruiser.
- Kestros MIRV Pod was rebalanced in the following manners, range reduced to 5000 from 10000, missile lifetime reduced to 43 from 86 seconds, leading accuracy reduced, reloads 2 missiles at a time instead of 1, ammo regeneration rate increased to 3 from 1.5 per minute, ammo capacity reduced to 6 from 16, shots per minute (twin missile linked salvo) reduced to 3 from 3.5, total submunition count reduced to 20 from 25, and the submunitions will now track multiple targets.
- Avenger missile (same missile fired from several different weapons) was rebalanced in the following manners, self destructs at 2 instead of 3 seconds past engine fizzle out, second stage activates at 1000 range instead of 750 and now scatters out in a semi-randomized fan spread that tends to hit the frontal aspect instead of spreading out and then converging to attack the flanks of the target.
- All CIGEN weapon projectiles have improved hit detection.
- Big Bang Torpedo reloading mechanic was adjusted for clarity, no balance change.
- Improved descriptions for various things.
- The Ahriman Association had some vanilla portraits added to their possible captain choices.
- Probably some things I don't recall.

New / changed visuals and audio:
- Big Bang Torpedo has new and improved on hit visuals and the launch sound volume was lowered.
- Bolo Mini Torpedo has new and improved on hit visuals and the on hit sound effect volume was lowered.
- Repulsor Blaster projectile loop sound now fades out more smoothly and the on hit sound effect was adjusted slightly.
- Slight improvement to the CIGEN Cannon projectile sprite.
- Mx missile trails were made slightly more obvious.

--

Now this update is likely the last polish one that will be created for a while, expect some serious content to start showing up soon :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: eOSO on May 04, 2015, 05:53:24 AM
The mediafire link doesn't seem to be working for me.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Everlazy on May 04, 2015, 07:45:54 AM
The download is currently blocked for some reason Meso.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 04, 2015, 02:47:09 PM
For some arcane reason MediaFire decided that my mod violated their terms of service, it doesn't... Anyways new link is up hosted on BitBucket fed through a link shortener, should work a treat and I apologize for any inconvenience the downtime may have caused.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: NightfallGemini on May 07, 2015, 08:21:22 PM
I'm glad you switched from Mediafire, to be honest. They have some very strange pop-unders now that try to trick you into installing malware.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 11, 2015, 07:14:33 PM
Heh at this bug, so apparently some dimensional *** occurs between the Repulsor Blaster and the Scalar Rejector.


(http://i.imgur.com/AXnAA4m.gif)


The vortex becomes pinned in place and continues to repulse things for all eternity...


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: kazi on May 11, 2015, 09:44:50 PM
That's definitely a "feature." I'd almost leave it in there lol...

Also for some reason those massive gifs are playing havoc with my browser (maybe spoiler them?)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 14, 2015, 10:14:06 PM
News from the future™

So that "feature" was fixed in the dev, as tempting as it was to leave in place for the hilarity it just disrupted the AI too much. Now when something like the Scalar Rejector absorbs a Repulsor Blaster shot it just blows up in their face in the same manner as the normal on hit effect.

Also a wise idea occurred to spruce up the mod a bit for the next version. So if you apply overly gratuitous firepower to an ExigencyCorp or Association ship to the point where even the hulk is vaporized while the Repulsor system is active...

https://youtu.be/O4-P8mAlvA0

(http://i.imgur.com/neyQbZx.gif)

(http://i.imgur.com/dfk4bvJ.png)   (http://i.imgur.com/MtHAMiY.png)   (http://i.imgur.com/pj0hjoC.png)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Sabaton on May 16, 2015, 06:17:05 AM
That cruiser must have a really nasty bite...


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Ahne on May 17, 2015, 09:21:43 AM
looks crazy good, but honestly i don't like the non-shield tech :/,  even it's a cool idea and fits the tech/lore of the faction.

Nonetheless, awesome work!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Midnight Kitsune on May 17, 2015, 03:37:33 PM
looks crazy good, but honestly i don't like the non-shield tech :/,  even it's a cool idea and fits the tech/lore of the faction.

Nonetheless, awesome work!
Have you played with the faction at all or are you just basing this on what you saw in the vids?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Ahne on May 17, 2015, 05:05:58 PM
Thats just my opinion without playing them. I believe they are fun to play if i pilot the ship myself but to rely on the AI in massive battles with ships who rely on accurate use of that "shield" ability and positioning, i see damnation.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Midnight Kitsune on May 17, 2015, 05:20:05 PM
Thats just my opinion without playing them. I believe they are fun to play if i pilot the ship myself but to rely on the AI in massive battles with ships who rely on accurate use of that "shield" ability and positioning, i see damnation.
The ships are pretty smart as they are now and the new ships coming in will help make them a more cohesive fleet. You should give them a try, if not now then after this next update comes out for it


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Ahne on May 17, 2015, 05:22:30 PM
I will do!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: samsaq on June 01, 2015, 01:13:43 PM
SOS: I installed the mod, (unzipped it into the mods folder, with only that mod enabled) but when I started the game it gave me this error: Fatal: Ship hull variant [sherpherd_Frontier] not found! This looks to me as a certain ship hull is missing so I can't play the game.(its starts loading and immediately crashes) Does anyone have an idea as to how I can fix this problem?(ship hull file+ instructions on where to place or patched mod, if that's the issue)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Nanao-kun on June 01, 2015, 01:16:10 PM
SOS: I installed the mod, (unzipped it into the mods folder, with only that mod enabled) but when I started the game it gave me this error: Fatal: Ship hull variant [sherpherd_Frontier] not found! This looks to me as a certain ship hull is missing so I can't play the game.(its starts loading and immediately crashes) Does anyone have an idea as to how I can fix this problem?(ship hull file+ instructions on where to place or patched mod, if that's the issue)
What version of Starsector are you using?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: LB on June 08, 2015, 09:32:46 PM
Code:
433171 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
433171 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [CatastrophicSystemsFailure.ogg]
433464 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.ôoØ000(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.Ó00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.do(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.øO0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
at data.missions.benchmark.MissionDefinition$Plugin.advance(MissionDefinition.java:586)
at com.fs.starfarer.title.ooOO.K$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.G.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)

Encountered in the SS+ benchmark. Exigency seems to own this file, although cause may or may not be related to Exigency itself.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Dark.Revenant on June 08, 2015, 09:43:06 PM
The music file is completely unrelated to the crash.  In fact, the crash is due to some mod somewhere that triggered a rare fighter AI crash for some reason.  I don't know; never seen that in the Benchmark.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Takion Kasukedo on September 30, 2015, 02:53:40 PM
Hmm...

As I have reported in the Starsector+ thread, I came across an error, and i'm not sure if it's Exigency or Starsector+

1319567 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
   at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
   at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
   at com.fs.starfarer.campaign.BaseCampaignEntity.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.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)

Let me know what you think is doing it out of the 2 mods...


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Dark.Revenant on September 30, 2015, 03:12:18 PM
False dichotomy: it's neither.  That stack trace clearly shows Nexerelin.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on October 27, 2015, 06:01:59 PM
Evening everyone, so the short version is... No this mod isn't dead.

The long version is, it will make an appearance again after 0.7a expanded in vast manners at a slow but steady pace.

Don't click on this if you like surprises.
Some things you will be seeing introduced roughly in this order:
Updated art for all ships
More Exigency Corporation ships (enough to create a true full lineup)
More weapons
Updated art for all weapons
More Ahriman Association ships
Exigency Corporation mobile market trade armadas
Rogue von neumann probes
Sentient machine intelligence
More star systems
The space beyond Tasserus
Some faction from "over there"
An overarching storyline / quest tying every faction together
Seeker mod like exploration and discovery (of a far smaller scope)

So yea a bit crazy, but since the very beginning I planned to make a mod faction pack that pushes the very boundaries of what is possible in Starsector! After all modding is breaking the game in the best possible manner.

If this all sounds insane and of too large a scope to be possible, then you would be mistaken. It does not worry me as I work on all this stuff slowly over large periods of time often just a little bit each day all planned out as a fairly rigid roadmap of features and timeline :)

What could possibly go wrong?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Sabaton on October 28, 2015, 08:00:19 AM
Ambitious as always.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Surge on December 11, 2015, 02:41:03 AM
Missile spam just isn't the same without stolen Exigency weapons, looking forward to the update.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on December 11, 2015, 03:37:40 AM
Me too!

The reality is that it is going to take a while™.

The complexities of this mod just makes it very time consuming to update and along with making it work again I need to really think over how to adapt some campaign things in creative manners for 0.7.1a. On a more interesting note, there will be updated art included in the same release as most of it has been done for a while now. Perhaps not everything at once but most of it... I hope. In the end every single sprite in the mod will be updated to create a unified art style and quality level that matches some new ships that will be appearing.
(http://i.imgur.com/neyQbZx.gif)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Weltall on December 11, 2015, 06:01:06 AM
It made me tear up when I realized I can't use this mod yet with my game. I feel sad I will not have to fear being teleported in the middle of the enemy force and ripped to pieace without knowing what happened T_T


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Zudgemud on December 11, 2015, 08:56:01 AM
Goodies, will try this out during the weekend :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Takion Kasukedo on December 11, 2015, 10:22:33 AM
Me too!

The reality is that it is going to take a while™.

The complexities of this mod just makes it very time consuming to update and along with making it work again I need to really think over how to adapt some campaign things in creative manners for 0.7.1a. On a more interesting note, there will be updated art included in the same release as most of it has been done for a while now. Perhaps not everything at once but most of it... I hope. In the end every single sprite in the mod will be updated to create a unified art style and quality level that matches some new ships that will be appearing.
(http://i.imgur.com/neyQbZx.gif)

Take your time, it'll be worth it in the end.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Weltall on December 12, 2015, 07:36:21 PM
I think I see an updated version.. I do, I seeeeee an updated version! And it is updated version season! Now where is my gun? Time to hunt some wascawwy bugs.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on December 12, 2015, 07:54:55 PM
It is not updated yet.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Weltall on December 13, 2015, 04:43:43 AM
It is not updated yet.

Oh, let me dream. :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Gezzaman on December 13, 2015, 10:38:54 PM
I miss the missile spam and porting ships next to me :D


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Midnight Kitsune on December 13, 2015, 11:23:09 PM
Patience guys, I miss my missile spamming Kestros too! Exi is one of the top three hardest hit mods by the changes in .7 and .7.1 and it will take lots of time to get it right. Also the author is a damned perfectionist that hates hotfixes so don't bother trying to ask for a half baked update


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Weltall on December 13, 2015, 11:36:59 PM
Patience guys, I miss my missile spamming Kestros too! Exi is one of the top three hardest hit mods by the changes in .7 and .7.1 and it will take lots of time to get it right. Also the author is a damned perfectionist that hates hotfixes so don't bother trying to ask for a half baked update

I personally prefer something complete too, rather than something half baked. I would prefer to play again on 0.65.2 rather than play something half done, missing features.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: hunters1 on December 14, 2015, 03:17:24 PM
i read 0.7.1b and thought starsector got updated and this mod with it then i checked the date next to it after clicking it and i got sad


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Weltall on December 14, 2015, 03:33:27 PM
i read 0.7.1b and thought starsector got updated and this mod with it then i checked the date next to it after clicking it and i got sad

This is the exact reason why I got all happy it got updated. Shame it was only a dream..


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: gofastskatkat on February 19, 2016, 06:49:09 PM
so... when is it getting updated?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Midnight Kitsune on February 19, 2016, 07:28:38 PM
so... when is it getting updated?
Never now that you have asked!
Sadly not for quite awhile as there were and are alot of changes to make as this isn't a simple mod


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on February 19, 2016, 08:09:12 PM
so... when is it getting updated?

Sometime between soon and soon™, after 0.7.2a most likely.

Saying that Exigency is a complex mod is an understatement, in addition the workload required to update it actually got longer after discovering the changes in the next version of Starsector. It will be done when it is done, but the wait will be worth it. As time went on and I analyzed the content I became increasingly dissatisfied with many aspects of the mod, and even if I said "screw it" and just updated the mod and didn't bother improving all of the existing content it would actually not decrease the workload required by that much. I mod with a polish from the ground up approach, so improving previous things isn't that hard.

So the list for the next update is something sort of like this:
Finish improving all old art assets
Add new Exi ships and weapons
Add new AA ship
Balance / polish pass of everything
Rewrite campaign
Refactor all right-click systems as SS 0.7.2a will break them
Other stuff

Right now, preliminary work on several of these things has been performed mostly on the art side. So basically, the primary short term goals are to de-break the mod and bring everything up to a quality standard in which I will never want to go back and edit them again. That is something that has haunted me for a long time, but no longer. The bar has been set, and I have a target quality metric that will be met.

After this update gets done, amazing things will start appearing to expand the content in unexpected manners and many of these things have been worked on and been in planning for a very long time. Anyways just rambling a bit and please have some faith. I will never abandon this community or the work I have put into it, my goal is to raise the bar of the Modiverse :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: sirboomalot on February 19, 2016, 08:49:35 PM
Darn perfectionists, delaying our mod updates with silly things like perfection...  ::)


 ;D


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Ahne on February 19, 2016, 08:55:11 PM
Yes i will wait for exigency to return, even when it takes months from now on, the time will come and with it one of the best faction mods for Starsector!

greetings
Ahne


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: No_Chance on March 04, 2016, 11:14:57 AM
Eagerly waiting for the next update, thanks for your work :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Midnight Kitsune on March 04, 2016, 11:16:21 AM
Eagerly waiting for the next update, thanks for your work :)
As am I. But we are all in for a long wait, especially with the phase changes


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Orikson on April 15, 2016, 10:29:52 PM
Sometime between soon and soon™, after 0.7.2a most likely.

Saying that Exigency is a complex mod is an understatement, in addition the workload required to update it actually got longer after discovering the changes in the next version of Starsector. It will be done when it is done, but the wait will be worth it. As time went on and I analyzed the content I became increasingly dissatisfied with many aspects of the mod, and even if I said "screw it" and just updated the mod and didn't bother improving all of the existing content it would actually not decrease the workload required by that much. I mod with a polish from the ground up approach, so improving previous things isn't that hard.

So the list for the next update is something sort of like this:
Finish improving all old art assets
Add new Exi ships and weapons
Add new AA ship
Balance / polish pass of everything
Rewrite campaign
Refactor all right-click systems as SS 0.7.2a will break them
Other stuff

Right now, preliminary work on several of these things has been performed mostly on the art side. So basically, the primary short term goals are to de-break the mod and bring everything up to a quality standard in which I will never want to go back and edit them again. That is something that has haunted me for a long time, but no longer. The bar has been set, and I have a target quality metric that will be met.

After this update gets done, amazing things will start appearing to expand the content in unexpected manners and many of these things have been worked on and been in planning for a very long time. Anyways just rambling a bit and please have some faith. I will never abandon this community or the work I have put into it, my goal is to raise the bar of the Modiverse :)
[/quote]

I love the look of this mod, I'll wait patiently, orbiting the planet of our forums.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: adimetro00 on May 25, 2016, 08:00:35 PM
Hey, You said in tiandong thread that you're going to update this mod.
Are you really going to update this?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 25, 2016, 08:07:43 PM
I will never abandon this community or the work I have put into it, my goal is to raise the bar of the Modiverse :)

Yes it will be updated, and asking me to do it faster won't change anything. Time is finite and the mod is disgustingly complex. Please wait and see while having some faith in me :)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Orikson on May 25, 2016, 08:29:46 PM
I will never abandon this community or the work I have put into it, my goal is to raise the bar of the Modiverse :)

Yes it will be updated, and asking me to do it faster won't change anything. Time is finite and the mod is disgustingly complex. Please wait and see while having some faith in me :)

Take your time, and most importantly, have fun.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Starasp on May 25, 2016, 11:13:39 PM
I'm happy to wait, Exigency always has the coolest toys and extra stuff when it does update.

Any hints about what you've got for us this time?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on May 25, 2016, 11:43:12 PM
Improved art
Improved balance / polish
Revamped campaign rig
Mechanics changes to some of the right-click ship systems
Right-click ship systems will no longer cause subtle anomalous AI issues
More ships (they really need these)
More weapons (probably)
Messing with literally everything
Other stuff?

That is more or less it for the upcoming update most likely, but that is also not a insignificant task if you understand the underlying complexities of a mod such as Exi. Least after the update gets done, the mod will get expanded at a rate that would not be described as "glacial"...


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: No_Chance on December 08, 2016, 07:31:42 PM
Any Chance this gets updated for the upcoming 0.8a version?
These ships were by far the most fun I haver had with this game and i can't imagine getting back into it without them, honestly the main reason i took a break after 0.65.2a.
I understand it may take a lot of time to make something like this work but just wanted to show some support into something i deeply appreciate.
Thanks for your hard work.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: MesoTroniK on December 08, 2016, 08:12:03 PM
The idea is to update the mod this month... What could possibly go wrong?


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: gofastskatkat on December 09, 2016, 08:20:53 AM
The idea is to update the mod this month... What could possibly go wrong?
Good luck, this mod deserves a comeback!


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: kazi on December 09, 2016, 03:59:06 PM
The idea is to update the mod this month... What could possibly go wrong?

Alex releases another update.  ;)


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Azmond on December 10, 2016, 12:31:53 AM
Good things come to those that wait.


Title: Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
Post by: Bastion.Systems on December 10, 2016, 09:00:12 AM
Really nice to see old mods getting complete facelifts (this and SCY).


Title: Re: [0.7.2a] Exigency Incorporated v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on March 19, 2017, 01:00:38 AM
Heh, this will keep 'em busy.

(http://i.imgur.com/Mqpj4d9.gif)


Oh my, they are back... Finally, hopefully my brand of insanity eases the wait for SS 0.8.

So go ahead and grab the new version from original post (http://bit.ly/1pD1gCG) and if you have any comments or suggestions please let me know. For those that may not recall this mod or never played it, nothing else quite sells what it is like this one .gif of which I will never be able to record one as badass ever again.

(http://i.imgur.com/1Effrtz.gif)


- The TL;DR: *** with pretty much everything (except the sprites).

Changelog
0.7.2

- Changed (shortened) mod name to Exigency.
- Updated for 0.7.2a compliance.

Campaign stuff:
- Updated campaign rig overall.
- Nexerelin Corvus Mode is now supported.
- Redesigned Illegal Tech event to allow the player to own Exigency and Ahriman ships, higher rep levels allows larger and more powerful ships, and the event no longer applies to Nexerelin games of either mode.
- Updated faction relationships.
- Improved and changed the Tasserus star system with devious hints to the future. Check it out!
- Massive changes to Avesta Station, it now moves in a more specific manner through hyperspace, deploys waves of fleets with custom scripted AI at certain locations, and no more placeholder sprite. Check it out!
- All mod content is no longer blocked from being manufactured at the Omnifactory.

Ship stuff:
- Adjusted slot types on many ships.
- Removed ECCM hullmod from all fighters.
- Updated campaign layer stats for all ships, such as 0.7.2a compliant logistics and burn speed stats etc.
- Tweaked ship hull style colors.
- Tweaked ship engine signature colors.
- Exigency ships now have 50% resistance to area of effect damage dealt by disabled vessel explosions.
- Exigency and Ahriman ships larger than fighters now have a volatile death if they are completely vaporized while the Repulsor system is active.
- Active Repulsor ship systems now display on the Combat Radar in a similar manner to shields (will crash without v2.3 or newer).
- Improved Repulsor and Burst Repulsor ship system status icons.
- Slightly adjusted the volume of several ship system sounds.
- All right-click ship systems now have an improved UI widget, added custom system status icons and active status information, removed system ready sound, and they no longer cause a multitude of anomalous AI issues.
- Most ship variants adjusted.
- Exigency ship EMP resistance increased to 50% from 30% and the out-of-combat repair rate bonus increased to 100% from 30%.
- Irithia-class combat carrier OPs increased to 170 from 169, max flux increased to 8000 from 7200, flux dissipation increased to 650 from 640, min crew increased to 350 from 250, max crew increased to 600 from 450, fuel increased to 600 from 500, its Tethys Drive right-click system cooldown time increased to 30 from 25 seconds, range reduced by 33%, flux cost increased by 25%, now has a proper UI sound and status indicator when the system is charged and ready and attempted to activate without a target or an invalid target, fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, and improved visuals and overall behavior.
- Pergon-class gunboat OPs increased to 60 from 55, flux dissipation increased to 350 from 300, mass decreased to 600 from 700, min crew increased to 80 from 70, max crew increased to 140 from 130, and cost decreased to 70000 from 96000.
- Nasir-class light carrier OPs decreased to 25 from 26, max flux increased to 1000 from 550, flux dissipation decreased to 100 from 180, max crew decreased to 130 from 140, cost decreased to 25000 from 27000, added High Resolution Sensors hullmod, its Missile Jammer right-click system no longer will interact poorly with some types of custom missile AIs, will now sometimes cause MIRVs and proximity fuzed missiles to detonate prematurely, and massively improved its scripts and overall behavior.
- Zephos-class destroyer OPs increased to 50 from 44, max flux increased to 2500 from 1200, flux dissipation increased to 200 from 190, min crew increased to 35 from 30, max crew increased to 50 from 45, cargo decreased to 50 from 70, its Thalassa Drive right-click system fixed bugged BALLISTIC_AS_BEAM shot teleportation, fixed "stretched" projectile and missile trails when being teleported, when the the Repulsor system is on it can no longer repulse objects during the teleport sequence, and improved visuals and overall behavior.
- Indra-class combat frigate OPs increased to 25 from 18, hitpoints increased to 1400 from 1300, max flux increased to 750 from 600, flux dissipation decreased to 200 from 220, and cargo decreased to 20 from 30.
- Yria-class frigate OPs increased to 25 from 18, fleet pts decreased to 6 from 7, hitpoints increased to 1400 from 1250, max flux increased to 1200 from 500, flux dissipation decreased to 120 from 195, max speed decreased to 110 from 125, min crew increased to 15 from 10, max crew increased to 30 from 25, cargo decreased to 30 from 50, fuel decreased to 40 from 60, cost decreased to 15000 from 23000, and its Reactive Hull right-click system now provides 50% EMP resist like it does to all other damage types and no longer prevents the ship from firing.
- Elhiur-class corvette OPs increased to 15 from 10, fleet points decreased to 3 from 4, hitpoints increased to 900 from 800, max flux increased to 500 from 300, max crew decreased to 18 from 19, and fuel increased to 40 from 35.
- Naithyr-class gunship hitpoints increased to 800 from 780.
- Azata-class heavy interceptor max flux decreased to 550 from 600, mass decreased to 45 from 55, and its refit time decreased to 10 from 14 seconds.
- Naxos-class standoff bomber refit time increased to 15 from 12 seconds and cost decreased to 16000 from 18000.
- Tarujan-class strike bomber hitpoints increased to 525 from 450, armor increased to 65 from 55, mass increased to 40 from 35, refit time increased to 15 from 12 seconds, and cost decreased to 10000 from 12000.
- Kaivor-class (all three variants) AI profile / internal classification changed to FIGHTER from SUPPORT, turret arc decreased to 150 degrees from 360, max flux increased to 350 from 250, and max speed increased to 135 from 130.
- Glynado-class interceptor max flux increased to 300 from 50, flux dissipation increased to 40 from 13, mass decreased to 9 from 12, and refit time decreased to 5 from 6 seconds.
- Ahriman ships are now immune to burn speed and sensor range debuffs from hyperspace terrain.
- Gehenna-class mobile outpost OPs increased to 155 from 154 and cost decreased to 200000 from 240000.
- Harinder-class cruiser OPs decreased to 120 from 121 and cost decreased to 60000 from 77000.
- Kafziel-class light carrier cost decreased to 20000 from 26000.
- Azryel-class destroyer OPs increased to 65 from 64 and cost decreased to 25000 from 36000.
- Rauwel-class frigate OPs increased to 20 from 18 and cost decreased to 10000 from 15000.
- Azazel-class heavy fighter flux dissipation increased to 100 from 90.
- Saraph-class interceptor max flux increased to 150 from 25 and flux dissipation increased to 20 from 13

Weapon stuff:
- Added weapon slot covers for Exigency and Ahriman ships.
- The impact stat of most weapons were adjusted for 0.7.2a compliance.
- Improved visuals of the heat glow effects and blinking lights slightly.
- Tweaks / upgrades / fixes to all custom missile AIs including 0.7.2a compliant retargeting behavior, and slightly improved the launch / engine / on hit visuals of all missiles.
- Adjusted projectile visuals / muzzle flash visuals / lighting / sound effects volume of many weapons.
- Added 0.5 second arming timer to the Big-Bang Torpedo, Big-Bang Bomb, and Bolo Mini Torpedo weapons.
- Mx missile damage (all variants including ones deployed from MIRVs) decreased to 250 from 300 and hitpoints decreased to 15 from 25.
- Mx10 burst cooldown increased to 9.4 from 7 seconds, ammo / sec decreased to 0.48 from 0.75, ammo capacity decreased to 30 from 40, flux to fire per missile increased to 20 from 1 (200 per burst).
- Mx4 burst cooldown increased to 10 from 7 seconds, ammo / sec decreased to 0.193 from 0.25, ammo capacity decreased to 12 from 30, flux to fire per missile increased to 20 from 1 (80 per burst).
- Lancet ASM missile damage increased to 800 from 500, launch speed decreased to 225 from 300, anti clump logic improved, engine acceleration decisions relative to target angle improved, lead intercept accuracy bonus from ECCM hullmod reduced, 0.2 second arming timer added, improved launch sound, and custom on hit visuals / sounds were added.
- Lancet ASM Launcher (Nasir-class built in) fire delay increased to 8.5 from 7.5 seconds.
- Lancet ASM Pod tier decreased to 1 from 2 and cost increased to 1300 from 1200.
- Lancet ASM (Single) tier decreased to 0 from 1 and cost increased to 110 from 100.
- Avenger Missile Pod renamed to Avenger Missile Rack, OP cost decreased to 4 from 6, tier decreased to 1 from 2, missiles self destructs at 1 instead of 2 seconds past engine fizzle out, acceleration and deceleration decreased substantially, AI logic improved for better engagement of narrow and odd shaped ships, hitpoints decreased to 75 from 100, cost decreased to 220 from 600, and has new launch sound.
- Bolo Mini Torpedo Rack tier decreased to 0 from 1, torpedo AI logic improved for better engagement of narrow and odd shaped ships, and has new launch sound.
- Stinger Rocket Launcher renamed to Spike Rocket Launcher, rocket acceleration increased to 300 from 200, and hitpoints decreased to 50 from 75.
- All CIGEN projectile types push force now interacts properly with ships that use TwigLib and improved the projectile visuals when bypassing shields.
- CIGEN Cannon ammo capacity increased to 6 from 5 and ammo/sec regeneration rate increased to 0.1 from 0.08.
- CIGEN Autocannon OP cost decreased to 15 from 16, ammo decreased to 50 from 300, ammo/sec increased to 1 from 0.47, now regens ammo in clips of 5 instead of 1 at a time, and burst cooldown increased to 1.45 from 1 seconds.
- Morning Star Assault Guns have new firing sound.
- Repulsor Blaster OP cost decreased to 14 from 15, projectile visuals significantly improved, and also now creates the normal on hit effect when it is "absorbed" by some exotic ship systems in other mods.
- Twin Sabot Cannon renamed to Twin HVC Cannon, OP cost decreased to 14 from 16, damage per shot decreased to 150 from 180 (x2 twin shot linked), flux per linked shots increased to 300 from 200, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 15 from 20.
- Sabot Cannon renamed to HVC Cannon, OP cost decreased to 8 from 10, damage per shot decreased to 150 from 180, flux per shot increased to 150 from 110, reloading / diminishing DPS returns mechanic removed, slightly reduced accuracy, turn rate decreased to 25 from 40, and cost decreased to 800 from 1000.
- Sidewinder Battery damage and flux per shot decreased to 115 from 120, missiles self destruct at 1 instead of 2 seconds past engine fizzle out, hitpoints reduced to 20 from 25, and the weapon animation now respects rate of fire bonuses from ship systems.
- Horizon LRM improved MIRV accuracy slightly, fixed bug where it would sometimes MIRV far off target, added 1 second arming timer, decreased missile hitpoints to 50 from 150, improved its AI script overall, hit force of the submunition reduced to 10 from 20, and has new launch sound.
- Kestros MIRV reduced AOE damage to 80 from 250, reduced outer radius to 75 from 200, reduced inner radius to 50 from 150, added 2 second arming timer, decreased missile hitpoints to 75 from 150, launch speed increased to 250 from 100, and has new launch sound.
- Interceptor PDM Launcher missile direct hit / AOE explosion damage increased to 100 from 75, now regens ammo in clips of 3 instead of 1 at a time, missile hit points reduced to 20 from 25, improved targeting logic for missiles with EMP damage, cost decreased to 2400 from 3000, and its was launch sound improved.
- Flail flux to fire increased to 520 from 450, refire delay increased to 2.89 from 1.8 seconds, cost decreased to 2300 from 2600, will no longer split on ships in phase, and fixed its scripted muzzle flash not working.
- Mace flux to fire increased to 160 from 140, refire delay increased to 1.1 from 1 seconds, will no longer split on ships in phase, and cost decreased to 350 from 400.
- Sweeper Autocannon OP cost increased to 12 from 11 and turn rate decreased to 15 from 20.
- Duster Autocannon OP cost increased to 6 from 5, turn rate decreased to 20 from 30, and cost increased to 375 from 300.
- Mini Duster Autocannon OP cost increased to 3 from 2, turn rate decreased to 30 from 50 and cost increased to 110 from 90.
- Azata Minigun range decreased to 600 from 700, burst cooldown increased to 0.75 from 0.55 seconds, and doubled accuracy.
- Vindictive Array, Vindictive Battery, and Vindictive Autogun flux per shot tripled.
- Vindictive Battery tier was decreased to 0 from 1.
- Ball Lightning Gun changed into a burst beam which is slightly more effective against single targets but worse against swarms, OP cost decreased to 7 from 12, reduced the frequency of arcs when sweeping between different targets, will no longer arc to ships in phase or missiles that use CollisionClass.NONE, and has a new sound for when the AOE effect is triggered.

Miscellaneous stuff:
- Improved faction flags, crests, and intel icons.
- Added two new portraits for ExigencyCorp, four new portraits intended for future content (available as player choice right now) and slightly improved all old portraits.
- Added some custom ship names for both Exigency and the Ahriman Association to use expanding upon the existing vanilla choices they already utilize.
- Added a notification to the hullmod blocker system.
- Remastered 'Catastrophic Systems Failure' combat song.
- Added 'Time Sensitive' combat song.
- Added 'Unidentified Contact' combat song.
- Added 'Dead Gods' combat song.
- Added 'Dyson Sphere' campaign song.
- Improved descriptions for various things.
- Prolegomenon mission was tweaked.
- Improved the Random Battle missions.
- Refactored, optimized, improved, and made fixes to virtually all of the scripts in manners that are too numerous to list.
- Small random changes to nearly everything in the mod that are so minor as not to be worth mentioning the specifics of.
- This changelog does not do the scope of the changes justice, much of it is things that would not be obviously player facing but were still important.
- Probably some things I don't recall.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 19, 2017, 01:18:35 AM
Exigency update?! Welp, I guess I don't need sleep after all!


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Weltall on March 19, 2017, 04:10:30 AM
O.O I really did not imagine when I read about the Major Mod update coming today at Nexerelin, that it would be Exigency. Finally!!! I have been waiting for this for sooooo long! :'D I am so happy.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Toxcity on March 19, 2017, 06:41:10 AM
Haven't played yet, but nice to see them back!


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: CaptainWinky on March 19, 2017, 07:31:05 AM
Awesome!  I never got to play this before so I'm looking forward to playing as the boys in blue.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Azmond on March 19, 2017, 08:40:18 AM
THAT DAGGER!! THAT DAGGER JUST FLEW AWAY!!! HAHAHAHAHAAH!!! Space-bubbles, and beams that shove stuff away! Aoooh-hooho-hooo~! huzah!!!


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: cjusa on March 19, 2017, 02:17:42 PM
Me whenever I play this mod:
(http://i.imgur.com/QqwnmDh.gif)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 05:11:19 PM
Really glad to see that the mod got updated, but I'm having a problem when I attempt to launch a Nexerelin campaign with Exigency enabled.

The game crashes and gives me this error. I have the latest versions of Nexerelin and Exigency's required mods installed.

I see that it says to check starsector.log, but I don't know where the game keeps the log.

Any insight would be greatly appreciated.

[attachment deleted by admin]


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on March 19, 2017, 05:55:12 PM
Look for the log in the starsector-core directory.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 06:20:45 PM
I see three starsector.log files, but I don't know what to make of the information in them.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 19, 2017, 06:51:48 PM
I see three starsector.log files, but I don't know what to make of the information in them.
Just give us the last few hundred lines in the log as that will tell us what caused the crash


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Soren on March 19, 2017, 07:00:08 PM
The chances are good that you misplaced a file when you unpacked the mod. Have you tried unzipping Exi in a different folder and copying it over manually?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 07:06:50 PM
The chances are good that you misplaced a file when you unpacked the mod. Have you tried unzipping Exi in a different folder and copying it over manually?
I Installed it the same way I install every other mod, opened the archive and copy/pasted the mod into the folder. I can give re-installing it a try, though.
I see three starsector.log files, but I don't know what to make of the information in them.
Just give us the last few hundred lines in the log as that will tell us what caused the crash
Here you go, let me know if you need further information.
195250 [Thread-4] INFO  exerelin.world.ExerelinSectorGen  - Finished sector generation
195263 [Thread-4] INFO  data.scripts.ExerelinModPlugin  - New game
195264 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [exerelin_config.json]
195265 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
195265 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
195266 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
195266 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
195267 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
195268 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
195269 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
195269 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
195270 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/player.json]
195270 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
195271 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
195271 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
195272 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/dassault_mikoyan.json]
195273 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/approlight.json]
195273 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
195274 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/cabal.json]
195274 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
195275 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/corvus_scavengers.json]
195275 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
195277 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
195278 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
195278 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
195279 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/immortallight.json]
195279 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
195280 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
195280 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/kadur_theocracy.json]
195281 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
195281 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
195281 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/metelson.json]
195282 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
195282 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/new_galactic_order.json]
195283 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
195284 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pbc.json]
195285 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
195285 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
195286 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
195286 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
195287 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tiandong.json]
195287 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
195295 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/campaign/econ/economy.json)]
195295 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus (data/campaign/econ/economy.json)]
195295 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS (data/campaign/econ/economy.json)]
195295 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC (data/campaign/econ/economy.json)]
195295 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi (data/campaign/econ/economy.json)]
195295 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading economy data from data/campaign/econ/economy.json
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp (data\campaign\econ/../starmap.json)]
195297 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: askonia.json
195298 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/askonia.json)]
195300 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: aztlan.json
195301 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/aztlan.json)]
195302 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: samarra.json
195303 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/samarra.json)]
195304 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: corvus.json
195305 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/corvus.json)]
195306 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: valhalla.json
195307 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/valhalla.json)]
195308 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: arcadia.json
195309 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/arcadia.json)]
195310 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: magec.json
195311 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/magec.json)]
195312 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: eos.json
195313 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/eos.json)]
195313 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: hybrasil.json
195314 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/hybrasil.json)]
195315 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: yma.json
195316 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/yma.json)]
195316 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: diableavionics_stagging.json
195317 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS (data\campaign\econ/diableavionics_stagging.json)]
195318 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: diableavionics_outerTerminus.json
195319 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS (data\campaign\econ/diableavionics_outerTerminus.json)]
195319 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: brehinni.json
195321 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC (data\campaign\econ/brehinni.json)]
195322 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: canis.json
195323 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC (data\campaign\econ/canis.json)]
195323 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: ursulo.json
195324 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC (data\campaign\econ/ursulo.json)]
195324 [Thread-4] INFO  com.fs.starfarer.campaign.econ.OoOO  - Loading star system: rock.json
195325 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi (data\campaign\econ/rock.json)]
202058 [Thread-4] INFO  data.scripts.ExerelinModPlugin  - New game after economy load; true
202135 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Sechaveh]
202137 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Pizzart Shipyard]
202141 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Rara Shipyard]
202141 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Servator Ledge]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Mog Port]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Gunsa]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Icari]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Hana Trading Post]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Camanis]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Shaper I Terminal]
202142 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Kiros Mantle]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Amarant I]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Yuffie Backwater]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Yuffie I Station]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Kiros II Mantle]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Rannoch Mantle]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Amarant]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Mendel]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Liselotte]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Cosette]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Ender View]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Honor]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Vagar Port]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Wesmon Dock]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Cyan]
202143 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Bimo]
202144 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Kiros I Dock]
202144 [Thread-4] INFO  exerelin.campaign.ExerelinCoreScript  - Added patrol fleet spawning script to market [Pazua Mantle]
202149 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 0 out of a maximum 100 trade fleets in play
202149 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Liselotte] to spawn trade fleet from
202155 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Servator Ledge]
202155 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Recreational Drugs]; volume: 49
202155 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating smuggling fleet of tier 1 for market [Liselotte] (volume: 49)
202182 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 20 point economy fleet from [Liselotte] to [Servator Ledge]
202185 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 20 fleets in play for [data.scripts.campaign.fleets.SSP_MercFleetManager]
202195 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [privateer] at hyperloc Vector2f[-7067.0, -991.0]
202195 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.SSP_LuddicPathFleetManager]
202199 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3108.4424, 6858.6797]
202199 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.SSP_PirateFleetManager]
202207 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
202238 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
202238 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
202371 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:96)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager$1.createFleet(SSP_PirateFleetManager.java:73)
   at data.scripts.campaign.SSP_FleetFactory.enhancedCreateFleet(SSP_FleetFactory.java:64)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager.spawnFleet(SSP_PirateFleetManager.java:69)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 07:33:21 PM
The chances are good that you misplaced a file when you unpacked the mod. Have you tried unzipping Exi in a different folder and copying it over manually?
To follow up; I have re-installed Exigency in that way, but the error remains.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Orikson on March 19, 2017, 08:09:29 PM
What java version are you using peperoni?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on March 19, 2017, 08:11:59 PM
So random question, so you updated Nexelerin as well.
You did not do something silly like... Only grabbing the patch version of Nex and extracting it assuming it was the full download or something right?

As no one else is having problems, so it is some kind of mistake on your end.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Takion Kasukedo on March 19, 2017, 08:25:24 PM
I come onto the forums and see Exigency is updated to 7.2...

better than masturbating to your fetish.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 08:29:03 PM
What java version are you using peperoni?
64 bit, with the parameters expanded to accommodate my 38 installed mods.

So random question, so you updated Nexelerin as well.
You did not do something silly like... Only grabbing the patch version of Nex and extracting it assuming it was the full download or something right?

As no one else is having problems, so it is some kind of mistake on your end.
It would appear that the error is because of something on my end, yet when I disable Exigency my setup is able to make it into the game without errors.

I did grab the patch version of Nex, but only because I already had the previous version that patch was for.
 


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Orikson on March 19, 2017, 08:34:10 PM
I mean is the java version java 7 or 8?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 08:36:42 PM
I mean is the java version java 7 or 8?
I'm not actually sure what version I'm running right now, but its probably out of date. I'm going to update java, and my starsector JRE.

I'll post again once I've done that and seen if it helps.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 19, 2017, 08:38:57 PM
What java version are you using peperoni?
64 bit, with the parameters expanded to accommodate my 38 installed mods.

So random question, so you updated Nexelerin as well.
You did not do something silly like... Only grabbing the patch version of Nex and extracting it assuming it was the full download or something right?

As no one else is having problems, so it is some kind of mistake on your end.
It would appear that the error is because of something on my end, yet when I disable Exigency my setup is able to make it into the game without errors.

I did grab the patch version of Nex, but only because I already had the previous version that patch was for.
 
List your mods please. There could be a conflict between Exi and one of them. And do you use version checker?
Also, are you using Java 1.7 (JRE 7) or Java 1.8 (JRE 8 )? You can check at the beginning of the log to see what version SS is using


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 09:11:56 PM
What java version are you using peperoni?
64 bit, with the parameters expanded to accommodate my 38 installed mods.

So random question, so you updated Nexelerin as well.
You did not do something silly like... Only grabbing the patch version of Nex and extracting it assuming it was the full download or something right?

As no one else is having problems, so it is some kind of mistake on your end.
It would appear that the error is because of something on my end, yet when I disable Exigency my setup is able to make it into the game without errors.

I did grab the patch version of Nex, but only because I already had the previous version that patch was for.
 
List your mods please. There could be a conflict between Exi and one of them. And do you use version checker?
Also, are you using Java 1.7 (JRE 7) or Java 1.8 (JRE 8 )? You can check at the beginning of the log to see what version SS is using
I'm using Java 1.8

I have version checker

I'll attach an image of my mods folder to this post so you can see what I'm running.

With Exigency disabled, it doesn't give me any errors and runs normally.

[attachment deleted by admin]


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 19, 2017, 09:34:06 PM
First of all you might want to run Version Checker and see if any files need updates. And maybe just redownload the full Nexe mod.

Appo, Citadel, Hiigarans, Kadur, NGO, Valks
Yeah... I can see why you could end up with an error. These are VERY low quality mods that are buggy (and OP as all hell) and many times are not cared for by their modders.
I would remove these and see if you can run the game with Exi. If not you might want to add Torn Up Plenty, Mayorate to the list of excluded mods as well. If this fixes it, try finding the mod that creates issues with Exi and tell us here.
While the game might work with these mods without Exi running, they might have scripts or conflicts with Exi.

Another issue that could be causing this error is the using JRE 8. JRE is so buggy that Alex switched back to 7 after a brief use of 8. HOWEVER, this means that some of your mods will crash. Mainly Hiigarans and Kadur. Raccoon arms might crash as well


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 09:40:06 PM
First of all you might want to run Version Checker and see if any files need updates. And maybe just redownload the full Nexe mod.

Appo, Citadel, Hiigarans, Kadur, NGO, Valks
Yeah... I can see why you could end up with an error. These are VERY low quality mods that are buggy (and OP as all hell) and many times are not cared for by their modders.
I would remove these and see if you can run the game with Exi. If not you might want to add Torn Up Plenty, Mayorate to the list of excluded mods as well. If this fixes it, try finding the mod that creates issues with Exi and tell us here.
While the game might work with these mods without Exi running, they might have scripts or conflicts with Exi.

Another issue that could be causing this error is the using JRE 8.

I've updated all the mods that version checker marked as out of date, and I have tried running it with a full new Nex instead of just an update.

I'm going to start troubleshooting the mods, I'll let you guys know if I find out what the conflict is.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 19, 2017, 10:14:46 PM
After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 19, 2017, 10:40:15 PM
After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.
No problem! I would avoid using any of the Defias mods as they are REALLY buggy, like Kadur


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: JDCollie on March 19, 2017, 10:42:55 PM
Yay! It's been updated!


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 20, 2017, 12:09:49 AM
After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.
Hey, what exactly are you doing to make the game crash?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Takion Kasukedo on March 20, 2017, 05:12:49 AM
An error occured when I selected the Pergon as a sim opponent

(Starsector 0.7.2a)

Fatal; data/shipsystems/scripts/DisruptorAmmoStats : Unsupported major.minor version 52.0

Check starsector.log for more info

I retrieved this from the log
---------------------------
6413500 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/DisruptorAmmoStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/DisruptorAmmoStats : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   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)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.o00000(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Histidine on March 20, 2017, 05:19:43 AM
You're using some mod (no idea which one but it's not Exi) that requires JRE 8.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Takion Kasukedo on March 20, 2017, 06:07:04 AM
Must be Raccoon's Arms Pack or something, i'll switch to 7.

Edit, grabbed the latest one, will report back if it is indeed RAP or Java.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 20, 2017, 07:30:38 AM
After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.
Hey, what exactly are you doing to make the game crash?
With Hiigaran Descendants and Exigency enabled at the same time, the game would crash while generating a sector for a new Nexerelin campaign. If you only use one of these mods, the crash doesn't occur.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: cjusa on March 20, 2017, 12:01:33 PM
Yay! Now I can do this again! (http://www.macrossworld.com/mwf/uploads/monthly_2017_01/58885b7631c25__20170116_10.gif.0214b2cfe6c30578600ecc90ef328197.gif)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 20, 2017, 12:49:06 PM
Yay! Now I can do this again! (http://www.macrossworld.com/mwf/uploads/monthly_2017_01/58885b7631c25__20170116_10.gif.0214b2cfe6c30578600ecc90ef328197.gif)
Source? That looks much MUCH newer than the Robotech/ Macross that I'm use to!

After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.
Hey, what exactly are you doing to make the game crash?
With Hiigaran Descendants and Exigency enabled at the same time, the game would crash while generating a sector for a new Nexerelin campaign. If you only use one of these mods, the crash doesn't occur.
I meant more along the lines of what mods you used, what faction you joined, Corvus mode, if Omni and or Prism was enabled? Stuff like that.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on March 20, 2017, 01:05:55 PM
After a bit of testing, it would appear that Exigency and Hiigaran Descendants are not compatible with each other. Once I disabled Hiigaran Descendants, I was able to make it into a Nexerelin campaign with Exigency and the rest of my mod list enabled.

Just to clarify; the game itself will boot up with the two incompatible mods active, but if you try to start a Nexerelin campaign your game will crash (or at least mine did).

Thanks to everyone who took the time to help me figure this out.
Hey, what exactly are you doing to make the game crash?
With Hiigaran Descendants and Exigency enabled at the same time, the game would crash while generating a sector for a new Nexerelin campaign. If you only use one of these mods, the crash doesn't occur.
I meant more along the lines of what mods you used, what faction you joined, Corvus mode, if Omni and or Prism was enabled? Stuff like that.

I was using the same mods as the list I posted earlier.

I joined the player faction.

I tried both Nexerelin and Corvus mode, they both crashed on sector generation.

I had Omni and Prism enabled, I forget the rest of the settings.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: cjusa on March 20, 2017, 02:39:28 PM
Yay! Now I can do this again! (http://www.macrossworld.com/mwf/uploads/monthly_2017_01/58885b7631c25__20170116_10.gif.0214b2cfe6c30578600ecc90ef328197.gif)
Source? That looks much MUCH newer than the Robotech/ Macross that I'm use to!

Macross Delta. I much preferred Macross Frontier, but the link wasn't working right for the first gif I found. This is also why I want a Macross mod: https://www.youtube.com/watch?v=Rfpxki_7ocE (https://www.youtube.com/watch?v=Rfpxki_7ocE)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Absolutecero on March 20, 2017, 06:03:09 PM
Hey its great that you fixed up this mod but I have noticed the salamander missiles  don't get reflected by the repulsor very well and was wondering if that was intentional.
 


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 20, 2017, 06:15:12 PM
Hey its great that you fixed up this mod but I have noticed the salamander missiles  don't get reflected by the repulsor very well and was wondering if that was intentional.
 
The repulsor isn't fool-proof and can fail. The further away the edge of the repulsor field from the ship, the higher the chance that the shot or missile will be reflected. Most likely the sallies are just too fast and hitting engines that are close to the edge of the field


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Absolutecero on March 20, 2017, 07:00:03 PM
Oh alright but another thing I have notice is that I can't can't interact with the association planet /or space station. so I can't sabotage or use agents on them or do missions with independent actors on them. 


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 20, 2017, 08:50:53 PM
Oh alright but another thing I have notice is that I can't can't interact with the association planet /or space station. so I can't sabotage or use agents on them or do missions with independent actors on them. 
Is your Nexe up to date? It needs to be for Exi to work in it. Also, I just tried this out on the hyperspace station and it worked fine


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: DrakonST on March 30, 2017, 01:30:24 AM
Why fractions of it mod such weak? Everything that they are able to do it perfectly to blow up but their fleet doesn't pose any threat. One have no shield, others have no mobility. And both have weak arms and active sustem. Maybe it is worth giving "Exigency Corporation" armor restoration, and "Ahriman Association" to give the normal competitive ships? At them even cruisers can't be at war with destroyers.

They are even weaker than pirates...


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Orikson on March 30, 2017, 02:33:00 AM
Why fractions of it mod such weak? Everything that they are able to do it perfectly to blow up but their fleet doesn't pose any threat. One have no shield, others have no mobility. And both have weak arms and active sustem. Maybe it is worth giving "Exigency Corporation" armor restoration, and "Ahriman Association" to give the normal competitive ships? At them even cruisers can't be at war with destroyers.

They are even weaker than pirates...

Really?

What are you using to fight them?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: DrakonST on March 30, 2017, 02:57:08 AM
Why fractions of it mod such weak? Everything that they are able to do it perfectly to blow up but their fleet doesn't pose any threat. One have no shield, others have no mobility. And both have weak arms and active sustem. Maybe it is worth giving "Exigency Corporation" armor restoration, and "Ahriman Association" to give the normal competitive ships? At them even cruisers can't be at war with destroyers.

They are even weaker than pirates...

Really?

What are you using to fight them?
"Dragon", "Infernus", "Onslaught" and him similar. And everything that I see in fight is constants the message on death of my enemies. It is a lot of messages. Just whipping boys. And it in spite of the fact that I use "Dynasector" and my enemies have the 36lvl of officers.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Takion Kasukedo on March 30, 2017, 08:14:38 AM
I have experiences of this, they're more based around playing smart, even I can't do a full on Nexerelin Exigency playthrough, becuase the hulls on the ships can't take much hits because of armor being destroyed so easily.

On the plus side, the 3 most useful ships i've seen so far out of this faction are the Indra, Xyphos and Irithia.

I vanquised Teresa Terror's IBB fleet thanks to the Irithia and struck her down first, but most of my fleet perished early. Thankfully, the hull regeneration stacks very and I mean VERY favorably with the 0.5 seconds hull regen, which means if health isn't full, the Irithia repairs like crazy.

Xyphos are good for flanking and skirmishes, not pure battle, unfortunately. Treat them like a sub-par Medusa with a different shield system.

The Indra is the real star of the Exigency Corporation faction mod, however, due to it's Burst Maneuvering Jets and the Burst Repulsor.

How many times i've caught ships and harassed capitals because of the systems the Indra has on it, while having the CIGEN Repeater (should call it a Chaingun really, shoots fast enough.)

The Burst Jets it has on it allow it to get in and out of a situation, all while taking out ships without sufficient armor to hold off the assault from the CIGEN Repeater when it closes in.

The Burst Repulsor, being more effective for repelling ordnance, allows the Indra to be a last minute Aegis against ordnance from bombers, MIRV's and even Reaper Torpedo's.

Now, if you ask me, not many of the other ships are even worth mentioning remotely, aside from the Pergon and it's CIGEN Cannon, due to partially being useful because of the long-range capability of it's CIGEN Cannon.

I haven't gotten any Ahriman Association ships yet, and don't plan to.

I think the best strategy for a pure playthrough is just stack Battlecarriers. They're the only hull that seems to repair fast enough to withstand an assault for long enough that the allies can help the ships under attack.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: DrakonST on March 30, 2017, 08:52:58 AM
I have experiences of this, they're more based around playing smart, even I can't do a full on Nexerelin Exigency playthrough, becuase the hulls on the ships can't take much hits because of armor being destroyed so easily.

On the plus side, the 3 most useful ships i've seen so far out of this faction are the Indra, Xyphos and Irithia.

I vanquised Teresa Terror's IBB fleet thanks to the Irithia and struck her down first, but most of my fleet perished early. Thankfully, the hull regeneration stacks very and I mean VERY favorably with the 0.5 seconds hull regen, which means if health isn't full, the Irithia repairs like crazy.

Xyphos are good for flanking and skirmishes, not pure battle, unfortunately. Treat them like a sub-par Medusa with a different shield system.

The Indra is the real star of the Exigency Corporation faction mod, however, due to it's Burst Maneuvering Jets and the Burst Repulsor.

How many times i've caught ships and harassed capitals because of the systems the Indra has on it, while having the CIGEN Repeater (should call it a Chaingun really, shoots fast enough.)

The Burst Jets it has on it allow it to get in and out of a situation, all while taking out ships without sufficient armor to hold off the assault from the CIGEN Repeater when it closes in.

The Burst Repulsor, being more effective for repelling ordnance, allows the Indra to be a last minute Aegis against ordnance from bombers, MIRV's and even Reaper Torpedo's.

Now, if you ask me, not many of the other ships are even worth mentioning remotely, aside from the Pergon and it's CIGEN Cannon, due to partially being useful because of the long-range capability of it's CIGEN Cannon.

I haven't gotten any Ahriman Association ships yet, and don't plan to.

I think the best strategy for a pure playthrough is just stack Battlecarriers. They're the only hull that seems to repair fast enough to withstand an assault for long enough that the allies can help the ships under attack.
IBB of a mission not an indicator. They are insufficiently difficult. "Indra" this the best that it has a mod but is one but. On him it is impossible to kill even the cruiser. And a fight with a destroyer already risk. For example "Sunder" with "High intensity laser" will kill you with 100% guarantee. It will be necessary only to run it is impossible to reach him enough fast before he kills you.

Battlecarrier Irithia - it is the worst carrier from all. There are no arms. There is no survivability. There is no speed. And self-destructive AI. Teleport to itself "Onslaught" which kills this trough in seconds? Of course! It is ingenious!

But only present what with these fractions is done "Kngiht Templars" in battle. It is just blood, guts and meat.

Establishing this of fashion I thought that I will receive one more interesting, evil fraction as the strong opponent (as Templars) and have received enemies of which even to kill is uninteresting, and to play using their ships it is impossible in my conditions.

Just think. What to be at war with such stuff against the opponent having characteristics equal to the player and in such quantities.
(https://pp.userapi.com/c638124/v638124179/353eb/dpCZJYvrero.jpg)
(https://pp.userapi.com/c638124/v638124179/353e4/f3qqOC_i59U.jpg)
(https://pp.userapi.com/c638124/v638124179/353f2/5CQmIfzzYGU.jpg)
In such conditions it is very well visible what the vessel is capable of. The ships of it mod are only capable to explode.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: HELMUT on March 30, 2017, 09:50:46 AM
I'll just quote my post on Exigency, it's a bit old, but still relevant i think.

I played a Nexerelin campaign with Exigency and reach level 42. Early game is, as expected, incredibly painful for Exigency ships. Even a bunch of Hounds can be a serious threat to a lone Yria as the repulsor isn't a reliable defense system.

I tried at first to farm pirate bounties like i do with any factions but it didn't really worked. Yrias and Elhiurs are defenseless alone. A Zephos can work as it can constantly teleport in the enemy's back but only if it's 1v1, it also get shredded when outnumbered.

So i decided to trade food to earn enough money to afford my first Nasir with two fighter wings. Things went much better after this. I think it's actually impossible to play without fighters as they can act as a meatshield for the rest of your fleet. I would have liked to find more Kaivor as their ability to spam Mx missiles and their repulsor was all an Exigency fleet could dream of. Alas, a bunch of Glynado will do for now. I didn't really wanted to go full carrier, so i also bought some standard ships and glued them around the Nasir to form a protective deathball.

The Zephos have been my flagship for nearly the whole campaign. Mounting a dual Typhoon on that thing was very tempting but i decided to only use Exi weapons. I went first with a modified Brawler variant with two Vindictive arrays which worked pretty well. 500 DPS for 100 flux/sec and the price of an Arbalest AC was quite beastly, especially since i could teleport in the back of enemy ships with frontal shields. The only problem was that the VA is a PD and had the bad habit to track missiles rather than DPSing the enemy ship but it's more because i was too lazy to control them manually.

This loadout worked wonder until late game when i couldn't approach the overleveled enemies flagships, even from behind. I tried to switch for a dual repulsor blaster to try those. While i was able to perform some cool tricks (threw a Kurmaraja wreckage at a Gemini, which ended up crushed between the derelict and the enemy Victory flagship) it was otherwise a very meh weapon. Extremely expensive, nearly no damage... "Repulsing" enemy shots was very difficult (and risky) on top of that.

I switched to a dual Flail. While it wasn't incredibly flashy, at least i could bombard the enemy at a safe distance.

For the cruiser, i was convinced i would love the Pergon. A bucketload of Mxs, a big, long range gun, twice the hull points as a Nasir. An artillery anchor that would have been perfect for my deathball strategy.

Problem, it can't aim for crap.

Either i was monumentally bad at aiming with that thing (the AI wasn't exactly better) or the enemy was making absurd efforts to dodge every single CIGEN shells i threw at them. Thanks god for the Mx40 it wasn't completely worthless but i swear its main gun was cursed. I think it would really benefit from a projectile speed increase to make it less supernaturally inaccurate.

And then i got the big one. And at more than 400.000 credits, it took me a while to grind but it was worth it.

The Irithia is absolutely necessary for every Exigency fleets. Very tanky (for an Exi ship), a gazillion Mx missiles, 6 regenerating torpedoes and 2 launch bays for your swarm of fighters, the other mounts almost feel superfluous on it. And most importantly, the Tethys drive, which teleport enemy ships right next to you. And because i was deathballing all my ships around my Irithia, that enemy ship life expectancy was usually very, very short.

And they lived happily ever after and killed a lot of pirates.

And i got very wealthy and i thought: "wow, one Irithia is very good, why not getting another Irithia?"

And it was a very stupid decision.

When the player target an enemy ship, the Irithia teleport it to your fleet, which is good. But when you have two Irithia, they BOTH try to teleport the enemy ship next to it, which end up in a massive clusterfrack where your two Irithia are playing ball with the enemy Paragon, IN THE MIDDLE OF YOUR FLEET.

And because the Paragon was constantly being teleported around, my bombers couldn't quite catch it. When they did and dropped their bombs, it could be teleported to another place at any second. The bombs however, would keep going where the Paragon was, in this case, my own ship.

And that's how i lost the Irithia i just bought.

So yeah, only one of those per fleet.

Other than this, Exigency felt pretty fun and balanced. Of course they are still incredibly vulnerable to beam weaponry, which i learned the hard way when i encountered a "Tachyon-lance party" themed fleet (1 Paragon, 1 Odyssey and 1 Apogee for 7 Tachyon lances, i didn't knew SS+ could do that kind of things)  which butchered all my ships with terrifying ease.

Just another little issue i noted, Kaivors are considered as bombers (they follow rally strike forces orders) which isn't wanted as they are much better on the frontline to soak up damage with the rest of the fleet.

There's quite a lot of stuffs i haven't tried. No Indra for sale, no Naithyr, no Naxos either, which sadly would have worked very well with my strategy. My stations were determined to only sell me Glynados, more Glynados and then even more Glynados. Same thing for guns, lot of guns to try but not enough ships with medium mounts.

Aaaand i think that's all.


Exigency is adept of the deathball formation, a bit like II. A swarm of missile ships orbiting around an Irithia is one of the trickiest opponent to take down. They are hard to play, they tends to be used very defensively and love to drag on battles to slowly wear down the enemy. They're the "Gradual Grinder" (http://tvtropes.org/pmwiki/pmwiki.php/Main/GradualGrinder) faction of the game, and they're pretty good at it.

Of course, they are far from invincible, beam spam or Templars ships (or both) will usually be able to crack open even the biggest Exi deathballs.

As for AA, they are being reworked so it's probably better to wait for the new version before trying them.



Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 30, 2017, 10:45:20 AM
Some of the survivability issues with Exi will be fixed in .8 with the armor changes, which will allow Exi to live longer.
Also, the reason why the HULL regens and not the armor is because of the damage decals. There is no way to remove them without getting into obfuscated code. That and SS beams have very little in ways to interact with them


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Wyvern on March 30, 2017, 10:49:36 AM
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 30, 2017, 10:57:54 AM
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.
Armor decals fade in as the damage grows so that would not work sadly


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Wyvern on March 30, 2017, 11:22:52 AM
Suggestion: Enable -limited- armor regeneration.  I.E., armor regenerates up to a maximum percent of, say, 2/3 current CR.  That way there's an explanation for the damage decals not going away: the in-combat repair can't fully restore armor.
Armor decals fade in as the damage grows so that would not work sadly
It wouldn't work perfectly, no, you'd still have decals matching the highest level of damage you'd taken.  But that can be explained away with a bit of lore, something like: "The in-combat armor repair operates on a layered approach, 'growing' a fresh carapace inside the previously-damaged shell - a technique that, while effective, does little to restore the initial pristine lines of the hull."

If that still doesn't sit right with you, you can just make the hull more durable; instead of relying on armor, build in damage reduction effects that apply to beams and fragmentation (and possibly kinetic) damage.  Justify it with something like "integrated armor" - internal armor plates designed to compartmentalize and minimize damage that breaches the outer layer of armor.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 30, 2017, 11:39:19 AM
It wouldn't work perfectly, no
That is the issue. If you have been on the forum for awhile, you should know by now that Meso is an even bigger perfectionist than Alex is.
If that still doesn't sit right with you, you can just make the hull more durable; instead of relying on armor, build in damage reduction effects that apply to beams and fragmentation (and possibly kinetic) damage.  Justify it with something like "integrated armor" - internal armor plates designed to compartmentalize and minimize damage that breaches the outer layer of armor.
That's the issue though: It DOES have built in beam and ship explosion damage reduction. Both at 50% IIRC


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: SainnQ on March 31, 2017, 03:24:44 AM
I keep getting a Fatal error while playing Exigency ships in my fleet,

This is the error in particular, it seems to be randomly triggered too.


2915003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
   at data.scripts.plugins.exigency_TeleportPlugin.advance(exigency_TeleportPlugin.java:432)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It seems to be when I trigger the teleportation. But beyond that I've no clue how to fix it.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on March 31, 2017, 04:14:16 AM
Hey everyone, I am not dead just... Dealing with a spontaneous case of computer hardware failure.

I will be back when I can be, and thank you for all the feedback for it truly is appreciated.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on March 31, 2017, 04:17:20 AM
I keep getting a Fatal error while playing Exigency ships in my fleet,

This is the error in particular, it seems to be randomly triggered too.


2915003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
   at data.scripts.plugins.exigency_TeleportPlugin.advance(exigency_TeleportPlugin.java:432)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It seems to be when I trigger the teleportation. But beyond that I've no clue how to fix it.
Mod list please?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: SainnQ on March 31, 2017, 04:25:19 AM
Blackrock Drive Yards
Combat Chatter
Common Radar
Diable Avionics
DynaSector
Exigency 7.2
GraphicsLib
Interstellar Imperium
LazyLib
Neutrino Corp
Nexerelin
ShaderLib
Shadowyards
Ship & Weapons Pack
Starsector+
Tiandong Heavy Industries 1.1.2
Underworld


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Orikson on March 31, 2017, 05:32:45 AM
Blackrock Drive Yards
Combat Chatter
Common Radar
Diable Avionics
DynaSector
Exigency 7.2
GraphicsLib
Interstellar Imperium
LazyLib
Neutrino Corp
Nexerelin
ShaderLib
Shadowyards
Ship & Weapons Pack
Starsector+
Tiandong Heavy Industries 1.1.2
Underworld

ShaderLib and GraphicsLib perform the same function, the latter being the newer reincarnation of the two.

Remove ShaderLib basically.

You might want to check the versions of the mods you have against their latest one. I can't tell what's the version your mods are except Exigency and Tiandong.

Other advice: http://fractalsoftworks.com/forum/index.php?topic=11462.0

Also, may I interest you in trying out the SCY Nation, Outer Rim Alliance and Dassault-Mikoyan Engineering mods? SCY is supported by Dyna and has great strike weapons, while the ORA brings broadsides and beam denial, and DME brings in fast ships of pristine white and strike power.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: SainnQ on March 31, 2017, 06:04:59 AM
I actually wasn't aware ShaderLib & GraphicsLib were one in the same actually.

I've already got Dessault downloaded


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Gezzaman on April 04, 2017, 06:06:38 AM
Does the faction have a starting planet? Ive tried a few new games and it spawns me on Serratum Barren world. Ive check the galaxy map and cannot find ANY planets which exigency owns...

ive downloaded nearly every faction mod which is compatible with Nexerelin and playing on Corvus mode.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Orikson on April 04, 2017, 06:22:23 AM
Does the faction have a starting planet? Ive tried a few new games and it spawns me on Serratum Barren world. Ive check the galaxy map and cannot find ANY planets which exigency owns...

ive downloaded nearly every faction mod which is compatible with Nexerelin and playing on Corvus mode.

Exigency does not have any markets in Corvus mode. This is intended.

They can have market in Nex random mode.


Association have Avesta station in hyperspace as their market in Corvus mode.

Exigency can have a market in Corvus mode if they successfully invade a market or the player does it for them while holding their comission.

Note that the open market in Exigency controlled markets are empty. So you'll have to snatch the black market, hunt their fleets, use Prism Freeport and/or snatch stuff from Avesta station.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on April 06, 2017, 01:01:50 AM
Well, I am back after building a new rig after my last one randomly died! Still setting it up as a work space as that takes a while as my old one was vast and highly configured with many programs.

SainnQ, I am... Surprised at that crash considering how much I test and sometimes outsource testing of my scripts heh. Sometime soon, I would like to send you a test as a fixed .jar file via private message to make sure it is fixed on your rig will that be OK? Least it works for most, but I sincerely apologize that my mod is causing you problems.

Ok so feedback heard, and truthfully it is not issues I was not aware of... The Repulsor scales badly in the campaign due to the *** stupid shot muzzle velocity increase skill as the way it works mechanically and as a simplified explanation is:

The longer the projectile is inside the Repulsor radius the greater the chance is of it being deflected, while there is a bit more to it than that in the end that is mostly it. It is a sub optimal way of doing it and I have been mulling over changing it mechanically for a while. But just like I had to cut some of my plans from the 0.7.2 update of Exi, some things just never did materialize yet. I am thinking about adding a very weak Damper Field like damage resist to the hull while the Repulsor is active, to protect somewhat against beams, EMP arcs, AOE damage, and making shots that bypass the Repulsor less punishing. I am also thinking about rewriting the thing almost entirely to take shot velocity out of the equation for the bypass chance. With a more complex formula that ignores shot speed, and only factors in the distance between the edge of the Repulsor radius and the hull itself along the current path of the shot... It would be complicated, but in short it would make it a bit more reliable but the plan never survives the execution totally intact after all so who knows exactly what the end product will be with something so complex.

Another thing to consider is, overall 0.8 mechanics changes will proxy buff Exi in a various ways. I could explain the reasons of the why and how, but no point really if one keeps track of the patch notes and thinks about it some but one thing I will mention in specific is. Exi is pretty much for the industry play style that will be possible in 0.8 which is interesting to say the least.

But besides some buffs here and there but more importantly mechanics changes, I am working slowly but surely on Exi ship and weapon sprite improvements, a couple of new Exi weapons, new Exi ships, some Association weapons, and replacing all the Association ships entirely as in brand new everything so the mediocrity of their old combat modus operandi will no longer exist in any form. That list of stuff is in no particular order or promised to all appear in one patch.

Here is one replacement Association ship, wip sprite and what you see there is not exactly what will appear in game and don't look if you don't like spoilers.
(http://imgur.com/FOzcJoj.png)

But yea, working on lots of stuff and I read, understand, and appreciate all the feedback and while I knew of much of it myself additional angles are always appreciated :)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Midnight Kitsune on April 12, 2017, 06:23:37 PM
IBB of a mission not an indicator. They are insufficiently difficult. "Indra" this the best that it has a mod but is one but. On him it is impossible to kill even the cruiser. And a fight with a destroyer already risk. For example "Sunder" with "High intensity laser" will kill you with 100% guarantee. It will be necessary only to run it is impossible to reach him enough fast before he kills you.

Battlecarrier Irithia - it is the worst carrier from all. There are no arms. There is no survivability. There is no speed. And self-destructive AI. Teleport to itself "Onslaught" which kills this trough in seconds? Of course! It is ingenious!

But only present what with these fractions is done "Kngiht Templars" in battle. It is just blood, guts and meat.

Establishing this of fashion I thought that I will receive one more interesting, evil fraction as the strong opponent (as Templars) and have received enemies of which even to kill is uninteresting, and to play using their ships it is impossible in my conditions.

Just think. What to be at war with such stuff against the opponent having characteristics equal to the player and in such quantities.
(https://pp.userapi.com/c638124/v638124179/353eb/dpCZJYvrero.jpg)
(https://pp.userapi.com/c638124/v638124179/353e4/f3qqOC_i59U.jpg)
(https://pp.userapi.com/c638124/v638124179/353f2/5CQmIfzzYGU.jpg)
In such conditions it is very well visible what the vessel is capable of. The ships of it mod are only capable to explode.
I'm sorry but why are you complaining about a mod being weak when you have PIRATES putting out fleets like that and you are messing around with ship files and most likely using outdated mods? Hell, I can't even BUILD that Conquest due to how much it has been messed with. And it has to have unspent OP as well as I can not spend all of it and match those stats. Try updating ALL of your mods and using un modded vanilla files. THEN you can b**** about balance and "unpowered" mods


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on April 17, 2017, 03:02:29 AM
Exigency ships explode too easily people say, the Repulsor is not reliable enough people say (not incorrect assessments).

(http://i.imgur.com/RNXoQMd.gif)

I think this change in the next version works out real nice :)

Edit: Thanks Imgur, it ate my gif for some reason. It appears to be sped up by about 30% when I know for a fact my export was running at the correct FPS.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: SainnQ on April 17, 2017, 04:00:10 PM
Whatever fatal error I kept tripping previously, is not long an issue.

Neither for the most recent build of the mod available, or a dev-build of Exigency.
I'm going to assume it might have something to do with me getting frustrated and just reinstalling SS entirely with a fresh install of 64-bit Java included for any out of memory gremlins.

So, problem solved.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: cjusa on April 17, 2017, 05:33:42 PM
I might actually try flying their ships after this one. I never liked the repulsors, but this looks promising


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: SainnQ on April 18, 2017, 05:06:43 AM
I might actually try flying their ships after this one. I never liked the repulsors, but this looks promising

Honestly just build out Armor tanking skills and your good to go, I rarely even use the Repulsor unless someone's vomiting a swarm of missiles or HiX Ammunitions at me.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on June 04, 2017, 12:18:56 PM
hey Meso, are you planning on bringing this up to date for 0.8.1?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on June 04, 2017, 07:19:39 PM
Yes... But it will take time.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: peperoni_playboy on June 04, 2017, 07:42:52 PM
good to hear, definitely looking forward to it along with Tiandong.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on June 04, 2017, 07:49:19 PM
Thank you!

But yea, Exi is going to take a while. Got some big stuff in the plans that must get done. Including improving old content in dramatic manners, and adding new stuff.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: Aklyon on June 10, 2017, 05:16:44 PM
As long as we get an Exi return eventually, yer good. :)


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: facc00 on February 04, 2018, 09:07:56 PM
Its been awhile may this be a bit of interest to get a current version?


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: MesoTroniK on February 05, 2018, 02:12:20 AM
It isn't a problem of interest, of others or mine.

My interest is eternal, but my free time is not.


Title: Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
Post by: A Random Jolteon on February 05, 2018, 07:41:09 AM
It isn't a problem of interest, of others or mine.

My interest is eternal, but my free time is not.
Would whacking your free time on the head give you more free time?