Fractal Softworks Forum

Starsector => Mods => Topic started by: Vayra on September 14, 2013, 05:31:11 AM

Title: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Vayra on September 14, 2013, 05:31:11 AM
god rest the theocrats, c+00 (est.) - c+196.10.17

This mod was recently split and formerly contained both Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0) and Vayra's Ship Pack (http://fractalsoftworks.com/forum/index.php?topic=16059.0). If you're looking for those, please follow the links in the previous sentence.


(https://i.imgur.com/AFZAQiL.png)
Download now! (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download)
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
REQUIRES MAGICLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!

User Testimonials
(https://i.imgur.com/QKd4BZj.png)

So what's in the mod?

Show Me the Ships
Spoiler
Frigates
(https://i.imgur.com/l2lnlyW.png)
Mendicant-class Shuttle - The Mendicant is a Kadur light personnel and supply hauler, well-protected for a civilian ship but still far from a proper combat frigate.
Hyena-class Light Frigate - The Hyena has incredible speed, but only light armor and limited outfitting options. A good pursuit ship or light harasser.
Buzzard-class Frigate - The Buzzard mounts a weapon package that some would consider excessive for a frigate, but suffers from a lack of ordnance capacity with which to take advantage of it. Advanced targeting systems make it an excellent close or fire support vessel.
Camel-class Heavy Frigate - The Camel combines Destroyer-grade armor and hull strength with Frigate-level agility. Excels in an assault role, but can also hold its own in a battle line.
Dolphin-class Combat Tug - Little more than a set of Cruiser-scale engines affixed to the rear of a solid wedge of armor plating, the Dolphin has incredible survivability for a tug - even when driven full-speed into an opponent's bulkheads.

Destroyers
(https://i.imgur.com/bL9g5ja.png)
Sunbird-class Missile Destroyer - The Sunbird is an aggressive missile ship with the ability to regenerate ammunition, if allowed to do so unopposed. Good as fire support or a torpedo strike craft.
Shirdal-class Light Carrier - The Shirdal is a combat-capable light carrier, boasting two modular flight decks and decently well-armed - though fitting it for both fighter support and front-line combat may be asking a little much of it.
Falchion-class Light Destroyer - The Falchion is a fast and lightweight destroyer, capable of darting in to deal damage from unexpected angles with its forward-focused ballistic weaponry. Of limited use in a sustained engagement.
Archimandrite-class Destroyer - The Archimandrite mounts an oversized weapon in its main forward battery, and backs it up with some light ballistic firepower and an overdrive system. Great as an artillery or assault ship, but vulnerable to being flanked.
Targe-class Heavy Destroyer - The Targe is slow, but mounts a formidable set of ballistic batteries and can temporarily overcharge them for even more firepower. Excellent in a battle line, or assaulting targets pinned down by faster craft.

Cruisers
(https://i.imgur.com/gTxho7P.png)
Sirocco-class Supply Ship - The Sirocco is the primary Kadur logistics ship, carrying prodigious amounts of fuel and cargo and still mounting enough weapons to deter pirates and raiders.
Falcon (K) class Light Cruiser - Built from the original MPC captured long ago by the Kadur Theocracy, their version of the Falcon trades the original's sturdy shields and hybrid weaponry for a pair of missile-capable mounts and heavier armor. Good for fire support or strike duty.
Eagle (K) class Cruiser - Akin to the Kadur Falcon, the Eagle (K) trades high-capacity shielding and energy mounts for heavier plating and all-ballistic assault batteries. An excellent heavy assault craft, or passable gunline combatant.
Golden Eagle class Cruiser - The aptly named Golden Eagle is an up-sized and up-gunned version of its smaller siblings. Replacing the Mass-Aug Ram Jets of the Eagle and Falcon (K) with an overdrive system, it is capable of dramatically increasing its speed, maneuverability, and flux handling for short periods of time. Strong as a fast attacker or gun platform, and a good choice to fly personally.
Rukh-class Fast Carrier - The Rukh is fast enough to deliver strike craft wherever they're needed on the battlefield, but lacks maneuverability or strike weapons of its own. Specialized C&C systems greatly increase the effectiveness of its fighter wings in a dogfight.
Golem-class Heavy Cruiser - Slow but heavily armed and armored, the Golem is a purpose-built anvil for the hammer of the rest of the Kadur fleet to smash their enemies upon. Carries a terrifying array of heavy weapons in mounts that can be overclocked for even more firepower, at the cost of anything approaching mobility. Excels at gunline combat and fleet anchor duty.
Sphinx-class Heavy Cruiser - The heaviest cruiser-class warship deployed by the Kadur Remnant, the Sphinx is a devastating assault and line vessel. Capable of facing down most other craft in the sector and coming out on top, but vulnerable to flanking attacks and sustained pressure.

Capitals
(https://i.imgur.com/brolqY0.png)
Ziz-class Battlecruiser - The Ziz is a fast light capital, relatively lightly armored but not lacking in firepower. Twin large missile mounts and an overdrive system give it the power to excel at chasing down cruisers and pouncing on vulnerable enemy capitals, but it will fare poorly under sustained pressure.
Seraph-class Battlecarrier - Purpose-built to act as a force equalizer against hostile fleet carriers and battleships, the Seraph mounts anti-capital weaponry and provides anti-fighter support via its experimental Mass-Anomaly Field ship system - which notably, affects all strike craft not launched by itself or smaller Kadur dedicated carriers. A wise commander will field only one or two Seraphs at a time, and ensure they are deployed far from both each other and any additional friendly carriers or ships with converted hangars in the battlespace.
Prophet-class Battleship - The Prophet is a true leviathan, bristling with heavy guns and well-protected behind thick armor plating but ponderous in its movements. Demands fleet escorts to keep its flanks clear, but can fight nearly any other ship in the sector when properly supported. An excellent anchor for a battle line, no matter the foe.

Supercapitals
Spoiler
(https://i.imgur.com/jUBgjP7.png)
Caliph-class Superdreadnought - No longer available to the Kadur Remnant as the only two extant vessels of the class were lost in c.196 during the Hegemony invasion of their home system, the Caliph-class Superdreadnought was once the flagship of the Kadur Holy Fleet, a symbol of the Theocracy's power and industrial might. Bristling with armament and well-protected by thick armored belts behind a double-layer shield generator, the Caliph is - or was - capable of standing against entire enemy battlefleets and emerging triumphant.

The derelict hull of the KHS-002 'Born of Heaven' can still be seen in the Mirage-Truth system, its cavernous holds and expansive crew decks turned into what is effectively a refugee camp for the few living Kadurans who managed to escape the poisoning of their planet or death at the hands of the invasion fleet. Rumors that the other craft, the KHS-001 'Hand of God', escaped destruction and survives to strike devastating hit-and-fade attacks against the Hegemony are doubtless exaggerated; nothing more than the tall tales of fringe madmen and drug-addled deep space explorers.
[close]
[close]

Show Me the Guns
Spoiler
Tactical Weapons
Kadur weapons have been designed and developed over the last 200 cycles specifically for use against their principle enemies - the Domain and its successors; the Hegemony and Luddic Church. Extreme-range kinetics harry enemies as they close and generally carry enough impact to chip away at armor if not caught on shields. Meanwhile, shorter-ranged high explosive weapons with high damage per shot provide an effective way to take advantage of openings and crack heavy armor which can then be exploited by support weapons such as rapid-fire mass drivers and long-range missiles from the backline. Poor muzzle velocity or accuracy at range are common downsides to their weapons, limiting their effectiveness against small craft and more agile ship designs except for those purpose-built to engage strike craft.
(https://i.imgur.com/IwnXYdi.png)Hauberk Light CIWS - Cheap, simple, and easy-to-mount defensive mass driver, firing ultralight flechettes for underwhelming damage, but high velocity, accuracy, and decent range. Effective antimissile defense when massed, but relatively useless against fighters and warships.
(https://i.imgur.com/qwV3IEK.png)Sling ADS Pod - Low-tech, low-cost, and low-maintenance defensive rocket pod equipped with internal systems allowing it to be installed in standard ballistic mounts. Provides flux-free if generally ineffective PD coverage, and requires manual override for anti-ship use.
(https://i.imgur.com/J2Qx10q.png)Jezail Flechette Driver - Long-range kinetic mass driver with high accuracy but limited damage potential.
(https://i.imgur.com/P5WsR9l.png)Light Chemrail - Jack-of-all-trades weapon, firing high-velocity, high-damage fragmentary projectiles at moderate range, flux cost, and rate of fire. Strong against fighters and other small craft.
(https://i.imgur.com/63ipDfV.png)Volley Driver - Excellent knife-fighting weapon, overpowering enemy shield generators with bursts of light kinetic rounds. Lacks anti-missile targeting unless installed as an upgrade.
(https://i.imgur.com/0AugCR2.png)Rotary Microfission Driver - Close-in assault/antifighter weapon, firing microscale shells at such a high rate that it shares more traits with beam weapons than it does with more typical projectile guns.
(https://i.imgur.com/GJAar8o.png)Frag Splintergun - Potent close-range defensive cannon, firing unstable crystalline shards in a wide burst to destroy incoming missiles with area-of-effect fragmentary detonations.
(https://i.imgur.com/jtMh6wr.png)Burst Fission CIWS - Fires microscale fission-reactive shells, devastating strike craft and frigate-scale armor. Fire rate drops dramatically in prolonged engagements.
(https://i.imgur.com/rJul0yJ.png)Chemical Rail Cannon - A dual-mount of the Light Chemrail, sharing its traits. Double the barrels, double the weight of fire. Shared infrastructure results in slightly decreased mounting costs.
(https://i.imgur.com/m5FageG.png)Capacitive Canister Gun - Close-range kinetic assault "shotgun". Peppers shields with kinetic spike flechettes in a wide cone.
(https://i.imgur.com/DqFH6Rh.png)Multirail Assault Splintergun - Rapid-fire mass driver for short-to-mid-range combat. Fills a cone of space with extremely fast-moving fragmentary projectiles which detonate in a small area burst.
(https://i.imgur.com/pt1Pzl7.png)Heavy Jezail Battery - Extreme-range kinetic mass driver with moderate per-shot damage. Suffers from significant loss of accuracy with prolonged fire.
(https://i.imgur.com/XEehBKC.png)Fission Strike Rifle - Close-range strike cannon firing fission-reactive shells - miniaturized nuclear weapons - with high damage potential. Can fire a rapid double-tap on initial engagement for high spike damage, then settles back to a much slower firing rhythm.
(https://i.imgur.com/zZ3f1nc.png)Fission Howitzer - Long-ranged version of the Fission Strike Rifle, firing from a single extended barrel for increased range but lower muzzle velocity and no capacity to double-tap.
(https://i.imgur.com/soCOIfO.png)Dual Microfission CIWS - Dual-mount microfission rotary drivers, with a point defense targeting system and higher-powered capacitors allowing them to sustain constant fire. Devastating to torpedoes and unshielded fighters, and useful for close assault work against warships.
(https://i.imgur.com/V1Tdyjp.png)Gyrojet Driver - Low-velocity linear motor firing kinetic-kill rockets which accelerate to stupendous speeds at range. Excellent low-accuracy bombard weapon.
(https://i.imgur.com/yfuZRbp.png)Crystal Resonance Splintergun - Fires unstable crystal shards with limited magnetic-resonance tracking ability. Splinters impale hull and armor on solid hits and react with each other for additional damage the more of them are stuck in the target. Minimally effective versus shields.
(https://i.imgur.com/4YvAJmE.png)Capacitive Rod Launcher - Heavy kinetic strike weapon, firing a charged capacitive "spike" with the mass of a large fightercraft. Disables nearby enemy small craft and missiles as it flies, and overwhelms low-powered shield generators - along with imparting significant push force - when it strikes.

Missiles
As the Kadur generally rely on heavy cannon as strike weapons to break armor and finish damaged targets, many of their missiles are relegated to more of a shield-cracking or mid-to-long-range support role. Agile SRMs provide the much-needed ability to swat fighter craft from outside of typically forward-focused gun arcs, and potent MRMs, LRMs and VLRMSs give fire support vessels some High Explosive punch to back up their kinetic drivers.
(https://i.imgur.com/2WtwzRJ.png)Janissary SSRM - Short-range missile, viable against frigate- and fighter-scale armor and only available as a small mount. Multi-volley ready rack fed by autoloader for extended combats.
(https://i.imgur.com/UTHrqWl.png)Jerboa Microspike - Short-range dumbfire kinetic spikes propelled by a powerful linear motor, only available in small mount sizes. Carry a weak, but still significant, EMP charge. Most useful in a brawl.
(https://i.imgur.com/L5xRSeY.png)Crystalline Splinter Torpedo - Single-mount torpedo carrying 14 unstable crystal shards akin to those fired by the Crystal Resonance Splintergun, only available in small mounts. Devastating in combination with that weapon or each other. Minimally effective versus shields.
(https://i.imgur.com/pEWcgDg.png)Jamadhar MRT - Medium-to-long range guided torpedo, dealing relatively heavy High Explosive damage but slow and vulnerable to point defense; useful for finishing overloaded or disabled targets. Available in small and medium mounts.
(https://i.imgur.com/CFVGVGN.png)Jezebel-class Spike Torpedo - Superheavy kinetic spike torpedo which sheds capacitive-charged chaff as it takes damage. Acts as a "lightning rod" upon striking a target, creating EMP arcs from nearby chaff as well as imparting enough force to push even cruiser-class vessels backward. Available in small mounts or as a medium launcher.
(https://i.imgur.com/nbm2NcW.png)Jericho LRM - Light long-range missile with powerful engine and moderate tracking capability, available in all mount sizes. Multi-volley ready rack fed by autoloader for extended combats, with fire rate decreasing significantly once magazine is exhausted.
(https://i.imgur.com/Mg5J32c.png)Jacana Spike Missile - Medium-range heavy kinetic missile, high-speed and difficult to take down with PD. Available in medium and large mounts.
(https://i.imgur.com/y5UKfJh.png)Joshua AA-MMLS - Dedicated anti-fighter missile battery, available in medium mounts only. Continuous-rod explosive munitions are especially deadly to strike craft but ineffective against even frigate-grade armor. Fed by an autoloader for continual use in long engagements with no drop-off in rate of fire.
(https://i.imgur.com/wfdbx4b.png)Jaya VLRMS - Heavy long-range missile, slow with excellent loiter time until nearing a target and engaging secondary "sprint" stage. Fires spread of explosive submunitions on final approach to evade close-in point defense. Available in medium and large battery sizes.

Large Weapons
Kadur large-mount weapons are generally hyper-specialized in their role, that being crushing enemy capital ships, stations, and other particularly nonmaneuverable targets. Most take Kadur weapon design philosophy to its logical extreme, dealing incredible damage with projectiles so slow or widely spread that they can be avoided with ease by anything smaller than a cruiser.
(https://i.imgur.com/0qZfpcT.png)Ultracaliber Heavy Chemrail - A dramatically upsized chemical rail cannon, firing heavy fragmentary shells at incredible velocity and range. Unlike most Kadur large weapons, the Heavy Chemrail is cheap to mount and most effective against small targets but requires purpose-designed support to crack capital-grade armor and shielding. The only general-purpose or anti-small craft choice among Kadur large weaponry.
(https://i.imgur.com/OKpAMxC.png)Shockweb Canister Battery - A double-barreled kinetic assault "shotgun", filling a wide cone of space with spike flechettes each carrying a residual EMP charge that arcs to nearby targets upon striking. Overwhelms capital-grade shield emitters with sheer weight of fire, and disables any frigate or strike craft swarms caught in its spread and unable to leave the area of effect.
(https://i.imgur.com/gkpmszU.png)Jahannam Siege Cannon - Fires bursts of kiloton-scale fission shells, dealing extreme damage. Combination of low muzzle velocity and poor accuracy prevents effective use against small or agile targets.
(https://i.imgur.com/1pOHTwv.png)Joachim Graviton Sweeper - Sweeps large volume of space with graviton-warping energy beam. Spikes target's hard flux and causes disabling EMP arcs when impacting shields, but has little effect against armor.
(https://i.imgur.com/sFusSVJ.png)Jinn LRT - Armored torpedo massing nearly as much as a frigate, and boasting similar resistance to damage along with a basic tracking package. Nearly limitless fuel supply, but distinctly underpowered engine.
[close]

Kadur faction information:
Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here. (http://fractalsoftworks.com/forum/index.php?topic=6590.0)

The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines - as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:

Faction weaknesses:

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on ko-fi!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/vayraa)

Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
3.1.2
- Prophet weapon arcs nerfed very slightly
- Armor from Kadur faction hullmods reduced, most ships' base armor increased to compensate
- devoted martyrs will no longer be utterly incapable of being martyred
- TECHPRIEST YOU FUCKER I TRUSTED YOU

3.1.1
- fixed accidental dependency issue (again)
- halved light chemrail turn speed
- lowered all chemrail accuracy and projectile speed slightly
- lowered heavy chemrail damage to 450, was 500
- lowered heavy chemrail range to 1000, was 1100
- lowered hauberk CIWS range to 400, was 450
- lowered Jaya VLRMS sprint speed
- switched sozzer's drones to BOMBER AI
- a few typos excised

3.1.0
- - WEAPONS
- resprited several weapons
- added Hauberk Light CIWS token low-OP PD weapon
- added Light Chemrail, Chemical Rail Cannon, and Ultracaliber Heavy Chemrail general-purpose fragmentation weapons
- added Microfission Rotary Driver (small) and Dual Microfission CIWS (medium) assault/antifighter/PD HE beam weapons
- reworked Fission Strike medium weapon series
- added Jamadhar MRT finisher missile in small (rack) and medium (pod) mounts
- added Jerboa Microspike Launcher small close-range kinetic/EMP rocket launcher
- added Jezebel-class Spike Torpedo in small (single) and medium (launcher) mounts
- added Capacitive Canister Gun (medium) and Shockweb Canister Battery (large) kinetic assault shotguns
- added Jacana Spike Missile in medium (pod) and large (battery) mounts
- reworked Jericho LRMs slightly, large mount now fires 9 missiles (up from eight)
- added Jaya VLRMS in medium (3x) and large (6x) mounts
- added Capacitive Rod Driver medium antishield/EMP strike weapon
- - FIGHTERS
- added Martyr ultralight assault drone wing
- added Termite light kinetic drone wing
- added Dervish light interceptor
- reworked and resprited Dirk support fighter
- reworked and resprited Phalanx heavy fighter
- added Mamluk light bomber
- added Neferi heavy interceptor
- added Abid saturation bomber
- added Arquebusier support gunship
- added Hoplite kinetic bomber
- added Ghulam assault fighter
- added Veles rocket bomber
- reworked Immortal assault corvette, OP cost and shield HP raised
- reworked and resprited Myrmidon into heavy, high-OP strategic torpedo bomber
- - SHIPS
- added Mendicant-class shuttle
- added Archimandrite-class destroyer
- added Sunbird-class missile destroyer
- added Shirdal-class light carrier
- reworked Rukh-class fast carrier
- added Golem-class heavy cruiser
- reworked Sphinx-class heavy cruiser into Golden Eagle-class cruiser
- added (new) Sphinx-class heavy cruiser
- added Ziz-class battlecruiser
- added Prophet-class battleship
- added Qamar Insurgency (Q) skins for Mendicant, Camel
- removed Torturer from campaign, now mission-only
- Hyena fuel cost reduced to 0.5 base (1.0 total with Forever War hullmod)
- Falchion maximum burn increased to 10 (was 9), forget if i increased combat speed or if it was always this fast
- lowered Caliph deceleration to 4 and speed to 20
- set Caliph to not spawn until c.212 (up from c.208)
- Falcon (K) medium turrets swapped to COMPOSITE (were BALLISTIC)
- all variants reworked
- Seraph field system no longer EMPs fighters while paused (oops)
- changed Martyr's Blessing from DP basis to Hull basis, revised some of how it works
- reduced faction hullmod hull HP bonus at frigate level to 500 (was 1000)
- added Sozzer pirate HVB
- added Rubin Kadur and Pather HVBs
- added Lightforger Tri-Tachyon HVB
- decrease Kadur shield upkeep (Guardian to 0.7, was 0.8; and Forever War to 0.9, was 1.0) across the board
- - FIXES, ART, ETC.
- removed Looted TPC script (it was lost, it doesn't belong here - also leaky) (thanks Alex!)
- fixed rare crash bug occurring when forcing Caliph shield generator flux above 100% (say by detonating an elite imperium titan missile next to it)
- fixed Guardian Engineering description, stats remain the same
- Mission K6 increased in real difficulty (stated difficulty remains the same)
- added Nex diplomacy traits
- added illustration for Star Fortress Requiem
- added some excellent artwork courtesy of Chloe Kesshoo (https://chloe-kesshoo.jimdo.com/)

3.0.4
- fixed Caliph script issue that would cause continual slowdown over time in combat
- Caliph modular shields hullmod now incompatible with makeshift shield generator... sorry

3.0.3
- fixed accidental dependency on Vayra's Sector... d'oh
- fixed duplication of blueprints with nexerelin start

3.0.2
- fixed crash when starting as Kadur Remnant in Nexerelin

3.0.1
- split the damn mod into three separate mods god DAMN it
[close]
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Sabaton on September 14, 2013, 05:37:28 AM
 Nice to see a new moder around here, was getting kinda dull with all the old stuff, I like your ships thou I think they could use a more complex paint job than just that tapioca vibe all over them.
 Edit: perhaps some stripes or a banner, or symbols to go along with their blind faith.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Vayra on September 14, 2013, 05:38:48 AM
But I like tapioca ;...;

I was considering adding some colored accents, though. Maybe in a purple or blue.

edit: That's a job for tomorrow though. While I was working on getting this thing together it somehow turned 5:45 AM. Goodnight, internet.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Sproginator on September 14, 2013, 05:47:43 AM
Nice to see some fresh talent!

Will play your mod soon, nice sprites though hehe
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Gotcha! on September 14, 2013, 05:52:52 AM
Very, very nice! Kitbashes they might be, but in my opinion they are very well done. Most look very unique.
I also see no problem with the colour. Suits them fine. :)
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Silver Silence on September 14, 2013, 11:30:27 AM
These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Cycerin on September 14, 2013, 11:42:07 AM
I like the gold paintjobs a lot! Reminds me of the Amarr.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Uomoz on September 14, 2013, 11:51:40 AM
They look good, a little bit symilar to Valkyrians maybe?
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: theSONY on September 14, 2013, 12:29:21 PM
In my opinion behemoth doesn't seems to fit to the rest of the ships design
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Vayra on September 14, 2013, 01:10:07 PM
These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.

Hah, thank you. To be fair though, most of them are Falcons within Falcons within Falcons under an Atlas.  ;)

I like the gold paintjobs a lot! Reminds me of the Amarr.

Thank you! I never really played EVE for more than a week, but the Amarr remain one of my immediate inspirations whenever I think about anything good-looking in space. Upon looking them up again, I guess they have some conceptual similarities too, which is kind of cool.

They look good, a little bit symilar to Valkyrians maybe?

Thanks! I think this might have been unavoidable due to us both mainly kitbashing big triangular ships out of Falcon/Eagle parts. It is something I've noticed though, and I'm going to try to push the design a little further away from them.

In my opinion behemoth doesn't seems to fit to the rest of the ships design

The Behemoth is the ship I'm least happy with the sprite for, so that's something I plan on working on. Good to know others see it too and I haven't just gone crazy staring at these images for hours. Any suggestions for how to fix it? So far I've come up with that it needs bigger engines, and a sort of more gradual curve to the rear corners so it's a little less sharp-edged at the back.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: SainnQ on September 14, 2013, 02:07:36 PM
I like the gold paintjobs a lot! Reminds me of the Amarr.

You slave driver.

Where's my Hurricane.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Darloth on September 14, 2013, 02:20:47 PM
Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
(http://puu.sh/4rlrm.jpg)
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Talkie Toaster on September 14, 2013, 02:40:10 PM
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they  trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: Vayra on September 14, 2013, 02:41:17 PM
Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
(http://puu.sh/4rlrm.jpg)
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)


Thanks for the feedback! The Jackal is actually intended to be that hard to maintain -- It's super high-technology compared to most of the other ships in the fleet and I thought the ridiculous repair profile would be a good way to balance its speed rather than giving it short legs and forcing a superfast scout ship to travel with a slow tanker escort. I'll consider dropping the supplies per day and maybe the full repair cost, too, and maybe increasing the fuel/LY a little to compensate. I don't think I'll lower the deployment cost much though; it's meant to be used in more of a fleet support role to chase down fast fleeing ships or jump on control points in the beginning of a battle.

For the Vulture, I have a few ideas. I was considering making it a little slower and more lightly armored so it could be easily caught and killed by Hounds and other fast frigates -- right now it's the same speed as one, being built on the same chassis, but I could see the flight deck slowing it down a little. I also might redesign it entirely in the future to fit with the overall aesthetic a little better.

As for generating the system over and over again, well, that's bad.  :o I'll look into that, I think it might be being caused by the new ModPlugin system?

edit:
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Thanks! Functional AI for that system is on my to-do list, for now I'm thinking of just disabling it for the AI.

New version here, implementing slight Vulture and Jackal changes and hopefully fixing the bug that caused it to generate the system every time a game is loaded. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.0.1.rar)
Title: Idea
Post by: hobojoe694 on September 14, 2013, 10:09:49 PM
Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P
Title: Re: [0.6a] Kadur Theocracy v1.0.1
Post by: ciago92 on September 14, 2013, 10:43:11 PM
any idea how to fix a save that has too many planets from that bug? my save is no longer loadable :-(
Title: Re: [0.6a] Kadur Theocracy v1.0.1
Post by: Vayra on September 15, 2013, 12:13:36 AM
any idea how to fix a save that has too many planets from that bug? my save is no longer loadable :-(

I don't think there's a way to fix it once it has happened, but the new version won't create extra systems anymore. I'm really sorry about your save! :(

Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P

Thank you very much! A battleship sized roughly equivalent to the Behemoth and/or Seraph with a pile of armor and large ballistic mounts is something I'm planning on including eventually, I'm just trying to figure out a way to do that without it being "just another Onslaught". The Lance of Longinus will likely remain exclusive to the Behemoth, but the Behemoth might change a fair bit over time as I'm not entirely happy with its current image.

edit:

New version here, including supply/CR usage for fighters and a slight drop in price, and a pirate station and spawn point in the Kadur system. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.0.2.rar)
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Doogie on September 15, 2013, 10:54:25 AM
Stylistically, you could rip off the left side of the Behemoth and put some sort of missile apparatus on there. Basically have it so the right side is that smooth triangle but the left is much more blocky.
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: ciago92 on September 15, 2013, 11:23:08 AM
so yeah, idk if it was reboot starsector or updating the mod but I can play the save again lol. there's still like fifteen planets but I don't think it's increasing anymore. as long as it works lol

edit: aaaand it doesn't work again. oh well. starting over is the fun part anyways lol
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Alfalfa on September 15, 2013, 07:14:22 PM
For the behemoth, giving it engines that protrude a little more, such as the ones on the Rukh or the Leviathan, would improve the look.  As mentioned above, some asymmetry might help; perhaps a large hardpoint or a dual medium hardpoint coming out one side.

Some pretty cool looking ships overall.  Now that hyperspace is out I want some more systems to explore!
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Vayra on September 17, 2013, 04:18:34 AM
(http://i.imgur.com/imvJdrN.png)

New Behemoth, upgraded to Battlecruiser and increased in price and stats accordingly. :) Thanks for the suggestions, everybody!

Expect a 1.0.3 soon, I'm just waiting on permission from some people -- I want to add some inter-mod interaction with this next update.

edit: looks like I need to do some cleanup on that sprite, too. Ah well.

So it looks like a lot of modders are putting unique hull mods on their faction's ships, and I'm still pretty short on ship systems -- I'm really happy with phase shunting, but it can only go so far. Any suggestions for hull mods or ship systems fitting the theme and gameplay identity of the Kadur Theocracy? Any design space you guys would like to see filled?
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Erick Doe on September 17, 2013, 04:28:12 AM
I like that it isn't all symmetrical.
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: limash on September 17, 2013, 07:08:51 AM
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: etherealblade on September 17, 2013, 07:39:36 AM
Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown

Kadur's Secret Armory: Reloads all ammo of weapons and missile systems.

I'll be back with more.
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Jazzrish on September 17, 2013, 08:02:35 AM
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Alfalfa on September 17, 2013, 10:02:14 AM
New Behemoth looks mean; definitely not something I want to be in front of.
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Borgoid on September 17, 2013, 05:07:16 PM
I like that it isn't all symmetrical.

It's giving me an eye twitch.
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: limash on September 17, 2013, 05:23:10 PM
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis


   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1539)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more


this is what my log says
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Jazzrish on September 17, 2013, 05:53:24 PM
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis


   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1539)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more


this is what my log says

thought the line before them contains the most important error information, which usually begins with sort like 14447125 [Thread-6] ERROR...

this is not a professional advice though :)
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Vayra on September 17, 2013, 07:52:33 PM
Yeah, I'd need a bit more of the log than that to take a look at it. :)

Have you tried deleting the mod folder and re-downloading the most recent version, as well?
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: limash on September 18, 2013, 12:27:50 AM
yea ive tried redowloading and installing it like 3 times and that log just repeats everytime
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: limash on September 18, 2013, 12:40:15 AM
yea ive tried redowloading and installing it like 3 times and that log just repeats everytime

haha ok so apperently i forgot to update my actual game sorry lmao
Title: Re: [0.6a] Kadur Theocracy v1.0.2
Post by: Vayra on September 18, 2013, 04:44:31 AM
Version 1.0.3, including integration with the Gedune and Shadowyards Heavy Industries mods, another system, the new Behemoth, some balance tweaks, and more. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.0.3.rar)

..."more" in this case including a new frigate that is not really balanced in any way and proven to be buggy as hell. Why did I include it then, you ask? Because it's just.
(http://i.imgur.com/CU6SCJ2l.png)
So.
(http://i.imgur.com/WYkbl8vl.png)
Much.
(http://i.imgur.com/rKYNBT2l.png)
Fun.  :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Borgoid on September 18, 2013, 04:50:27 AM
" Sir, I think you have a problem with your brain being missing."

That said I'm totally going to try that thing out :P
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Gotcha! on September 18, 2013, 04:50:47 AM
Pfew, you're on a roll here. I hope you keep it up!
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: MShadowy on September 18, 2013, 03:37:26 PM
Hmmmm... seems like it's having a problem with shadowyards compatibility.  I've tried it with Gedune and it works fine, but at least with the current dev version of SHI it doesn't seem to play nicely.  Perhaps because I moved over to the ModPlugin framework from generators.csv?

Spoiler
Code
21587 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [./saves/save_asdffsdafa_5079167068170304058/descriptor.xml]
47416 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.vayraSHIInterface.initConvoys(vayraSHIInterface.java:18)
at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:28)
at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:52)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.if$super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

The error it gives on starting a new game.  These lines:

Code
        at data.scripts.world.vayraSHIInterface.initConvoys(vayraSHIInterface.java:18)
at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:28)
at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:52)

seem to suggest that the mod can't get Impresario Shipyards for whatever reason.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Hyph_K31 on September 18, 2013, 03:58:58 PM
This mod is looking very nice! I'll be sure to give it a spin sometime.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Aklyon on September 18, 2013, 07:18:36 PM
Would that work as a starting ship? It seems like it would be sorta hilarious (or sorta difficult) to do that. :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 18, 2013, 11:13:41 PM
Hmmmm... seems like it's having a problem with shadowyards compatibility.  I've tried it with Gedune and it works fine, but at least with the current dev version of SHI it doesn't seem to play nicely.  Perhaps because I moved over to the ModPlugin framework from generators.csv?

Bolded part is probably why, if you have a different version of SHI installed (which you, as its creator, no doubt do :P ) then there's no guarantee that it'll match up as I made it with the version currently posted in your thread. If you want to PM me a link to the current dev version, I'll try to ensure it's fixed for whenever you release the next update to SHI!

edit: looking at my SHIInterface file it should only give you that bug if you changed the name of Anar or Impresario Shipyards... Mind, my approach to javascript is pretty much rolling my face across the keyboard and offering a virgin sacrifice to stackoverflow.com, so I might not be thinking of everything. If you did that then just let me know what you changed it/them to and I'll throw in a few more lines of code to make the next version of the Kadur compatible with the new SHI as well as the old -- if you didn't change either of the names, then I have no idea. :v

Changes that'll for sure be in the next thing I upload will include that... and putting a built-in tow cable on the tug, rather than just having one in the default variant. (D'oh! Ones you buy will still be perfectly effective as rams, though.)

As for starting with one, they're sort of annoying to hit frigates with as I'm sure you can imagine -- I can personally guarantee they'll kill Buffalos just fine though.  ;)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Hyph_K31 on September 18, 2013, 11:30:50 PM
Not tried it out yet but I have a suggestion if you'd want to use one as a starting ship. You could add another sub-faction of rebels that use the same ships, and that'd give the player some opposition that is level with them on a ship class/fire power level.

Sleepy morning suggestion, so don't take me overly seriously... Today's gonna be a sleepy day in general T_T going out to some garden to film people being paranoid. Hah.

Edit: DUH!! I AM tired. For some reason I was thinking along the lines of the player being a part of the Kadur. Still... Maybe that would be possible! Exerlin style.

Gah... Ignore me... I think I'm rambling.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 18, 2013, 11:55:37 PM
I was considering trying to add an option to start as a part of the Kadur... I know MShadowy has a character creation plugin, but his overwrites the whole file... I wonder if I can extend it somehow, without causing a mod conflict or overwriting?  ???

I'm also noticing that my fleets carry far too many supplies and far too much fuel, which is causing stations to have big inventories of those and not enough guns. Heh. Something to fix for the next release, I guess.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 19, 2013, 01:00:37 AM
Just started with this, but some things I've noticed after a few hours:

The bad.

The good.

Other notes.

I'm really impressed so far, will keep playing. :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 19, 2013, 01:19:07 AM
Just started with this, but some things I've noticed after a few hours:

The bad.
  • The Kadur systems aren't very 'livable'. There's no empty stations to store your stuff in!
  • The total supply upkeep of the ships is very high. They have the same base cost as low/mid tech ships, but with proportionally much higher crew counts, and every crew takes up supplies. On top of that the inefficient shields and high armor rating means lots of repairs, low-tech style. The Falchion especially, at 120 crew ... that's twice an Enforcer! A Falcon Cruiser has 100! The one saving grace from a campaign supply standpoint is the low CR hit on deploy, letting you fight again and again.
  • There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.

The good.
  • Extremely interesting faction combat premise. I wasn't too sure about it but in practice the road you've chosen with the fast long range, low acceleration, bad shields high armor, very little PD ... its lots of fun to play.
  • The hulls look very good, although the ones that are kitbashes of low-tech rather than mid-tech stand out a little, even with the recolour.

Other notes.
  • The description of the PD missile weapons is misleading. They move slowly, are unguided, and frankly I haven't seen them take down a single missile, let alone hit anything faster than a bomber. I also kind of wish it would ONLY shoot them at missiles and fighters, instead of wasting the limited ammo on frigates and destroyers, but I guess that's more down to AI.

I'm really impressed so far, will keep playing. :)

Thanks for the feedback! I really love getting detailed responses like that.

I'll consider adding an abandoned station, I personally never use them so it totally slipped my mind. Wonder if there's a way I could make it unique or more interesting somehow...
I'll also consider lowering the crew requirements somewhat, but they are intended to be quite high overall -- Kadur ships are constructed from ship components built from existing partial/corrupted blueprints (hence the kitbashed sprites) and lack important automation that even low-tech ships possess.

The lack of a general purpose frigate is something that I've definitely noted. I kind of like it, to be completely honest, because it means frigates are relegated to more of a support role and performs a specific job in a fleet. I will probably add one whenever inspiration strikes and I can get the sprite right, though. Especially when I get around to adding a way to start the game as a Kadur pilot, as forcing a new player into a Hyena would just be rude. :P

The PD missiles do work, just poorly... their engines don't always ignite, and I'm not sure why. I think it may occur if they are launched facing too far away from their targets. If they seem unguided, that's because they only carry enough fuel to get them oriented towards the last known position of their target and accelerate up to speed -- they work best if their targets are flying directly towards you. Alex added a PD_ONLY flag for weapons in the last patch though, so I think I will implement that on at least Slings -- I know from experience that the larger ABM systems shred anything without enough armor or shields and I wouldn't want to stop the AI from using them for that purpose. We'll see what I can do about the tracking, too. Slings in particular have an extremely short flight time and lower launch velocity.

edit: I've buffed the Sling ABM pod in my dev version significantly (and Partisans just a little) and they don't seem horribly unbalanced, so you should see improvement there immediately when I upload it. I'm thinking I might play around with the systems/fleets/spawners a little tomorrow and try to make an all-purpose heavy combat frigate and an empty station like you suggested, so the new version including the changes will be up once I'm done that either tomorrow or the day after. :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 19, 2013, 01:46:49 AM
I'll consider adding an abandoned station, I personally never use them so it totally slipped my mind. Wonder if there's a way I could make it unique or more interesting somehow...
You can at the very least rename it, like MShadowy did for the one in the SHI system. Its an abandoned solar collection plant. Anything more requires scripting, I guess.

I'll also consider lowering the crew requirements somewhat, but they are intended to be quite high overall -- Kadur ships are constructed from ship components built from existing partial/corrupted blueprints (hence the kitbashed sprites) and lack important automation that even low-tech ships possess.
Higher is fine, but the armour defence strategy already yields higher total upkeep costs than the pure CR regain of shield-heavy ships, so you have to consider the monetary cost of keeping the ship running too - supplies aren't exactly cheap, and its easy for less-skilled players to get into a downward cost spiral where they can't get enough money to supply a ship to get money with using the vanilla ships, and will likely stay that way until we get industry and an economy.

The lack of a general purpose frigate is something that I've definitely noted. I kind of like it, to be completely honest, because it means frigates are relegated to more of a support role and performs a specific job in a fleet. I will probably add one whenever inspiration strikes and I can get the sprite right, though. Especially when I get around to adding a way to start the game as a Kadur pilot, as forcing a new player into a Hyena would just be rude. :P
I think its very interesting from a fleet composition POV, but something objectively weaker that can be used solo by the starter player is necessary, yeah :)

Plus you can also use it a screen frigate on a PD-less destroyer, which is nice :D

edit: I've buffed the Sling ABM pod in my dev version significantly (and Partisans just a little) and they don't seem horribly unbalanced, so you should see improvement there immediately when I upload it. I'm thinking I might play around with the systems/fleets/spawners a little tomorrow and try to make an all-purpose heavy combat frigate and an empty station like you suggested, so the new version including the changes will be up once I'm done that either tomorrow or the day after. :)
Looking forward to it :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Borgoid on September 19, 2013, 01:53:16 AM
J
  • There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.
Can't say I agree with that. A Hyena with a Heavy Railgun or Coilgun + Javelin in the back is really incredibly good at everything that ISN'T supply storage.
Frankly it's arguably easier to use than a Wolf or Lasher because all you have to do is DODGE, autofire will do the rest.. I will say that their total dps is a tad low when compared to the Lasher or Wolf but it doesn't really stop them being effective.... it wouldn't be any worse than a Hound.


With regards to the PD missiles.. You may want to look at the ammo capacity of the Hoplite given that it has HALF the total damage capacity of the Partisan...
I understand that the increased damage per missile has a fairly significant effect vs armor but in reality it ends up just being a terrible choice for a large slot.

Also the Medium versions of the Railgun/Coilgun are... less preferable in most cases for the same reason.
A Heavy Coilgun has 120,000 damage capacity ( Which is HUGE by the way ) but a Twinned Heavy Railgun only has 55,000.
Not only that but they're less flux->damage efficient, take up more OP and have the identical range.
Few if any ships are so desperate for DPS per slot that they wouldn't rather have say.. more hull mods or vents.

An Enforcer for example with 5 Heavy Railguns on it generates 750 flux/second for 750 kinetic dps at a cost of 45 OP
An Enforcer with 5 TWINNED Heavy Railguns generates 1365 flux/second for 1250 kinetic dps at a cost of 60 OP
Ontop of the aforementioned total damage penalty!
That's 15 more vents or one big hull mod like Unstable Injector and quite frankly the extra DPS per slot just isn't justified, especially for such long range weapons which encourage longer, safer, drawn out fights ( Where total damage is really important!)

Keep in mind this is all for the Enforcer which may be the most slot starved ship in the entire game.


Not entirely sure how I feel about the Capital ship supply consumption... Hard to say given the current state of capital ships, they're definitely the hardest of any capital ship I've ever seen (mods included) to use as a player just because of the logistics involved.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 19, 2013, 02:49:30 AM
J
There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.

Can't say I agree with that. A Hyena with a Heavy Railgun or Coilgun + Javelin in the back is really incredibly good at everything that ISN'T supply storage.
Frankly it's arguably easier to use than a Wolf or Lasher because all you have to do is DODGE, autofire will do the rest.. I will say that their total dps is a tad low when compared to the Lasher or Wolf but it doesn't really stop them being effective.... it wouldn't be any worse than a Hound.


With regards to the PD missiles.. You may want to look at the ammo capacity of the Hoplite given that it has HALF the total damage capacity of the Partisan...
I understand that the increased damage per missile has a fairly significant effect vs armor but in reality it ends up just being a terrible choice for a large slot.

Also the Medium versions of the Railgun/Coilgun are... less preferable in most cases for the same reason.
A Heavy Coilgun has 120,000 damage capacity ( Which is HUGE by the way ) but a Twinned Heavy Railgun only has 55,000.
Not only that but they're less flux->damage efficient, take up more OP and have the identical range.
Few if any ships are so desperate for DPS per slot that they wouldn't rather have say.. more hull mods or vents.

An Enforcer for example with 5 Heavy Railguns on it generates 750 flux/second for 750 kinetic dps at a cost of 45 OP
An Enforcer with 5 TWINNED Heavy Railguns generates 1365 flux/second for 1250 kinetic dps at a cost of 60 OP
Ontop of the aforementioned total damage penalty!
That's 15 more vents or one big hull mod like Unstable Injector and quite frankly the extra DPS per slot just isn't justified, especially for such long range weapons which encourage longer, safer, drawn out fights ( Where total damage is really important!)

Keep in mind this is all for the Enforcer which may be the most slot starved ship in the entire game.


Not entirely sure how I feel about the Capital ship supply consumption... Hard to say given the current state of capital ships, they're definitely the hardest of any capital ship I've ever seen (mods included) to use as a player just because of the logistics involved.


Operative phrase bolded there. Hounds are hard as hell to play if you're not much of a pilot. :P Funnily enough, my original design stub for the Hyena was "frigate that can catch and kill a Hound for 1 more fleet point and a bit more money" -- also hence the name.

...You know, I never actually thought about total damage capacity, despite building a faction of long-range weapons and fast ships. Threw together some major ammo changes for the next update because of this.

As for capital ship supply costs, they'll likely stay as they are -- Kadur ships are meant to be quite expensive, and the only one out of scale for vanilla is the Caliph and that's more of a supercapital anyway. In my mind it's appropriate for it to be stuck near its home station and resupply point unless it has a lot of dedicated logistics support.

Thank you, by the way. This is all really great feedback, and I always appreciate knowing when something is unbalanced. :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 19, 2013, 03:10:34 AM
By the way, the engine for the Jackal is the wrong colour :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: MShadowy on September 19, 2013, 07:31:10 AM
edit: looking at my SHIInterface file it should only give you that bug if you changed the name of Anar or Impresario Shipyards... Mind, my approach to javascript is pretty much rolling my face across the keyboard and offering a virgin sacrifice to stackoverflow.com, so I might not be thinking of everything. If you did that then just let me know what you changed it/them to and I'll throw in a few more lines of code to make the next version of the Kadur compatible with the new SHI as well as the old -- if you didn't change either of the names, then I have no idea. :v

Yeah, I haven't changed the names to either.

As it stands the error seems rather mysterious, and I've no idea why exactly it is occurring.  So I just uncommented it, though I haven't quite had the chance to check out your systems just yet.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 19, 2013, 08:11:47 AM
Its a little weird that I can see the weapons on the Phalanx, but not on any other fighter. Hide them, so it doesn't look so strange?

Also: Whoa, a Dervish wing costs 60 supplies per battle to recover, and it takes 10 days. The only thing that takes more supplies capital ships ... Wasps, which have a bugged value that Alex forgot to divide by 6, are absurdly expensive and cost 54 per battle.

Also Also: Why is the Rukh classed as a Cruiser? Its a destroyer in essentially all its stats except that Hull Mods cost way more points than you'd think ... is it because of the 2 flight decks?
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Gotcha! on September 19, 2013, 02:41:23 PM
I've been flying through your worlds and it's looking very good. The only nitpick I could find is Kadur's sun. Its surface shows a very low quality image; the sun is chopped up in small squares, if you know what I mean.

Very nice job. :)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: SpaceRiceBowl on September 19, 2013, 03:35:53 PM
Is it just me, or is it that these ships are quite OP
because with the right setup, I can take on the Hegemony Defense Fleet all on my own with the capital ship in this mod.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Borgoid on September 19, 2013, 07:32:15 PM
You're far too vague.
The ship design itself doesn't suggest them being overpowered and I should probably point out that a VANILLA Conquest can take on an entire Hedgemony fleet.

Also if you're referring to the Caliph ( Which I assume you are, though if you were I'd never know about it because you decided to use as few words possible to convey the vaguest suggestion of a point! ) that monster uses 30 supplies/day and costs more to maintain than any other ship I've seen. Even Neutrino ships use less than that because of their deployment costs being lower.
You get what you pay for in my opinion.

If you want to talk about balance you might want to talk about weapons rather than ships.. and use more than 140 characters.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 19, 2013, 09:36:23 PM
By the way, the engine for the Jackal is the wrong colour :)

Haha, this is actually intentional. The Jackal (and the Dervish) are both of a way higher tech level than the rest of the Kadur fleet, thus their astronomical deployment costs and blue engines.

It is a little wonky looking, but I think it's a good visual signifier -- I might change it in the future anyway though. :v

Its a little weird that I can see the weapons on the Phalanx, but not on any other fighter. Hide them, so it doesn't look so strange?

Also: Whoa, a Dervish wing costs 60 supplies per battle to recover, and it takes 10 days. The only thing that takes more supplies capital ships ... Wasps, which have a bugged value that Alex forgot to divide by 6, are absurdly expensive and cost 54 per battle.

Also Also: Why is the Rukh classed as a Cruiser? Its a destroyer in essentially all its stats except that Hull Mods cost way more points than you'd think ... is it because of the 2 flight decks?

Pedantic, but the Phalanx is a corvette and not a fighter :P I do agree that the light railgun arrays look horrible on it though. I think I'll shuffle its weapons around a little for the next release and probably end up hiding them, yes.

Dervishes are supposed to cost a pile of supplies above and beyond the regular amount -- that's what you get for fast, survivable multirole phase fighters with decent armament, after all. I was also operating on the assumption that Alex's ridiculous fighter wing supply costs were intentional, though... so all the fighter wings should be cheaper to field in the next release too, no fear. :)

As for the Rukh, you nailed it. It's a fast dedicated light cruiser carrier. The vanilla game kind of set the standard for dedicated carrier flight decks at 1 for a destroyer and 3 for a capital (all the vanilla cruisers with flight decks are multipurpose ships rather than dedicated carriers, as far as I can tell) so it made sense for a dedicated carrier ship boasting 2 flight decks to be a cruiser-classed vessel. Think of it like a Kadur Falcon with fighter/corvette support infrastructure replacing the capability to mount heavy armament.

I've been flying through your worlds and it's looking very good. The only nitpick I could find is Kadur's sun. Its surface shows a very low quality image; the sun is chopped up in small squares, if you know what I mean.

Very nice job. :)

Thanks! The Kadur sun texture was just one of the base game's that I color-shifted in Paint.net, but I agree that it's pretty pixelated. I've replaced it with a higher-res image for the next release.

I really appreciate all this feedback by the way. You guys do a great job of keeping me on track.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 20, 2013, 12:35:42 AM
About the Jackal, you made the shield bubble so small any weapon mounted that protrudes from the hull protrudes from the shield also.

Which looks weird when when you get shot on the shield and the weapon doesn't get damaged because its inside, even though visually its 90% outside (eg, light railgun array)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 20, 2013, 01:25:43 AM
About the Jackal, you made the shield bubble so small any weapon mounted that protrudes from the hull protrudes from the shield also.

Which looks weird when when you get shot on the shield and the weapon doesn't get damaged because its inside, even though visually its 90% outside (eg, light railgun array)

Whoops, that's just a straight error on my part. Fixed for the next release. (which i'm working on now!)

Thanks again for catching all this stuff. :)

edit: actually, the jackal looks kind of ridiculous with a giant gun sticking out of the front anyway. I think I'll be changing that to a hidden mount, along with expanding the ship/shield radius~
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 20, 2013, 03:48:05 AM
Sure. By the way, is the shield on the Rukh intended to be blue?

Also, I see that so far the broken Ram-Tug has a deploy cost of 5. Keep in mind that is counted by the AI when deciding whether to run or fight, which means as it the 2 tugs needed to get a destroyer cargo or fuel ship to speed with the rest of the fleet would count as much as a Falchion in the AI's eyes.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 20, 2013, 04:31:51 AM
Sure. By the way, is the shield on the Rukh intended to be blue?

Also, I see that so far the broken Ram-Tug has a deploy cost of 5. Keep in mind that is counted by the AI when deciding whether to run or fight, which means as it the 2 tugs needed to get a destroyer cargo or fuel ship to speed with the rest of the fleet would count as much as a Falchion in the AI's eyes.

Yep! Targes, Rukhs, and Immortals all have midline shields. It helps visually differentiate them from the usual horribly inefficient Kadur shielding, as those ships can actually take a hit or two on the shields without immediately overloading.

And yeah, that's a good point regarding the Dolphin. I'm still kind of thinking of fleet points in terms of the way they used to work, I guess.
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Taverius on September 20, 2013, 10:49:02 AM
My hauberks keep getting nuked. Instead of keeping range they move basically into melee range and then get pasted. They also never turn off the field so they can shield.

Haven't lost one yet, but I have suffered two near-total crew losses.

Is there anything that can be done so the AI isn't so terrible at them? With the Targe, that's 2/3 destroyers the AI can't use well D:

P.S. I'm noticing some dissonance in the names list here ... I'm looking at ships for sale here ... 'Face Of The Divine' ... 'Sermon' ok, Theocracy, and then 'Thug Lyfe' and 'Straight Outta Compton' wut wut :D

P.P.S. Front shields on the cargo haulers is just plain mean. All they'll ever use them for is for bravely running away while blocking missiles, teabagging the player much? :P

P.P.P.S. Just noticed the Golem takes 100 crew and the Falchion 120. Did you maybe switch them by error?
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Vayra on September 20, 2013, 05:59:29 PM
My hauberks keep getting nuked. Instead of keeping range they move basically into melee range and then get pasted. They also never turn off the field so they can shield.

Haven't lost one yet, but I have suffered two near-total crew losses.

Is there anything that can be done so the AI isn't so terrible at them? With the Targe, that's 2/3 destroyers the AI can't use well D:

P.S. I'm noticing some dissonance in the names list here ... I'm looking at ships for sale here ... 'Face Of The Divine' ... 'Sermon' ok, Theocracy, and then 'Thug Lyfe' and 'Straight Outta Compton' wut wut :D

P.P.S. Front shields on the cargo haulers is just plain mean. All they'll ever use them for is for bravely running away while blocking missiles, teabagging the player much? :P

P.P.P.S. Just noticed the Golem takes 100 crew and the Falchion 120. Did you maybe switch them by error?

Loving the continued attention you're giving this. I can't count how many little things I've needed to fix because you caught them, and that's great. ;D

For the Hauberk, I'm not sure -- I'm really not very good with java, so the AI for the field right now is verbatim "if it's not on, turn it on" and nothing else, heh. I'll take a look at making it a little more intelligent, but I can't really promise anything.

The dissonance was an artefact of me putting all the names on one list when I removed the "other" faction I plan to eventually include when it's finished. Rest assured, there will be a use for Kadur ships named Lethal Weapon and Thug Lyfe in the future.

As for front shields on cargo ships, I don't think I'll be changing those. What you get for abandoning shield technology in favor of putting giant engines on the backs of ships, etc etc. Of course, if its bothering you on your ships, I think there's a hull mod for that...  ;)

The crew counts on the Falchion and Golem were definitely a bit off. Fixed.

I should have a release out tonight if I don't run into too too many inexplicable null pointer errors.

edit: Oh dear, I figured out why MShadowy was getting that mod integration failure crash. It happens if the game tries to load the Kadur Theocracy mod before another one. I'll see if I have a way to fix this.

edit edit: Fixed everything. I could release now, or I could keep pushing on and try to make a multi-role frigate suitable for use as a starting ship... ;D

edit edit edit: Version 1.1.1, including a new system, new faction (same ships though), Junk Pirates integration, balance tweaks, and some other stuff (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.1.rar)
Title: Re: [0.6a] Kadur Theocracy v1.0.3
Post by: Hopelessnoob on September 20, 2013, 09:17:42 PM
Loving this mod and the other two that currently work with it. great amount of variety added to base campaign and surprisingly balanced.
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Vayra on September 20, 2013, 09:24:49 PM
Thank you! It actually integrates with three mods now, so go check out Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0) and grab the new version (and the new version of the Kadur Theocracy, too) when you next start a new game. ;D

edit for new page:
Version 1.1.2, including a new system, new faction (same ships though), Junk Pirates integration, balance tweaks, descriptions for stuff, and a new heavy combat frigate! (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.2.rar)
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: MShadowy on September 20, 2013, 10:23:04 PM
Awesome!  I'm glad to see it's working well now.  Mirage is a completely awesome system, I really like it's layout; I was wondering how long it'd take someone to put together a binary system and I am not at all disappointed.  I'm going to be flying around a bit longer, and hopefully I'll be able to come back with more helpful info than "the integration is borked".
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Vayra on September 21, 2013, 12:02:41 AM
Small update: I put together a heavy combat frigate, the Kadur's take on a Lasher or the like. Couldn't put it in as a starting option but one is marooned on the abandoned station in Mirage if you want to pick it up! (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.2.rar)

Also includes a description for the yellow-white dwarf stars in Mirage... Can't believe I missed that. :v

Anyway... say hello to the Camel!

(http://i.imgur.com/RZ5CNRi.png)

Er...

Well, you'll have to trust me. It's a good ship.
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Taverius on September 21, 2013, 03:10:49 AM
Loving the continued attention you're giving this. I can't count how many little things I've needed to fix because you caught them, and that's great. ;D
I'm a modder for other games, I just can't do 2D so I won't be modding Starsector.

Spoiler
This is more my speed these days
(https://dl.dropboxusercontent.com/u/42665548/KSP/Modeling/medium_podjet_wire.jpg)
(https://dl.dropboxusercontent.com/u/42665548/KSP/Modeling/medium_podjet_exploded.jpg)
(https://dl.dropboxusercontent.com/u/42665548/KSP/BOSS/Screenshot121.png)
Someone else textured that, for a Kerbal Space Program mod
[close]

For the Hauberk, I'm not sure -- I'm really not very good with java, so the AI for the field right now is verbatim "if it's not on, turn it on" and nothing else, heh. I'll take a look at making it a little more intelligent, but I can't really promise anything.
Ask LazyWizard :D

As for front shields on cargo ships, I don't think I'll be changing those. What you get for abandoning shield technology in favor of putting giant engines on the backs of ships, etc etc. Of course, if its bothering you on your ships, I think there's a hull mod for that...  ;)
I was thinking more along the lines of ditching the shield altogether, myself, so they don't try to turn to take hits on the shield when chased.

Well, you'll have to trust me. It's a good ship.
Ok :D

P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.
Code
-------------------------------

com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message             : data.scripts.world.anar.SHIConvoySpawnPoint$1
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.world.anar.SHIConvoySpawnPoint$1
class               : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
required-type       : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry[2]/list/CampaignFleet[16]/ai/assignments/FleetAssignmentData/onCompletion
line number         : 62243
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[3]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.CampaignPlanet
class[8]            : com.fs.starfarer.campaign.CircularOrbit
class[9]            : com.fs.starfarer.campaign.CampaignOrbitalStation
class[10]           : com.fs.starfarer.campaign.Hyperspace
class[11]           : com.fs.starfarer.campaign.JumpPoint
class[12]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[13]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[14]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------

Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Talkie Toaster on September 21, 2013, 03:58:36 AM
I'm getting
Quote
3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [martyrdrones] not found in ship_systems.csv
By the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Vayra on September 21, 2013, 04:03:21 AM
P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.

com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message             : data.scripts.world.anar.SHIConvoySpawnPoint$1
<etc.>
version             : null
-------------------------------

I've never seen that log type before, is that from the starsector.log or something else that I don't know about?
Also, did you try deleting the folder entirely and re-downloading?

I'm getting
Quote
3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [martyrdrones] not found in ship_systems.csv
By the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?

This is also really weird, as I thought I fixed that before I released it the first time. I would recommend you also try deleting the mod and re-downloading it...  :-\

These crashes have me totally confused, guys. This is happening before you even see the main menu, right? Everything is working on my end, which is why I'm so lost.

also, Taverius, off topic but that plane looks kickin' rad, wow!
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: TimeDiver on September 21, 2013, 04:25:40 AM
P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.

com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message             : data.scripts.world.anar.SHIConvoySpawnPoint$1
<etc.>
version             : null
-------------------------------

I've never seen that log type before, is that from the starsector.log or something else that I don't know about?
Also, did you try deleting the folder entirely and re-downloading?
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.

I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.


Disregard due to epic derp-ing on my part.
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Taverius on September 21, 2013, 04:38:23 AM
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.

I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.
Nope. Those brackets ain't extra. I checked and sure enough, if you take them off it fails to compile them.
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: TimeDiver on September 21, 2013, 04:42:48 AM
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.

I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.
Nope. Those brackets ain't extra. I checked and sure enough, if you take them off it fails to compile them.

Edit: It looks like SHI 0.4.2 broke save compatibility, so its not you! Good news/Bad news.
...yep, time for me to sleep now, as I apparently forget to verify, then post.

*headdesk*
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Taverius on September 21, 2013, 04:55:33 AM
These crashes have me totally confused, guys. This is happening before you even see the main menu, right? Everything is working on my end, which is why I'm so lost.
No, this is on loading a saved game. Some further testing - I started before 'Coffee just kicked in yo' time - suggests SHI 0.4.2 broke save compat.

also, Taverius, off topic but that plane looks kickin' rad, wow!
Thanks. The texturer for that engine and main mod author is now an employee of the developers of the game :)
Title: Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
Post by: Talkie Toaster on September 21, 2013, 04:59:16 AM
I'm getting
Quote
3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [martyrdrones] not found in ship_systems.csv
By the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?

This is also really weird, as I thought I fixed that before I released it the first time. I would recommend you also try deleting the mod and re-downloading it...  :-\
Ah, that worked. Sorry!
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Plasmatic on September 21, 2013, 07:28:46 AM
Just updated this mod today. But I get this error now:

Code
[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [null] not found for faction [regime]
java.lang.RuntimeException: Fleet id [null] not found for faction [regime]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Code
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)

Seems to indicate this mod as the culprite.

Looked at the regime.faction file, but I can't find the error (though I pretty much have no idea what I'm looking for :P)

EDIT: started a new game again and I haven't come across the crash again, Odd.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Taverius on September 21, 2013, 10:01:08 AM
Ok, quick pilot skill transplant into a new game and back up and running.

Still no empty stations in the Kadur systems, I see :(

On the other hand, working tug! nice new frigate! enemies! new system!

From some quick playtesting I would drop the speed on the Camel to 170-180. A Lasher is 130, right now its fast like a Hound at 200.

Edit: Hmm, I just noticed the Scirocco has the same base speed as the tarsus but no burn drive ... I don't think that's a nice tradeoff for 50 cargo space, on top of not having an omni shield.

Edit2: 8 fuel/LY for the Dolphin? What's the rationale here, why would I ever pick it over the Ox? Fuel usage is the main downside of Tugs, and you made it 60% worse? :D
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Darloth on September 21, 2013, 10:14:05 AM
Mirage is lovely!

Found this texture seam on Kadur's sun though: http://puu.sh/4wG1J.jpg

Have you considered making the corvettes have a logistics profile more like frigates and less like fighters? Right now, a single wing of corvettes has about 12 hulls - which is huge for something almost the size of a frigate - but it takes a day to replace each of those, for a pretty cheap supplies cost.

If you set the CR per ship deployed to about 12%, but upped the repairs-per-day to also about 12%, then the supplies per deployment would stay at 2 per launched corvette, but the number of hulls max would be reduced to about 6-8 (8 only if you have elite crew).

I think that would suit them better, they'd fit more into the tiny frigate role rather than superheavy fighter role.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Vayra on September 21, 2013, 07:32:31 PM
Just updated this mod today. But I get this error now:

<snip>

Code
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)

Seems to indicate this mod as the culprite.

Looked at the regime.faction file, but I can't find the error (though I pretty much have no idea what I'm looking for :P)

EDIT: started a new game again and I haven't come across the crash again, Odd.


This one is indeed very strange... The only thing I can come up with is that it tried to create a "null" fleet but I'm not sure how that could ever happen. :-X

Glad it went away, though.

Ok, quick pilot skill transplant into a new game and back up and running.

Still no empty stations in the Kadur systems, I see :(

On the other hand, working tug! nice new frigate! enemies! new system!

From some quick playtesting I would drop the speed on the Camel to 170-180. A Lasher is 130, right now its fast like a Hound at 200.

Edit: Hmm, I just noticed the Scirocco has the same base speed as the tarsus but no burn drive ... I don't think that's a nice tradeoff for 50 cargo space, on top of not having an omni shield.

Edit2: 8 fuel/LY for the Dolphin? What's the rationale here, why would I ever pick it over the Ox? Fuel usage is the main downside of Tugs, and you made it 60% worse? :D

TBH I might keep it with no empty stations in the Kadur system -- anything there would have been claimed by the Theocracy immediately, or broken down for scrap and tech. It's a very small system, and their home, etc. Without an economy, the only real reason to go there is to wage war on the Kadur, and I like the idea of needing to return to a different system to resupply/sell loot/perform drydock repairs in that case.

I think you're right about the Camel, I'll probably drop it to 180. I want it to be fast enough to still catch a Hound if you put an injector on it, etc., but 180 would still be fine for that.

Currently, the Kadur cargo/tanker ships are really just sub-par versions of the vanilla ones except with the added ability to mount a pile of VLRMSs. I feel like that's a pretty fair trade-off, but I have plans to implement civilian ships in the future that more closely follow the Kadur design philosophy and those will definitely be faster/better armored/etc.

As for the Dolphin, I'm afraid that's working as intended. Kadur engines at work. :P As for why you would ever pick it over an Ox... Well, can the Ox ram cruisers and expect to survive? ;D It also has a much greater chance of surviving if you're forced into a retreat.
Also, remember, you only burn fuel in hyperspace while the tugs still speed travel everywhere.

Mirage is lovely!

Found this texture seam on Kadur's sun though: http://puu.sh/4wG1J.jpg

Have you considered making the corvettes have a logistics profile more like frigates and less like fighters? Right now, a single wing of corvettes has about 12 hulls - which is huge for something almost the size of a frigate - but it takes a day to replace each of those, for a pretty cheap supplies cost.

If you set the CR per ship deployed to about 12%, but upped the repairs-per-day to also about 12%, then the supplies per deployment would stay at 2 per launched corvette, but the number of hulls max would be reduced to about 6-8 (8 only if you have elite crew).

I think that would suit them better, they'd fit more into the tiny frigate role rather than superheavy fighter role.
Thank you!

And ooh, that's sort of a nasty image bug. I'm not much of an image editor, do you think it would work if I just blurred the left and right extremes of the texture file?  :-\

As for the corvettes, that's a really good idea! Thank you, I'll implement that right away.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Borgoid on September 22, 2013, 01:09:36 AM
First impression of Mirage is " Augh freaking bright blue/white spot in the center of my screen, go the hell away!"
quickly followed by 5 minutes of trying to look at other things while my peripheral vision informs me " Wauuuuuoooooghhaaa! Warning! Bright thing!! You should look at it! "

I'm not normally someone who gives a crap about that sort of stuff but I couldn't believe how strongly it affected me, it actually gives me horrible eye strain after only a few minutes because I can't seem to stop compulsively and frequently looking at it.

The 30 mins of what I played was a significant improvement however.
Liked what you did with the coilguns/railguns, solid changes there that bring them a little bit more in-line with not only vanilla but also one another.

Small side note about the light railgun arrays ( The pd ballistic guns) Any time there isn't a missile on the screen these things are absolute monsters. Not sure it's a problem but it's pretty noticeable when you stack up various ships with them. They might not be great PD but they're great kinetic weapons vs ships.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Talkie Toaster on September 22, 2013, 02:40:58 AM
And ooh, that's sort of a nasty image bug. I'm not much of an image editor, do you think it would work if I just blurred the left and right extremes of the texture file?  :-\
GIMP can handle it if you run the filter Map->Make Seamless.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Taverius on September 22, 2013, 03:26:11 AM
It also has a much greater chance of surviving if you're forced into a retreat.
That's kind of negated by the extra fuel tanker I have to lug around.

I'm fine with it being a little more expensive, but 60% is a bit much.

TBH I might keep it with no empty stations in the Kadur system -- anything there would have been claimed by the Theocracy immediately, or broken down for scrap and tech. It's a very small system, and their home, etc. Without an economy, the only real reason to go there is to wage war on the Kadur, and I like the idea of needing to return to a different system to resupply/sell loot/perform drydock repairs in that case.
The other reason is to play the Kadur and defend the home system from the Insurgency, which unless you're weird and never need storage for crew/supply/fuel/ship stockpiles is Very Hard mode in Kadur.

Even as a friendly I only go there to buy ships to transfer to my base elsewhere because there's nowhere to store them, which is a little nonsensical. I guess it would be nice if the Kadur/Insurgency had a loyalty item like Bushi/Hiigaran do which then opened up the usage of a warehouse station.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Darloth on September 22, 2013, 08:43:18 AM
is it 60% more? I remember Oxen as being fuel 6/ly, which would mean it's only 25% more.

Additionally, the Dolphin is large enough to put an Unstable Injector on, so you can actually get more use out of it on a very fast fleet (such as the Kadur) compared to the Ox.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Taverius on September 22, 2013, 08:52:28 AM
Ox is 5f/ly.

Btw, the Qamar large fleet name is too long, appears as "Qamar Insurgency Great Holy War Fle'.

P.S. The Dolphin is not set to 'No Fight', so you get hilarious Dolphin teams scurrying about, when fighting Qamar at least. As funny as it to have such a useless ship about the battlefield (explosions are pretty!) you might wanna fix that, its a bit silly.

P.P.S. Move Mirage I and II a little further apart, in conjunction they pass close enough for Jump Point Alpha to be over II. And also their orbits would destabilize and they would probably collide, but then those two stars so close together = instant nova, and certainly no liveable worlds, so lets not go there.

P.P.P.S. Something needs doing about the PD Railguns. The DPS is so good, and the flux hit so low, that the AI tries to move any ship with it into range ... and gets pasted. Can we have a frag PD gun with PD_ONLY, for the AI's sake? As it is the PD weapons are useless against missiles ...

Edit to P.P.P.S. I spent a good half hour in the simulator and I've never seen either railgun or the missiles hit anything that wasn't coming straight at the launcher. Might as well not use them, I've taken them off all my ships.
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Vayra on September 22, 2013, 06:27:51 PM
Oop, fixed the Holy War Fleet name. Thanks for catching that.

I've actually been working on putting together a script to let you join the Kadur. Wonder if I can make it add a Kadur storage station -- if not I'll probably just have a little abandoned something there too. edit: this seems to work! rejoice!

I'd noticed that the planets in Mirage were all a little too close together in general, actually. It made for faster play, but I've spaced them all out a bit. If I did all my basic math right there shouldn't be any more celestial collisions there -- I haven't slept in going on 30 hours though, so there's no guarantee I did my basic math right at all, heh. Probably gonna check this one over again before I release.

As for the Dolphins trying to combat, I actually kind of like it. Remember, they have near cruiser-level hull and armor strength and every torpedo they catch, every 300 flux that gets burned trying to kill them, etc. is a torpedo or 300 flux that's not being used on something actually threatening. Also, I harbor secret dreams of one day making a functional AI script for the ram drive. ;D Oh, and if they're your Dolphins, you can stick Javelins (or heavy railguns or burst PD lasers, etc) on them for a slightly more useful support craft in combat.

And you caught me on the Light Railgun Arrays. They're not very good PD weapons at all. :P I've increased the projectile speed slightly, but they're really still kind of pinned in a role as a) probably the best PD Kadur ships can get without resorting to outsider tech, and b) a devastatingly effective short-range (by Kadur standards) kinetic weapon with low flux generation.
The AI isn't very good at it, but kiting missiles (which is very possible in any Kadur frigate or the Falchion, and some of the cruisers) increases the effectiveness of the Kadur PD weapons many times over. Beyond that tactic, it's kind of a weakness of the faction as a whole -- they're really only good at missile combat from extended range where they have the spare flux capacity to block incoming missiles with their terribly inefficient shields, and where missiles fly towards them in a straight line to get popped by Hoplite batteries, etc.

Edit:
...aaaaaand BAM! New version, 1.1.3, including a slower camel, a way to ally yourself with either the Kadur Theocracy or the Qamar Insurgency, planets in the Mirage system that don't smash into each other, and badass belligerent boss battles. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.3.rar)

note: ways to ally yourself with peoples and badass belligerent boss battles will probably require starting a new game. alas.
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Vinya on September 22, 2013, 09:09:37 PM
Liking this mod, adds a nice level of new stuff while keeping vanilla-ey.


Good-natured criticisms:
Spoiler
The non-vanilla weapon sprites don't blend too well with the vanilla ships, and IMO this would've been even more awesome if the ships kept vanilla Midline colors, rather than the yellow-ish they are now.
[close]
Title: Re: [0.6a] Kadur Theocracy v1.1.2 (new version 9/21/2013)
Post by: Jazzrish on September 23, 2013, 04:59:55 AM
epic work! enjoy the concept and the style of ships, witness the progress and always stick to the newest version. but have to say the most serious one problem is the brightness of background pic in Mirage system.

First impression of Mirage is " Augh freaking bright blue/white spot in the center of my screen, go the hell away!"
quickly followed by 5 minutes of trying to look at other things while my peripheral vision informs me " Wauuuuuoooooghhaaa! Warning! Bright thing!! You should look at it! "

I'm not normally someone who gives a crap about that sort of stuff but I couldn't believe how strongly it affected me, it actually gives me horrible eye strain after only a few minutes because I can't seem to stop compulsively and frequently looking at it.

this is not that exaggerate as it seems to be. i make it to 15 minutes in 1.1.3 and tend to be in some other system for the sake of my eyes... please take it seriously.
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: HELMUT on September 23, 2013, 06:35:16 AM
They are freaking though to take down, which is surprising given they are low tech ships. i tried to fight their cathedral fleet with my own carrier based fleet (who crushed everything else in the sector) to end up being steamrolled. Maybe that's because fighters aren't very efficient against a fleet that can swarm the screen with so many missiles but still, surprising. I'll try with a capital ship based fleet.

I also tried some of their ships, and they are pretty fun. Unlike Tavernus, i don't have trouble with keeping my Hauberk alive but i also avoid to put it on the frontline, i usually tell it to wander around on the other side of the map and give his buff to the rest of the fleet.

I love the Buzzard, lovely little sniper ship. It fly like a brick though, and there is nothing scarier for a Buzzard than a buffalo unleashing all of its missile payload on it.

Have to try more in depth this faction, but from what i have seen so far, it's very fun to play with.

Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Vayra on September 24, 2013, 02:16:52 AM
Liking this mod, adds a nice level of new stuff while keeping vanilla-ey.

The non-vanilla weapon sprites don't blend too well with the vanilla ships, and IMO this would've been even more awesome if the ships kept vanilla Midline colors, rather than the yellow-ish they are now.

Thank you! I aim for vanilla balance as much as possible. It's an ongoing battle, but I think I'm getting there.

As for the sprites, I'm very aware. :( Pixel art is not exactly my forte, hence the clumsy kitbashed faction in the first place. I'm definitely keeping the colors for the hulls, as I feel like it helps the player identify which hulls are Kadur at a glance, but the weapon sprites are definitely something that could change whenever I get or make better ones.

epic work! enjoy the concept and the style of ships, witness the progress and always stick to the newest version. but have to say the most serious one problem is the brightness of background pic in Mirage system.

First impression of Mirage is " Augh freaking bright blue/white spot in the center of my screen, go the hell away!"
quickly followed by 5 minutes of trying to look at other things while my peripheral vision informs me " Wauuuuuoooooghhaaa! Warning! Bright thing!! You should look at it! "

I'm not normally someone who gives a crap about that sort of stuff but I couldn't believe how strongly it affected me, it actually gives me horrible eye strain after only a few minutes because I can't seem to stop compulsively and frequently looking at it.

this is not that exaggerate as it seems to be. i make it to 15 minutes in 1.1.3 and tend to be in some other system for the sake of my eyes... please take it seriously.

And thank you as well! Re: Mirage brightness... huh. It's never bothered me, and I usually fly around Mirage almost exclusively when I actually play because I feel like it's the liveliest system right now. Is it just the two bright blue "near stars" in the image? Photo editing is also not my strong point, but I'll see what I can do.

They are freaking though to take down, which is surprising given they are low tech ships. i tried to fight their cathedral fleet with my own carrier based fleet (who crushed everything else in the sector) to end up being steamrolled. Maybe that's because fighters aren't very efficient against a fleet that can swarm the screen with so many missiles but still, surprising. I'll try with a capital ship based fleet.

I also tried some of their ships, and they are pretty fun. Unlike Tavernus, i don't have trouble with keeping my Hauberk alive but i also avoid to put it on the frontline, i usually tell it to wander around on the other side of the map and give his buff to the rest of the fleet.

I love the Buzzard, lovely little sniper ship. It fly like a brick though, and there is nothing scarier for a Buzzard than a buffalo unleashing all of its missile payload on it.

Have to try more in depth this faction, but from what i have seen so far, it's very fun to play with.

I'm glad you're enjoying the mod. :) They are indeed tough to take down -- heaviest armor in the sector, right there. If you're wanting to fight the Kadur though, here are some tips: (these might also help anyone else looking to kill a Cathedral fleet or one of the new boss fleets, and stop them from screaming "OP!" if I'm lucky)

I'm glad you like the Buzzard! It's one of my favorites, actually. There's something charming about a ship that's basically just a big gun stuck onto a set of engines and covered in armor. It is indeed weak to missiles, or if left on its own in general -- It's pretty much the Kadur version of the Brawler. You might want to consider ordering it to escort something like a Lasher (or vice versa) and having them work as a team, or do what the Insurgency does and replace the Buzzard's heavy electromagnetic projectile accelerator with something a little more defensive... like a Guardian PD Array.
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Borgoid on September 24, 2013, 03:32:34 AM
This is specifically what I'm referring to. The one that's double-circled definitely bothers me the most but they're both pretty bad

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

It's literally the first time I've ever had eye strain playing any game in 10 years

Edit: Also in general it's really hard to see your weapons arcs ontop of the red .. arc.. thing... that's in between the two blue stars
Edit:edit: Space is dark! DARK I SAY! :P
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Jazzrish on September 24, 2013, 09:32:11 AM
you may refer to \\starsector-core\graphics\backgrounds\*.jpg. all of the original background pics are darker in general and those luminous celestial bodies are much less in number, smaller in size and darker in brightness. consider all photos of bright universe are the results of long exposure.
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Vayra on September 24, 2013, 01:13:59 PM
Ah, yeah. I just wanted to have pretty systems.  :'(

The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Zaphide on September 24, 2013, 01:55:08 PM
Ah, yeah. I just wanted to have pretty systems.  :'(

The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v

If you had the fleets setup for the old version of Exerelin you may not have to do anything :)

Two of the Exerelin fleets are no longer needed, and the weapon list is now determined by the fleet definitions so no worries there.

I assume your happy for me to include support for the Theocracy? :)
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Vayra on September 24, 2013, 08:11:34 PM
Ah, yeah. I just wanted to have pretty systems.  :'(

The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v

If you had the fleets setup for the old version of Exerelin you may not have to do anything :)

Two of the Exerelin fleets are no longer needed, and the weapon list is now determined by the fleet definitions so no worries there.

I assume your happy for me to include support for the Theocracy? :)

They haven't been updated for a few revisions, so I'll probably take a look at the other currently implemented factions and balance them a little/add the ships that have been added since I wrote those lists. Which ones are no longer needed, in-system attack and supply fleets, or..?

And yes, of course! In 0.54.1a if I wasn't playing Uomoz's Corvus with a pile of extra mods, I was playing Exerelin.

edit: By the way, I'll totally mess with my scripts to not generate if Exerelin is active. :D
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: MShadowy on September 24, 2013, 08:25:39 PM
Ah, yeah. I just wanted to have pretty systems.  :'(

The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v

This is actually why ended up making the background for Anar a custom one.  Most of the available real images of Nebulae had those super bright stars present in them, and that can be kinda glaring to look at for a while.

Well, that and I wasn't particularly taken with most other peoples nebulae (not that my effort is really too much to write home about.)
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Borgoid on September 24, 2013, 08:32:01 PM
Ah, yeah. I just wanted to have pretty systems.  :'(

Don't get me wrong it's undeniably pretty - It's just unpractical :P
Title: Re: [0.6a] Kadur Theocracy v1.1.3 (new version 9/22/2013)
Post by: Zaphide on September 24, 2013, 08:40:12 PM
They haven't been updated for a few revisions, so I'll probably take a look at the other currently implemented factions and balance them a little/add the ships that have been added since I wrote those lists. Which ones are no longer needed, in-system attack and supply fleets, or..?

And yes, of course! In 0.54.1a if I wasn't playing Uomoz's Corvus with a pile of extra mods, I was playing Exerelin.

edit: By the way, I'll totally mess with my scripts to not generate if Exerelin is active. :D

You wont need the outSystemStationAttackFleet and the outSystemSupplyConvoy fleets anymore. Also, the InSystemSupplyConvoy should now be 3 freighters :)

I can provide you with the code to use to check if Exerelin is active but it would be very similar to what you are using to check for other mods already.
e.g. in your ModPlugin.initVayra (I think)
Code
try
{
        Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen);
        return; // Exerelin found so skip generation
}
catch (ClassNotFoundException ex)
{
         // Exerelin not found so continue and run normal generation code
}
// TODO run your normal mod gen code

At least, something along those lines should do the trick :)
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Vayra on September 24, 2013, 09:38:57 PM
BAM! New version, 1.1.4, including Exerelin compatibility. I also dimmed the cores of the stars in the Mirage background, since that seemed to be the most offensive part. Let me know if it's any better. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.4.rar)

You'll need to do some light editing of Exerelin at the moment to fully integrate it. Specifically, put the following code into Exerelin/data/scripts/world/exerelin/ExerelinData.java where the other faction detection lines are:

Code
		// Test for Kadur Theocracy
if(isFactionInstalled("regime", "data.scripts.world.vayraKadurGen"))
            possibleFactionList.add("regime");

// Test for Qamar Insurgency
if(isFactionInstalled("insurgency", "data.scripts.world.vayraKadurGen"))
            possibleFactionList.add("insurgency");

And if you want to start with a Kadur ship, the following code into Exerelin/data/scripts/plugins/CharacterCreationPluginImpl.java where the other starting ship options are:

Code
			else if (factionId.equalsIgnoreCase("regime"))
            {
                data.addStartingShipChoice("khs_camel_Combat");
                data.addStartingShipChoice("khs_hyena_Picket");
            }
else if (factionId.equalsIgnoreCase("insurgency"))
            {
                data.addStartingShipChoice("khs_hyena_acehigh");
                data.addStartingShipChoice("khs_buzzard_pd");
            }
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Zaphide on September 24, 2013, 09:52:49 PM
@Vayra

Great! :D

(that was quick!)

Thanks for making it all compatible from your end :)

I'll update Exerelin with a bug/compatibility fix over the next few days; I want to give people a little bit of time to dredge up any issues.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: TimeDiver on September 24, 2013, 10:01:15 PM
You'll need to do some light editing of Exerelin at the moment to fully integrate it. Specifically, put the following code into Exerelin/data/scripts/world/exerelin/ExerelinData.java where the other faction detection lines are:

*snip code*

And if you want to start with a Kadur ship, the following code into Exerelin/data/scripts/plugins/CharacterCreationPluginImpl.java where the other starting ship options are:

*snip code*
Just to confirm; do end-users still have to comment out (using the '#' sign as a prefix) the 'modPlugin' line in this mod's mod_info.json to have it play nice with Exerelin, or did your changes to VayraModPlugin.java take care of that by itself?
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Vayra on September 25, 2013, 02:25:34 AM
Just to confirm; do end-users still have to comment out (using the '#' sign as a prefix) the 'modPlugin' line in this mod's mod_info.json to have it play nice with Exerelin, or did your changes to VayraModPlugin.java take care of that by itself?

My changes should take care of that so you don't have to. At the moment, you will have to do the edits I posted to the Exerelin files, but in future releases that shouldn't be necessary either and both mods should work together automagically if both are activated. (Thanks, Zaphide!)
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: NikolaiLev on September 25, 2013, 04:05:26 PM
So, in the absence of keptin's IFed and Uomoz's Sector, I've made my own little compilation of mods and this is one of them.  I was exploring each mod's ships in the game and I took a gander at these ships in a base, and almost instantly I saw things I liked.  More and more exploration led me to the conclusion that this is, so far, my second favorite faction.  Fast yet ridiculously unmaneuverable ships with a relatively low tech curve, not to mention corvettes!  I think my most favorite thing has got to be missile-based anti-missile point-defense.  That's just awesome in every way; the Sling is one of my favorite things out of the mod.  Combining them with Swarmers has got to be the neatest way to defend a ship.

That being said, I'm afraid some things are a little out of balance.  Largely the ballistic weapons; they're just far too good.  The medium railguns can easily punch through armor thanks to their high damage at a high range, and don't have an especially high flux impact.  The coilgun is similarily good against shields.  The light railgun array is a little more reasonable, but all these weapons have far too high a projectile speed.  The small ballistic weapons benefit unduly from all the above as well.

I'm not sure how BalanceSuite works, but it doesn't seem to quite be perfect.  Then again, game balance is far more than just numbers.

As for how to nerf them (assuming you agree), that's up to you, depending on the flavor you want to give them.  You could keep their ridiculous effectiveness and simply nerf their flux cost, making them inefficient.  The smaller weapons are more reasonable at 9 op each, but they're still far too efficient for their range, and track too well.  The medium ones could use an increase in OP at the very least.  I'm not even sure about the large weapons, but I suspect they should be handled similarily as however you choose to handle them in general.

I also have mixed feelings on an LRM weapon being available for small missile slots.  I feel they deserve far less ammo, or Javelins in general should get a damage nerf.  But I don't perceive them nearly as problematic as the ballistic weapons.

Criticisms aside, keep up the fantastic work!  My only other feedback would be the recommendation of some more unique ships, especially utility ships like the Hauberk (and I'm still not quite sure what the EWAR field does, aside from increase friendly ranges; I expected it to jam missiles and mess with enemies somehow).

Oh, and P.S.: I love the Targe.  It actually makes an amazing brawler when you slap some heavy autocannons and annihilator rockets on it.  Though I feel being able to put extended shields on it is a little abuseable.  On the other hand, its lowish OP capacity means that's not terribly viable, considering I don't even have large missile weapons in its slots.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Darloth on September 25, 2013, 04:31:28 PM
Track too well?

Have you tried fighting something up close with these guns (especially the Large ones)?

Sure, at long range they're great, but against a lasher or something right up in your face I can hardly get them to bear on the target, let alone track... plus, they're frozen in low-speed traverse until they reload.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Turdicus on September 25, 2013, 05:52:39 PM
Hey Vayra, just played a session with the Kadur in Exerelin and it was wunderbar! I have so much fun piloting your ships, I find that if I play carefully nothing can stop me. That's a good thing; of course more balancing can always be done, but many times a mistake with trajectory will present your bum to the enemy for a good long while before you can turn around (now you're screwed!). I like it a lot, so keep up the good work.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Vayra on September 25, 2013, 08:38:26 PM
So, in the absence of keptin's IFed and Uomoz's Sector, I've made my own little compilation of mods and this is one of them.  I was exploring each mod's ships in the game and I took a gander at these ships in a base, and almost instantly I saw things I liked.  More and more exploration led me to the conclusion that this is, so far, my second favorite faction.  Fast yet ridiculously unmaneuverable ships with a relatively low tech curve, not to mention corvettes!  I think my most favorite thing has got to be missile-based anti-missile point-defense.  That's just awesome in every way; the Sling is one of my favorite things out of the mod.  Combining them with Swarmers has got to be the neatest way to defend a ship.

That being said, I'm afraid some things are a little out of balance.  Largely the ballistic weapons; they're just far too good.  The medium railguns can easily punch through armor thanks to their high damage at a high range, and don't have an especially high flux impact.  The coilgun is similarily good against shields.  The light railgun array is a little more reasonable, but all these weapons have far too high a projectile speed.  The small ballistic weapons benefit unduly from all the above as well.

I'm not sure how BalanceSuite works, but it doesn't seem to quite be perfect.  Then again, game balance is far more than just numbers.

As for how to nerf them (assuming you agree), that's up to you, depending on the flavor you want to give them.  You could keep their ridiculous effectiveness and simply nerf their flux cost, making them inefficient.  The smaller weapons are more reasonable at 9 op each, but they're still far too efficient for their range, and track too well.  The medium ones could use an increase in OP at the very least.  I'm not even sure about the large weapons, but I suspect they should be handled similarily as however you choose to handle them in general.

I also have mixed feelings on an LRM weapon being available for small missile slots.  I feel they deserve far less ammo, or Javelins in general should get a damage nerf.  But I don't perceive them nearly as problematic as the ballistic weapons.

Criticisms aside, keep up the fantastic work!  My only other feedback would be the recommendation of some more unique ships, especially utility ships like the Hauberk (and I'm still not quite sure what the EWAR field does, aside from increase friendly ranges; I expected it to jam missiles and mess with enemies somehow).

Oh, and P.S.: I love the Targe.  It actually makes an amazing brawler when you slap some heavy autocannons and annihilator rockets on it.  Though I feel being able to put extended shields on it is a little abuseable.  On the other hand, its lowish OP capacity means that's not terribly viable, considering I don't even have large missile weapons in its slots.

You might like to note that Heavy Maulers deal equal DPS to Twinned Assault Coilguns at equal range for less flux/second.  ;) For the Twinned Heavy Railguns I understand the criticism a little more, given that the closest equivalent is probably the Hypervelocity Driver (equivalent DPS but some of it as EMP, much less flux, 1 more OP, better accuracy, less range). I feel like it's still within the bounds of vanilla balance, but it's the one weapon I feel like might need a more significant nerf. I think I might have to make the medium ballistics turn slower -- this would do more to cement them in place as long-range support weapons, help to emphasize the lack of maneuverability on Kadur ships, and provide a balancing factor that I could apply to both medium ballistic weapons so as to not ruin the current homogeneity they have while also not making the Twinned Assault Coilgun useless as I feel like it's in a pretty good balance spot right now. The small mounts might catch some of the same, too. I don't think I'll be changing the large weapons much -- comparing the Gauss Cannon and the Tachyon Lance to the Demolisher seems perfectly fair, and the Redemptor deals considerably less DPS than other large ballistic high-explosive weapons but has the benefit of range.

As for the VLRMSs, the medium-sized one deals less DPS than the Pilum for the same OP with the benefit of firing four missiles (each much less effective than a Pilum LRM, hence the reduced DPS) instead of three. The small mounts are half as effective, and at 6 OP cost more than a rack of Harpoons or as much as a rack of Atropos Torpedos. That said, I actually intended to make all VLRMSs only have ammo for 10 volleys like the Pilums do -- the current ammo counts are actually a mistake left over from when I had them firing 3/6/12 missiles in older versions of the mod. Oops! That'll be fixed in the next release.

Thanks for all this detailed feedback, though! I'm definitely taking it all into consideration, and I'll keep striving for vanilla balance. I'm glad you're liking the mod!

p.s. The EWAR field jams enemy everything -- in the sense that it reduces their weapon and sensor ranges by as much as it boosts yours. :) At this point there aren't any new ships that I'm actively working on, but I do keep an eye out for interesting systems or empty design space, so if something catches my fancy a new hull or two might come out.

Hey Vayra, just played a session with the Kadur in Exerelin and it was wunderbar! I have so much fun piloting your ships, I find that if I play carefully nothing can stop me. That's a good thing; of course more balancing can always be done, but many times a mistake with trajectory will present your bum to the enemy for a good long while before you can turn around (now you're screwed!). I like it a lot, so keep up the good work.

Thank you! I'm glad you're enjoying it. And that is exactly the main weakness the Kadur are supposed to have, so I'm glad you've noticed it too.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: NikolaiLev on September 26, 2013, 01:20:15 AM
You might like to note that Heavy Maulers deal equal DPS to Twinned Assault Coilguns at equal range for less flux/second.  ;) For the Twinned Heavy Railguns I understand the criticism a little more, given that the closest equivalent is probably the Hypervelocity Driver (equivalent DPS but some of it as EMP, much less flux, 1 more OP, better accuracy, less range). I feel like it's still within the bounds of vanilla balance, but it's the one weapon I feel like might need a more significant nerf. I think I might have to make the medium ballistics turn slower -- this would do more to cement them in place as long-range support weapons, help to emphasize the lack of maneuverability on Kadur ships, and provide a balancing factor that I could apply to both medium ballistic weapons so as to not ruin the current homogeneity they have while also not making the Twinned Assault Coilgun useless as I feel like it's in a pretty good balance spot right now. The small mounts might catch some of the same, too. I don't think I'll be changing the large weapons much -- comparing the Gauss Cannon and the Tachyon Lance to the Demolisher seems perfectly fair, and the Redemptor deals considerably less DPS than other large ballistic high-explosive weapons but has the benefit of range.

I'm not really too concerned about the coilguns; I suppose that's not a big issue.  But, compared to the heavy mauler, the Coilguns have a much faster projectile speed.  This is a problem with the Railguns vs. Hypervelocity Driver.  This does affect balance, and I feel it makes them too good as enemies can't dodge the shots like they can with their vanilla counterparts.  It's also worth noting that I generally perceive the heavy mauler as a little too powerful (it's almost always better than the Assault Chaingun, but it might also be that way by design, by virtue of being higher tech).

A turn rate nerf would be fine, but I also feeling slowing projectile speeds by 20% or more would also bring them in line with vanilla weapons.

That said, I hope you're going to have a harsh talk with the Small Ballistics, because I feel those are the most ridiculously overpowered weapons.  At that projectile speed, range, damage, and efficiency, they're just far too good, even for 9 OP (only 1 more than a light needler, which isn't nearly as effective).

The biggest thing I can tell you is that, as a player who wants to do well, I can use railguns (any size) to chop through armor, even against heavier vessels.  One small railgun (not an array) can demolish the armor of a Lasher, much less several.  For a kinetic weapon, this just isn't right.  This may actually have to do with how armor absorbs damage; it seems like simply having more damage lets you get through armor better than if you had equal DPS with several smaller projectiles.  This also relates back to the heavy mauler seeming better than the assault chaingun even up close, though this could very well be me being off my rocker.

Point is, the 9OP railgun is just too good.  I think projectile speed might not be accounted for in balancesuite, or not accounted heavily enough, because it's a big deal.  It's why (I believe) beam weapons deal soft flux to shields; instant transmission.  Given a choice between a Heavy Autocannon (vanilla) or the 9OP railgun, I'd choose the latter, every time.  And it can be put on a small mount.  That's a huge deal.

As for the VLRMSs, the medium-sized one deals less DPS than the Pilum for the same OP with the benefit of firing four missiles (each much less effective than a Pilum LRM, hence the reduced DPS) instead of three. The small mounts are half as effective, and at 6 OP cost more than a rack of Harpoons or as much as a rack of Atropos Torpedos. That said, I actually intended to make all VLRMSs only have ammo for 10 volleys like the Pilums do -- the current ammo counts are actually a mistake left over from when I had them firing 3/6/12 missiles in older versions of the mod. Oops! That'll be fixed in the next release.

Fair enough.  A slight nerf is all I wanted; ammo ought to be fine.  Though I still think the small LRMs should get even fewer missiles (note that at 1 OP more, the Javelins have far more ammo than a harpoon; with only a slightly lower projectile speed and damage these are a far better option even for close-range HE damage).

p.s. The EWAR field jams enemy everything -- in the sense that it reduces their weapon and sensor ranges by as much as it boosts yours. :) At this point there aren't any new ships that I'm actively working on, but I do keep an eye out for interesting systems or empty design space, so if something catches my fancy a new hull or two might come out.

Not bad!  But as much as I hate tearing your mod up, I feel this could take some looking at as well.  It's powerful, and that's cool (the Hauberk is a destroyer with mediocre hardpoints, railguns notwithstanding) but it should have a larger drawback than merely disabling its shields; the fact it increases your range and decreases theirs is a huge swing in power.  The enemy AI isn't smart enough to focus it down, so I feel it should also have a relatively high flux generation, and/or make it disable weapons as well.  Problem with that being allowing the Hauberk AI know when to use it and when not to.  But I'm sure you can think of something.

P.S. If it makes you feel any better, the only other mod I've "abused" to this extent was keptin's IFed, and that's because I loved it.  It's just a form of affection, you know?   :D

P.P.S. The mod's interceptors seem to be really poor at being interceptors.  This is a fair tradeoff given they have kinetic weapons (which makes them amazing support craft) but I think this could use some looking at.  A weapon that had decent range, high burst damage but low DPS would suit the faction quite well.  Problem is, it'd be balanced for fighters but it'd be stupidly good as PD.  So, maybe give it short range ala the Vulcan Cannon, with its damage frontloaded in a long, potent burst which an equally long cooldown between bursts.

P.P.P.S. (Darn, keep forgetting!)  Martyr drones just seem far too ineffective.  It's a dangerous thing to ask, but buffing martyr cannons just a liiiiittle bit would be nice.  They are basically energy mortars, which are ineffective in every other way (but the concept is cool!)

OH MY GOD I KEEP THINKING OF THINGS (This actually happened with IFed too, now that I think about it!)  The Jackal deserves a buff to its peak performance time!  While it fits with what it is, it just renders it far too ineffective and deserves to be able to stick around and contribute what little it can.  It's a cute little guy and I'd like to use it more, but I just can't justify it; my other frigates (especially Hyenas and Vultures) are about as fast and are just as good for capping points.

Also I should've gushed about how much I love you for adding carrier frigates because I love carrier frigates and they need to be more common!  Alright, hopefully this will be the last edit to this post.

Oh, and One Last Thing: I might make my own faction at some point.  I don't know if there's general policy for this, but I'm wondering if you'd mind if I copied the Sling ABM for it!  I've already expressed my love for it, and I might still end up making my own missile-based anti-missile weapon, but in general I like the idea of mods having non-vanilla weapons in common and I wish it was more common.  You'd get credit, of course!   ;D
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: HELMUT on September 26, 2013, 06:07:24 AM
The thing about Kadur LRMs is not their power. It's that they are very easy to boat. Civilians ships can be fitted with a bucketload of those and you can field a bucketload of civilians ships... I played with a fleet integrally made of Siroccos and Djinns class. The Mistral is just far too squishy to be effective, i always lost one or two of them because they are bumping with my own ships during the deployment phase, and Djinn is better as a tanker and missile boat in every aspect.

With my "Itano circus" style fleet, i was able to stomp everything in the game, save for the Kadur judgement fleet. I also always have a Hauberk class staying behind to provide the radar bonus, i'm not sure however if the range bonus apply to missiles. Also i wonder, i know their bonus don't stack, but are they nullified when your Hauberk is against another Hauberk?

So yeah, nerfing the small LRM would be good to avoid boating your entire fleet with them.

I haven't played much (yet) a ballistic oriented fleet. But as NikolaiLev said they seems very strong now, nerfing a bit the turning speed of the guns as well as the projectile speed would be good.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Runoved on September 26, 2013, 08:20:38 AM
Thanks for interesting mod. Separately pleased integration of original fraction not only with original, but also with other mods in the form of four brisk systems . As pleased division of fraction into two conflicting parties that allows at the same time and to be on friendly terms with the main fraction, and to try the new ships as opponents. From the ships separately I pleased Dolfin. Against appearance of mods with trading I want to suggest to add fast transport of the average size, like clipper. It would seem to me not bad fitted into line of ships this fraction.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: HELMUT on September 26, 2013, 08:52:57 AM
I just noticed something about the Mirage system. Some colors in the background are a bit too bright and because of this it can be difficult in combat to see the weapon arc. The big red line in particular cause some problems.

Spoiler
(http://i.imgur.com/zAl2Qop.jpg)
[close]

Not gamebreaking but still annoying.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Excalibur Bane on September 26, 2013, 09:34:03 AM
Posted a random video featuring your cruiser in it. Not sure if it's any good to anyone. It was more of a test to see how things came out and they didn't exactly come out as intended. Plus, the battle sorta sucked. I'm a terrible player. :\

That battleship can take alot of punishment, boy. :D
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Sidie Hawkton on September 26, 2013, 04:49:12 PM
I'm not able to get this mod to work with Exerelin...  I've narrowed it down from the mods I'm using and only get the below error/crash when adding yours.  Help please?
Spoiler
I might just be missing an update or in topic post but I'm not able to load any saves...  I'm running (having made the changes needed per download post):
Exerelin 0.6
Lazylib 1.5
Bushi 1
Hiigarian 1
Junk Pirates 1.61b
Kadur Theocracy 1.1.4
Neutrino 1.7
Shadowyards 0.4.2
Gedune 1

I've been trying to play 4 systems, small max, 12 planets, 4 asteroids, 15 stations, omnifactory, all factions, respawn all every 2 months, starting as Neutrino Singularity (at least this faction has major fleet control issues right off the bat due to the big ships logistic cost unless you use all 3&3 points to up it).  Upon any load, after having taken first station, I'm no longer able to load the save.

I'm not sure what I'm looking for in the log, but I notice:
419726 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[5]/FleetMember/fleetData/fleet/accidentManager
line number         : 123853
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null

[close]
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: dmaiski on September 26, 2013, 07:02:57 PM
i have to say this is probably my favorite mod at this moment, its the only one i have where there are "good" balistic weapons, almost all other mods are exclusively made for their energy weaponry...
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: t13link on September 26, 2013, 07:12:48 PM
I have some problems with Exerelin and Kadur too, cant load any saved game..

starsector log file:
Spoiler
4373575 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading D:\Games\Starsector\starsector-core\..\saves\save_TorsenThorn_8738280633773853604...
4378086 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
4378087 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry/FleetMember/fleetData/fleet/accidentManager
line number         : 281776
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry/FleetMember/fleetData/fleet/accidentManager
line number         : 281776
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.A.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.b$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.b.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 92 more
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.getFleetPointCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.do.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.accidents.AccidentManager.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor25.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   ... 94 more
[close]
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Zaphide on September 26, 2013, 07:41:56 PM
RE Exerelin+Kadur Theocracy errors
Yeah sorry no fix yet :(

I actually have no idea what is wrong either. It's only an issue once either of the sides get a station, and given the error is thrown in FleetMemberAPI.getFleetPointCost, I assume it happens once a fleet (other than the players) is built for the faction.

So, possibly, the fleet point (or deployment point now?) cost is missing from a FleetMember, or more likely Exerelin is adding a FleetMember to a fleet it is not meant to, or in a way that doesn't work. There are actually a few transforms done when a fleet is built in Exerelin to convert from ship_id/wing_id -> hull_id, as some mods implement it in different ways. I'll have a look through that and see if something needs to be done (or not done for Kadur Theocracy) :)

Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Vayra on September 27, 2013, 01:44:46 AM
Hoo boy, lots of replies. Lets see if I can address all of them :)

I'm not really too concerned about the coilguns; I suppose that's not a big issue.  But, compared to the heavy mauler, the Coilguns have a much faster projectile speed.  This is a problem with the Railguns vs. Hypervelocity Driver.  This does affect balance, and I feel it makes them too good as enemies can't dodge the shots like they can with their vanilla counterparts.  It's also worth noting that I generally perceive the heavy mauler as a little too powerful (it's almost always better than the Assault Chaingun, but it might also be that way by design, by virtue of being higher tech).

A turn rate nerf would be fine, but I also feeling slowing projectile speeds by 20% or more would also bring them in line with vanilla weapons.

That said, I hope you're going to have a harsh talk with the Small Ballistics, because I feel those are the most ridiculously overpowered weapons.  At that projectile speed, range, damage, and efficiency, they're just far too good, even for 9 OP (only 1 more than a light needler, which isn't nearly as effective).

The biggest thing I can tell you is that, as a player who wants to do well, I can use railguns (any size) to chop through armor, even against heavier vessels.  One small railgun (not an array) can demolish the armor of a Lasher, much less several.  For a kinetic weapon, this just isn't right.  This may actually have to do with how armor absorbs damage; it seems like simply having more damage lets you get through armor better than if you had equal DPS with several smaller projectiles.  This also relates back to the heavy mauler seeming better than the assault chaingun even up close, though this could very well be me being off my rocker.

Point is, the 9OP railgun is just too good.  I think projectile speed might not be accounted for in balancesuite, or not accounted heavily enough, because it's a big deal.  It's why (I believe) beam weapons deal soft flux to shields; instant transmission.  Given a choice between a Heavy Autocannon (vanilla) or the 9OP railgun, I'd choose the latter, every time.  And it can be put on a small mount.  That's a huge deal.

I don't think I want to lower projectile speeds -- for one thing, the Kadur's 'official' military doctrine calls for long-range engagement and reducing projectile speed would render the weapons nearly ineffective against anything more agile than a Prometheus at long range. For another thing, it's just unrealistic -- I mean we're talking about a game where spaceships shoot plasma cannons into the engines of other spaceships which disables them for ten seconds, sure, but I still think electromagnetic projectile accelerators should rightly propel projectiles far faster than explosive propellants do. What I am doing, though, is lowering kinetic damage across the board, lowering kinetic range slightly, and lowering all the non-PD ballistic turn rates to ensure that the weapons are far less useful against agile frigates and fighters that get in your face, while still very powerful if you can orient your ship's batteries towards the enemy at long ranges.

Fair enough.  A slight nerf is all I wanted; ammo ought to be fine.  Though I still think the small LRMs should get even fewer missiles (note that at 1 OP more, the Javelins have far more ammo than a harpoon; with only a slightly lower projectile speed and damage these are a far better option even for close-range HE damage).
The thing about Kadur LRMs is not their power. It's that they are very easy to boat. Civilians ships can be fitted with a bucketload of those and you can field a bucketload of civilians ships... I played with a fleet integrally made of Siroccos and Djinns class. The Mistral is just far too squishy to be effective, i always lost one or two of them because they are bumping with my own ships during the deployment phase, and Djinn is better as a tanker and missile boat in every aspect.

With my "Itano circus" style fleet, i was able to stomp everything in the game, save for the Kadur judgement fleet. I also always have a Hauberk class staying behind to provide the radar bonus, i'm not sure however if the range bonus apply to missiles. Also i wonder, i know their bonus don't stack, but are they nullified when your Hauberk is against another Hauberk?

So yeah, nerfing the small LRM would be good to avoid boating your entire fleet with them.

I haven't played much (yet) a ballistic oriented fleet. But as NikolaiLev said they seems very strong now, nerfing a bit the turning speed of the guns as well as the projectile speed would be good.

Yeah, I've reduced the VLRMS-2's ammo to provide only five volleys, which means that while a savvy Kadur freighter captain can still abandon all pretense of having an effective PD system in exchange for providing VLRM support to a fleet it is much less efficient and he'll have a lot less longevity in battle. If you think they're better than a Harpoon rack for close-in HE damage finishers, though, I don't really know what to say about that. ;)

As for the Hauberks, one on either side should cancel each other out for a net change of 0% to sensor and weapon ranges for ships that are inside the effect range of both, yeah.

Not bad!  But as much as I hate tearing your mod up, I feel this could take some looking at as well.  It's powerful, and that's cool (the Hauberk is a destroyer with mediocre hardpoints, railguns notwithstanding) but it should have a larger drawback than merely disabling its shields; the fact it increases your range and decreases theirs is a huge swing in power.  The enemy AI isn't smart enough to focus it down, so I feel it should also have a relatively high flux generation, and/or make it disable weapons as well.  Problem with that being allowing the Hauberk AI know when to use it and when not to.  But I'm sure you can think of something.

P.S. If it makes you feel any better, the only other mod I've "abused" to this extent was keptin's IFed, and that's because I loved it.  It's just a form of affection, you know?   :D

It is only a 15% bonus and a 15% debuff -- less than an ITU on anything bigger than a Frigate, and therefore effectively countered by one. That said, I'm actually in the process of implementing a bigger drawback in the form of slow flux generation and no flux dissipation while the system is on -- the hard part is getting the AI to use it intelligently, heh. A large part of why it is the way it is right now is that the AI script currently amounts to "if it's off, turn it on" and I'm not very good with Java. Rest assured, it will be fixed eventually. I might actually make the system a little more effective, while I'm at it -- only once it has a substantial drawback and a functional AI script, of course. The Hauberk might catch a little bit of a combat stats nerf to make sure it's a dedicated support ship, too.

And as for your postscript, I love the abuse... Or rather, I love getting in-depth feedback. It shows that people care, and it's the only way I'm ever going to achieve vanilla parity. ;D

P.P.S. The mod's interceptors seem to be really poor at being interceptors.  This is a fair tradeoff given they have kinetic weapons (which makes them amazing support craft) but I think this could use some looking at.  A weapon that had decent range, high burst damage but low DPS would suit the faction quite well.  Problem is, it'd be balanced for fighters but it'd be stupidly good as PD.  So, maybe give it short range ala the Vulcan Cannon, with its damage frontloaded in a long, potent burst which an equally long cooldown between bursts.

I've actually found them quite effective at intercepting enemy fighters! Could you go a little more in-depth as to what they're failing at?

P.P.P.S. (Darn, keep forgetting!)  Martyr drones just seem far too ineffective.  It's a dangerous thing to ask, but buffing martyr cannons just a liiiiittle bit would be nice.  They are basically energy mortars, which are ineffective in every other way (but the concept is cool!)

They are energy mortars, heh. I've lowered the range significantly and increased the damage a fair bit for the next update -- this should make the martyr drones act a little more like, well, martyrs. Hopefully it will also make them a little more useful.

OH MY GOD I KEEP THINKING OF THINGS (This actually happened with IFed too, now that I think about it!)  The Jackal deserves a buff to its peak performance time!  While it fits with what it is, it just renders it far too ineffective and deserves to be able to stick around and contribute what little it can.  It's a cute little guy and I'd like to use it more, but I just can't justify it; my other frigates (especially Hyenas and Vultures) are about as fast and are just as good for capping points.

Also I should've gushed about how much I love you for adding carrier frigates because I love carrier frigates and they need to be more common!  Alright, hopefully this will be the last edit to this post.

I'm not going to buff the Jackal's peak performance time. :P Remember, it's faster than literally anything else in the sector (unless you're playing with the Nihil, in which case it's faster than anything else in the sector except their ridiculous "anti" fighter wings) and maneuverable to boot, so if you could fly it around with an ITU and a heavy railgun on the front for long enough to kite and kill anything that would be pretty uncool. That's the very thing peak performance times were meant to curtail. It's useful enough for capturing distant points in the start-of-battle scramble or for chasing down fleeing fast frigates/fighters and disabling their engines for long enough that something a little more heavily armed can catch up, and that's all it was built for. What I might do though is reduce its supply usage again, so that it's more viable to bring one or two along with a fleet for those purposes.

That said, if you want to play with a Jackal flagship or something of the like, go ahead and edit the peak performance time in the ship_data.csv for your own copy of the mod! If you manage to do something ridiculous with it like killing an Onslaught, post a screenshot. ;) And I'm glad you like the carrier frigate!

Oh, and One Last Thing: I might make my own faction at some point.  I don't know if there's general policy for this, but I'm wondering if you'd mind if I copied the Sling ABM for it!  I've already expressed my love for it, and I might still end up making my own missile-based anti-missile weapon, but in general I like the idea of mods having non-vanilla weapons in common and I wish it was more common.  You'd get credit, of course!   ;D

Of course! It's actually stated in the description that it's an ancient weapon system, so it would make sense for other factions to have gotten a hold of the blueprints for them too and/or designed their own weapons based on them.

Thanks for interesting mod. Separately pleased integration of original fraction not only with original, but also with other mods in the form of four brisk systems . As pleased division of fraction into two conflicting parties that allows at the same time and to be on friendly terms with the main fraction, and to try the new ships as opponents. From the ships separately I pleased Dolfin. Against appearance of mods with trading I want to suggest to add fast transport of the average size, like clipper. It would seem to me not bad fitted into line of ships this fraction.

Thank you! I'm glad you like the way the mod integrates with others, and the Insurgency faction. I put a lot of work into those, the former especially. I actually have plans for civilian ships that fit the theme of the faction more than the existing ones do, I just haven't really had time to work on them lately -- so those, too, will be coming along in time.

i have to say this is probably my favorite mod at this moment, its the only one i have where there are "good" balistic weapons, almost all other mods are exclusively made for their energy weaponry...

Thanks! I'm a big fan of ballistic weapons -- my favorite ship in vanilla is the Enforcer. Glad you're enjoying it. :D

Quote from: people
exerelin/kadur theocracy bugs

These I have no idea about. :( I'll take a look at the things it's throwing up as errors, but I'm not sure what I can do to be honest. Hopefully it's something easily fixed, but I don't really understand where it's going off so I'm not sure I can fix it with my javascript skills being what they are (i.e. nonexistant). Fingers crossed Zaphide will find it so I don't have to.  :)

EDIT: Hauberk field AI appears functional! Toying with the idea of a bigger range buff/debuff in exchange for lowering the Hauberk itself's armor and hull strength. Thoughts? It would make Hauberks considerably more important on the battlefield -- you'd need to intelligently assign them behind friendly lines, close enough to boost your ranges but not close enough to get blown up. It would also make them into much more of an "objective" where they appear in enemy AI fleets -- you'd want to blow them up (and if you could get a fast frigate behind enemy lines, it would be easy to do so) right away or risk being outranged dramatically, especially given that they'd be backed up by Kadur ships with Kadur weaponry. I think I'm going to do it, but for now the weapon range boost/debuff is only increased by 5% (to 20%), while the hull HP/armor nerf is considerably more severe. Thoughts?

I'm thinking I'll release tomorrow night, after some more testing.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Lopunny Zen on September 27, 2013, 10:31:53 AM
having trouble with kadar too...why not do what the ZORG mod did...that download works....try that for this mod
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013) Exerelin compatible!
Post by: Vayra on September 27, 2013, 11:49:17 AM
having trouble with kadar too...why not do what the ZORG mod did...that download works....try that for this mod

I'll take a look at it tomorrow or tonight, in the meantime I've removed the "Exerelin compatible" from the thread title. If anyone has a working knowledge of javascript, I'd appreciate it if they could take a look at possible solutions too... Pinning down the problem seems to be beyond my ability for the time being. :(
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Excalibur Bane on September 27, 2013, 11:52:46 AM
Gotta say man, I love those ship designs. The coloring and the layout is perfect. Good job on them there sprites, sir. Keep up the good work! :D
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Vayra on September 28, 2013, 05:18:43 AM
(http://i.imgur.com/8PKX8Ce.png)

Image of the new Vulture. Looks much more Kadur now, I think. I might do this to all the civilian ships too, but for now it's quarter past five in the morning and I need to finish this drink and go to bed. :)

I didn't end up testing enough to be comfortable with a release tonight, and if you check the changelog for the coming update that I put in the bottom of the OP, you'll see why -- lots of big hits to Kadur weapon power in various ways, though they should remain very effective for long-range alpha-strike bombardment and support.

Probably safe to expect an update tomorrow though, given that I have no plans except for testing the changes I've made and seeing if I need to make any more.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: t13link on September 28, 2013, 12:27:30 PM
Sorry for my English in advance, it's not my native language.

I've tried to find a problem with Exerelin and Kadur...

First. Strings from starsector.log file:
Spoiler
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager
line number         : 259068
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
[close]

Second. Let's take a look at path: /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager in my "save" file.

Spoiler
<FleetMember>
              <owner>0</owner>
              <specId>khs_dolphin_acehigh</specId>
              <shipName>QMS Traumaturge</shipName>
              <type>SHIP</type>
              <isFlagship>false</isFlagship>

...skipped...

<accidentManager>
                    <randomSeed>6151854791310812160</randomSeed>
                    <tracker>
                      <minInterval>0.5</minInterval>
                      <maxInterval>1.5</maxInterval>
                      <currInterval>0.70108277</currInterval>
                      <elapsed>0.0</elapsed>
                      <intervalElapsed>false</intervalElapsed>
                    </tracker>
                    <fleet reference="../.."></fleet>
                    <currentChance>0.0</currentChance>
                    <context>
                      <daysWithoutSupplies>0.0</daysWithoutSupplies>
                      <daysAtZeroLR>0.0</daysAtZeroLR>
                    </context>
                  </accidentManager>
[close]

I don't know where is problem here, but i think its caused by "khs_dolphin_acehigh" variant in this case. May be im wrong...

UPD: "khs_dolphin_Ramming" have problem too. Path from "log" file lead to "TowCable_PersistentBuffs" section in "save" file.
  
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Vayra on September 28, 2013, 01:45:32 PM
Sorry for my English in advance, it's not my native language.

I've tried to find a problem with Exerelin and Kadur...

First. Strings from starsector.log file:
Spoiler
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager
line number         : 259068
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
[close]

Second. Let's take a look at path: /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager in my "save" file.

Spoiler
<FleetMember>
              <owner>0</owner>
              <specId>khs_dolphin_acehigh</specId>
              <shipName>QMS Traumaturge</shipName>
              <type>SHIP</type>
              <isFlagship>false</isFlagship>

...skipped...

<accidentManager>
                    <randomSeed>6151854791310812160</randomSeed>
                    <tracker>
                      <minInterval>0.5</minInterval>
                      <maxInterval>1.5</maxInterval>
                      <currInterval>0.70108277</currInterval>
                      <elapsed>0.0</elapsed>
                      <intervalElapsed>false</intervalElapsed>
                    </tracker>
                    <fleet reference="../.."></fleet>
                    <currentChance>0.0</currentChance>
                    <context>
                      <daysWithoutSupplies>0.0</daysWithoutSupplies>
                      <daysAtZeroLR>0.0</daysAtZeroLR>
                    </context>
                  </accidentManager>
[close]

I don't know where is problem here, but i think its caused by "khs_dolphin_acehigh" variant in this case. May be im wrong...

UPD: "khs_dolphin_Ramming" have problem too. Path from "log" file lead to "TowCable_PersistentBuffs" section in "save" file.
  

This is very interesting. It seems to be caused by having tugs in Exerelin fleets -- weirdly enough, having tugs doesn't cause any save/load problems when not playing Exerelin. Thanks for helping me find this, though!

In the next release I've cut tugs from all the Exerelin fleets and that seems to make saves function properly, though it's certainly not an ideal way of doing things.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: NikolaiLev on September 28, 2013, 03:17:41 PM
I don't think I want to lower projectile speeds -- for one thing, the Kadur's 'official' military doctrine calls for long-range engagement and reducing projectile speed would render the weapons nearly ineffective against anything more agile than a Prometheus at long range. For another thing, it's just unrealistic -- I mean we're talking about a game where spaceships shoot plasma cannons into the engines of other spaceships which disables them for ten seconds, sure, but I still think electromagnetic projectile accelerators should rightly propel projectiles far faster than explosive propellants do. What I am doing, though, is lowering kinetic damage across the board, lowering kinetic range slightly, and lowering all the non-PD ballistic turn rates to ensure that the weapons are far less useful against agile frigates and fighters that get in your face, while still very powerful if you can orient your ship's batteries towards the enemy at long ranges.

Fair enough.  It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways.  That's my biggest point.

I've actually found them quite effective at intercepting enemy fighters! Could you go a little more in-depth as to what they're failing at?

Nope, I'm afraid not.  I'll have to test some more, especially if you insist they work well in practice.  But from what I've seen so far their guns have a hard time staying on target due to their seemingly low turn speed/acceleration.  Whenever I assign an interceptor to an enemy wing, it doesn't seem to get the job done, but it could be a fluke.

I'm not going to buff the Jackal's peak performance time. :P Remember, it's faster than literally anything else in the sector (unless you're playing with the Nihil, in which case it's faster than anything else in the sector except their ridiculous "anti" fighter wings) and maneuverable to boot, so if you could fly it around with an ITU and a heavy railgun on the front for long enough to kite and kill anything that would be pretty uncool. That's the very thing peak performance times were meant to curtail. It's useful enough for capturing distant points in the start-of-battle scramble or for chasing down fleeing fast frigates/fighters and disabling their engines for long enough that something a little more heavily armed can catch up, and that's all it was built for. What I might do though is reduce its supply usage again, so that it's more viable to bring one or two along with a fleet for those purposes.

That said, if you want to play with a Jackal flagship or something of the like, go ahead and edit the peak performance time in the ship_data.csv for your own copy of the mod! If you manage to do something ridiculous with it like killing an Onslaught, post a screenshot. ;) And I'm glad you like the carrier frigate!

It was never my intention to play with a Jackal flagship, but you have a decent point.  I exclusively use them as they're supposedly intended, but they just don't seem to last long enough to get the job done.  Even an extra minute could be enough for them to get to the point and keep the enemy frigate busy with some IR pulse laser fire and martyr drone suppression.  Otherwise, they just lose CR and explode instantly.  The low peak performance also makes them a hassle to micromanage (though I should make a suggestion about allowing an option to auto-retreat frigates when their CR goes out.

Of course! It's actually stated in the description that it's an ancient weapon system, so it would make sense for other factions to have gotten a hold of the blueprints for them too and/or designed their own weapons based on them.

 :D I want to hug you now!

EDIT: Hauberk field AI appears functional! Toying with the idea of a bigger range buff/debuff in exchange for lowering the Hauberk itself's armor and hull strength. Thoughts? It would make Hauberks considerably more important on the battlefield -- you'd need to intelligently assign them behind friendly lines, close enough to boost your ranges but not close enough to get blown up. It would also make them into much more of an "objective" where they appear in enemy AI fleets -- you'd want to blow them up (and if you could get a fast frigate behind enemy lines, it would be easy to do so) right away or risk being outranged dramatically, especially given that they'd be backed up by Kadur ships with Kadur weaponry. I think I'm going to do it, but for now the weapon range boost/debuff is only increased by 5% (to 20%), while the hull HP/armor nerf is considerably more severe. Thoughts?

Making the Hauberk a more extreme case is risky.  Do multiple Hauberks in the same fleet stack?  If so, they can become an issue real quick-like.  Also worth considering is the impact of putting a Hauberk in a non-Kadur fleet.  If you make the Hauberk into a more extreme case (by buffing the field and nerfing the Hauberk itself) then it's more and more likely it'll become a huge issue.  I say leave it as is; it's potent enough to make a difference (admittedly, not a terribly obvious one due to the nature of these things) while still being a competent destroyer in itself.  I like that.  I'd like the Hauberk to remain a ship I'd be okay with flagshipping, rather than a boring, fragile thing I need to watch out for in order to make sure my fleet gets that super critical 30% weapon range boost/debuff.  15% seems like a pretty solid number.

(http://i.imgur.com/8PKX8Ce.png)

Image of the new Vulture. Looks much more Kadur now, I think. I might do this to all the civilian ships too, but for now it's quarter past five in the morning and I need to finish this drink and go to bed. :)

I didn't end up testing enough to be comfortable with a release tonight, and if you check the changelog for the coming update that I put in the bottom of the OP, you'll see why -- lots of big hits to Kadur weapon power in various ways, though they should remain very effective for long-range alpha-strike bombardment and support.

Boy, oh boy, keptin better watch out, 'cause you sure are aiming to be my new favorite mod!   ;D

That Vulture looks like it has more mounts.  Is it going to have more firepower?  I would definitely not mind if it did, so long as it took a hit to its speed and maneuverability.  To be honest, I don't think it should get much of either, as right now it functions both as a carrier and a point capturer.  I'd rather it be a carrier frigate with some decent weaponry but poor speed and maneuverability.  But maybe that's just me.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Vayra on September 28, 2013, 05:32:17 PM
Fair enough.  It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways.  That's my biggest point.

As it is, I've dropped them to be more in line with the fastest vanilla weapons and nerfed pretty much everything else about them too, heh. The large mounts still fire at higher velocities than anything in the unmodded game, but not by as wide a margin as before. :)

Nope, I'm afraid not.  I'll have to test some more, especially if you insist they work well in practice.  But from what I've seen so far their guns have a hard time staying on target due to their seemingly low turn speed/acceleration.  Whenever I assign an interceptor to an enemy wing, it doesn't seem to get the job done, but it could be a fluke.

Ah, yeah. Fighters other than the dervish suffer from the same lack of maneuverability as most Kadur ships, though not quite to the same extent. They're probably less effective than most other interceptors... I'll consider changing them, or maybe changing their stated role and adding a new dedicated interceptor that's better at its job.

It was never my intention to play with a Jackal flagship, but you have a decent point.  I exclusively use them as they're supposedly intended, but they just don't seem to last long enough to get the job done.  Even an extra minute could be enough for them to get to the point and keep the enemy frigate busy with some IR pulse laser fire and martyr drone suppression.  Otherwise, they just lose CR and explode instantly.  The low peak performance also makes them a hassle to micromanage (though I should make a suggestion about allowing an option to auto-retreat frigates when their CR goes out.

I can see what you mean, but I'm likely going to just leave it as-is due to the next Starsector update making all ships with peak performance times to worry about have a lot more longevity in general.

Making the Hauberk a more extreme case is risky.  Do multiple Hauberks in the same fleet stack?  If so, they can become an issue real quick-like.  Also worth considering is the impact of putting a Hauberk in a non-Kadur fleet.  If you make the Hauberk into a more extreme case (by buffing the field and nerfing the Hauberk itself) then it's more and more likely it'll become a huge issue.  I say leave it as is; it's potent enough to make a difference (admittedly, not a terribly obvious one due to the nature of these things) while still being a competent destroyer in itself.  I like that.  I'd like the Hauberk to remain a ship I'd be okay with flagshipping, rather than a boring, fragile thing I need to watch out for in order to make sure my fleet gets that super critical 30% weapon range boost/debuff.  15% seems like a pretty solid number.

I've only increased the weapons buff/debuff to 20%, and they don't stack. (although it's still useful to have more than one, both because the effect has a long bug still limited range, and in case one blows up) :) Flagshipping it should still be possible, but you'll definitely want to play it careful if you do. As for putting it in non-Kadur fleets, I think that would actually make it less effective rather than more so due to the Kadur having the longest ranged weapons to expand the ranges of, etc.

If it's too fragile now, I might raise its armor again though. I'm thinking I want to make a new sprite for it anyway sometime -- it doesn't quite fit the aesthetic. I'd like it to look more like a weird fat AWACS Falchion than the current skeletal flying wing vibe it has going on.

Boy, oh boy, keptin better watch out, 'cause you sure are aiming to be my new favorite mod!   ;D

That Vulture looks like it has more mounts.  Is it going to have more firepower?  I would definitely not mind if it did, so long as it took a hit to its speed and maneuverability.  To be honest, I don't think it should get much of either, as right now it functions both as a carrier and a point capturer.  I'd rather it be a carrier frigate with some decent weaponry but poor speed and maneuverability.  But maybe that's just me.

It's slow for a Kadur frigate! :v Slower than Tempests, Hounds, Seskis, Thunders, Talons, Wasps, Echos one IFed exists again, etc... It's perfectly suited to capturing and holding near points, especially with a fighter wing to back it up, but it's not ideal for grabbing distant ones -- unless you're slapping an injector and/or augmented engines on it, but that applies to pretty much any frigate and like I said, there are faster hulls to slap them on.

There's room in the game for a heavily armed, slow carrier frigate, but it's not very Kadur in my opinion. Perhaps something to write down as a ship idea for the mod you want to make one day?

As it exists in my dev version right now, it's just got an extra front-facing small ballistic turret and a little more armor, while the rear universal turret is changed to only face behind the ship and cover the engines. It's certainly not a combat powerhouse, but it is a little better at holding its own than it was -- the Martyr drone changes also help with that a bit.

I'd release now, but I think I need to add blinking lights to something so I can be taken seriously as a modder.  ;)
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Gotcha! on September 28, 2013, 06:00:58 PM
I'd release now, but I think I need to add blinking lights to something so I can be taken seriously as a modder.  ;)

Aw, so no one's going to take me seriously then. ;_;
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Uomoz on September 28, 2013, 06:37:05 PM
Fair enough.  It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways.  That's my biggest point.
As it is, I've dropped them to be more in line with the fastest vanilla weapons and nerfed pretty much everything else about them too, heh. The large mounts still fire at higher velocities than anything in the unmodded game, but not by as wide a margin as before. :)

I applaud this choice. Alpha strike and proj speed are almost always what break a mod for me, given the dodge nature of vanilla starfarer. Simply put, AI can't deal with any of them as good as the player can. That's why vanilla has only 1 real alpha-fast weapon, the am blaster, and its range is super poor to compensate for its strength.
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Vayra on September 28, 2013, 08:02:57 PM
Version 1.1.5, including integration with the ASP Syndicate, a pile of weapon nerfs, a slightly different Vulture, and hardpoint sprites for weapons. But mostly a pile of weapon nerfs. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.5.rar)

Let me know what you guys think of the weapon balance now. I think it does a good job of maintaining the long-range high-alpha damage feel while now being not super useful in other applications, but I haven't tested it nearly as much as I'd like to. So shoot some stuff and blow some stuff up and get blown up some and get back to me?  :)

Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.

Edit edit: Exerelin saves should work now, by the way. At least they did in my preliminary testing. Your old saves will still be ruined, sadly, but new ones should load just fine.
Title: Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
Post by: Ishman on September 28, 2013, 11:27:10 PM
NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.
Title: Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
Post by: Vayra on September 29, 2013, 12:20:27 AM
NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.

Don't worry, that's still perfectly possible. You just have to play a little more carefully to do it... and when you do, you can feel secure in the knowledge that you've blown up a "posh energy weapon spewing nancy" with a weapon that's balanced as close to vanilla standards as I could get it. ;)

The Kadur are still all about long-range ballistic weapons and missiles, make no mistake. And they're still incredibly deadly if you know what you're doing. Just a little less unbalanced, that's all.

Edit: I've produced a short guide for people like myself who are not such good pilots, and might be struggling with the correct way to play Kadur ships. After weeks of intensive playtesting, I believe I have come to realize the most effective way to use this faction:
Spoiler
(http://i.imgur.com/1BzXWRi.jpg)
:P
[close]

Edit edit: Though, if you prefer to play with the old overpowered weapons, the old download links are still all live. You could simply go here (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.4.rar) to download the old version and copy the weapon_data.csv from it, overwriting the new one. That way you'd have the fancy new hardpoint weapon and vulture sprites, while keeping the old ridiculous ballistic firepower.
Title: Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
Post by: Unreal_One on September 29, 2013, 01:13:15 AM
Your link in the OP goes to a different place than the one you just posted. The one you posted goes to a 1.0.3 version, so I doubt that's what you meant.
Title: Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
Post by: Vayra on September 29, 2013, 01:22:11 AM
Whoooops. Thanks for catching that. Fixed.  :-X
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Taverius on September 29, 2013, 03:28:42 AM
Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.
Blinkenlights is the SS equivalent of motion blur? :D

In all seriousness, it does add a lot ot othe ship if done in moderation *cough cough hack*.

No feedback because busy installing new machine, but if the main weapons are now vanilla-balanced, how about PD weapons that ... well ... don't suck?

Pretty please, with explosions on top? :D
Title: Re: [0.6a] Kadur Theocracy v1.1.4 (new version 9/24/2013)
Post by: Vayra on September 29, 2013, 07:51:36 PM
Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.
Blinkenlights is the SS equivalent of motion blur? :D

In all seriousness, it does add a lot ot othe ship if done in moderation *cough cough hack*.

No feedback because busy installing new machine, but if the main weapons are now vanilla-balanced, how about PD weapons that ... well ... don't suck?

Pretty please, with explosions on top? :D

There are already plenty of those, though. :P Even more so now that BRDY is out.

I do want to make some unique equipment for the Qamar Insurgency eventually though... Stuff that kind of turns the Kadur design philosophy on its head while still using the same ship hulls. An actually effective PD weapon is certainly un-Kadur, so it would fit right in there. Don't hold your breath, but I have some ideas. ;)

edit: Oh, and I've got permission from Cycerin to integrate BRDY in the same way Gedune, SHI, JP, ASP are right now, so I'll punch out a small update later tonight for that. Rejoice in a livelier sector (and an actual reason to visit Oasis, doubly so since I'm replacing the background with a one that's a little less ugly)
Title: Re: [0.6a] Kadur Theocracy v1.1.5 (new version 9/28/2013) Exerelin Compatible!
Post by: NikolaiLev on September 29, 2013, 09:22:17 PM
NERFING BALLISTIC WEAPONS?

Well you done rightly turned me off this new update :(

There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.

This is still a ballistic focused mod.  There's no reason not to nerf it if it's overpowered.  And I have a feeling that the mod's weapons will still be effective; they'll just be vanilla balanced.
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: Vayra on September 30, 2013, 04:53:21 AM
Version 1.1.6 now! Includes blinking lights, Blackrock Driveyards integration, a new Hyena sprite, new ship systems for the Hyena, Buzzard and Behemoth, and a new background for Oasis so it's prettier and worth spending time in now. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.6.rar)

As always, the more feedback the better. Especially on the blinking lights. Too blinky? Not blinky enough? Is this the future of Starsector? Especially on ship, weapon and ship system balance.

Edit: Credit where credit is due!
Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown
These two basically describe the new system on the Behemoth and were the direct inspiration behind it, so I've added you to the special thanks section in the OP. :)

I think you can get a good 2 or 3 shots out of the Lance of Longinus while the Weapons Drive Redirect is active, not to mention the weight of fire your other weapons will be throwing out at the same time. Removing its Phase Shunt Array does mean it's incredibly vulnerable now though, so you have to make sure you keep a good escort of more maneuverable ships to handle sneaky frigates, fighters, and destroyers and to guard you while your ship is shut down following the barrage... Either that or play very, very carefully.

(I almost died to a single Wolf and a wing of fighters while testing. Shhhhh. :-[)
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: Taverius on September 30, 2013, 05:07:22 AM
Is this the future of Starsector?
That goes without saying.
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: HELMUT on September 30, 2013, 05:29:42 AM

Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown

***'s gonna hit the fan really hard there... I'll try first before crying OP but i'm pretty sure the Nerfhammer will be needed here.
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: Vayra on September 30, 2013, 05:34:57 AM
It doesn't do all of those things, that post just served as the inspiration behind the new system. :P

What the weapons drive redirect does exactly is, in order:

So now you really, really don't want to be in front of a Behemoth... But it can't spin around to face you in an instant anymore, and if it pops the weapons drive redirect too early or when its weapons are misaligned, it'll be a sitting duck for much longer than you'll need to blow it up or at least get behind it so you can blow it up at your leisure.

Edit: Here's an image of the new Hyena:

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

Looks less like a glorified tugboat with a medium mount copy/pasted onto it now, IMO. Also, the big bridge looked a little weird on the old sprite for such a small ship, I think.
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: Gotcha! on September 30, 2013, 06:28:56 AM
Is this the future of Starsector?
That goes without saying.

Does it? I am still hoping it's just a phase. :D'
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: valefore on September 30, 2013, 02:17:25 PM
My God, you really update your mod fast. And with all the quick balance changes. And the blinking lights! This mod is fantastic.
The new systems sound really great in that they add uniqueness to certain ships. I generally liked the Kadur faction but the majority of the ships having the same system felt a little bland before, but probably much less now!
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: NikolaiLev on September 30, 2013, 04:56:41 PM
Edit: Here's an image of the new Hyena:

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

Looks less like a glorified tugboat with a medium mount copy/pasted onto it now, IMO. Also, the big bridge looked a little weird on the old sprite for such a small ship, I think.

You know, I actually liked the old Hyena.  Eh.  Consistent ship design is okay too, I suppose.
Title: Re: [0.6a] Kadur Theocracy v1.1.6 (new version 9/30/2013) Exerelin Compatible!
Post by: Vayra on September 30, 2013, 06:31:09 PM
You can switch it back by grabbing any of the old versions (links are still up in the thread, but here's one: https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.4.rar) and copying the starsector/mods/vayra/khs_graphics/hulls/hyena.png and starsector/mods/vayra/data/hulls/khs_hyena.ship files from the old version to the new, overwriting the existing ones.

You'll need to do this every time you download a new version as long as you want to keep playing with the old sprite, but the option is there. :)

edit: I threw together a patch for better Uomoz's Sector compatibility real quick. Version 1.1.6b here with no other changes. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.6b.rar)
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Vayra on October 02, 2013, 05:12:11 AM
(http://i.imgur.com/rzMGOLw.png)

All the cool kids were doing it! Got some other updates coming out probably tomorrow, including making the Dolphin actually playable (although still very silly) and maybe some graphics cleanup if I can find the time and lack of distraction. I'm also working on a short little guide to playing Kadur ships. :)

Any feedback, by the way? Especially looking for comments on the new weapon balance. And the corvettes, because I really haven't put much testing into them.
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Vayra on October 02, 2013, 06:51:26 AM
Yeah, I've been mostly concerned with the smaller ship balance too so I'm curious to see if anything breaks apart in a battle with say, multiple cap ships. I have done some playtesting with the capitals (a Behemoth can murder an Onslaught one on one with effort but can also die to a lone Wolf now, and a Caliph can take an Onslaught and a Conquest at once -- maybe not if they actually made a concerted effort to blow it up, but still -- but will shatter trying to fight a Paragon at equal FP, so those are pretty much working as intended), but not nearly enough in my mind.

I'm glad you think the design direction comes out that well in actual gameplay, too!

And for everyone else, I popped a quick guide to playing as the Kadur in the OP. Another one for playing against them will probably follow, for now I'm going to go to sleep though. :)
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Gotcha! on October 02, 2013, 07:00:05 AM
All the cool kids were doing it!

I'm not a kid, but I guess I'm not cool either? ;_; (Because I'm not changing my fluxies!)

Silliness aside, I think it'd look a lot better if your flux would have a very different colour than the hull.
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Vayra on October 02, 2013, 03:39:27 PM
I'm trying to go with more of an everything-is-midline-engine-orange feel, because I think that does a pretty good job of visually reinforcing the low-tech-with-good-engines-and-high-tech-ballistics of the Kadur while also keeping the 'desert' theme strong. I'll try it with some kind of ridiculous cyan too, but I have a feeling it'll look, well, ridiculous. :P
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Vayra on October 02, 2013, 06:45:19 PM
New version up now, just a quick fix for 0.6.1a, changelog (and a guide for new players!) in the OP as usual (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.7.rar)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Uomoz on October 02, 2013, 06:51:41 PM
This is... A funny conviction.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Vayra on October 03, 2013, 04:53:43 AM
So, I'm going to be working on some neater ship sprites in my spare time over the next few days. If anyone would like to lend a hand, you could really help me out by pointing out ugly ships, messed up transitions between sprite parts, ship sprites with messed up lighting, etc.

Post your least favorite Kadur ship sprites! They're just chunks of metal (or rather chunks of data, being image files), their feelings won't get hurt. :)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Uomoz on October 03, 2013, 05:01:40 AM
Nice! You prefer by post or via PM?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Vayra on October 03, 2013, 05:12:16 AM
Post is probably better if it could be educational for others in any way, which I think ship sprite criticism definitely can be. I know I learned a lot about modding in general by reading other threads, so I figure that's the best.
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Hyph_K31 on October 03, 2013, 05:21:16 AM
Spoiler
(http://i.imgur.com/rzMGOLw.png)

All the cool kids were doing it! Got some other updates coming out probably tomorrow, including making the Dolphin actually playable (although still very silly) and maybe some graphics cleanup if I can find the time and lack of distraction. I'm also working on a short little guide to playing Kadur ships. :)

Any feedback, by the way? Especially looking for comments on the new weapon balance. And the corvettes, because I really haven't put much testing into them.
[close]

Wait... Does that make me a cool kid?

I am a frozen baby goat.

I shall have a look at all ye sprites, see if I can find anything for you to fix/make more pretty.

Also, was able to play with this not so long ago. IT IS AMAZAH!! A totally different vibe from most other mods out there. MOAR.

I honestly jumped when one of the capitals, who was previously facing away from me, suddenly switched around and blew my face off.
Title: Re: [0.6a] Kadur Theocracy v1.1.6b (updated 9/30/2013) Uomoz && Exerelin Compatible!
Post by: Vayra on October 03, 2013, 05:35:18 AM
I honestly jumped when one of the capitals, who was previously facing away from me, suddenly switched around and blew my face off.

...and that's the exact feeling I was going for. The AI isn't the best with phase shunt, but it gets it right sometimes. It happened to me for the first time a few days ago and I grinned for an hour. ;D

You are indeed the "cool kid" of which I spoke. Well, you and MShadowy collectively. Other mods have custom hull_styles too, but SHI and the Gedune are the ones that convinced me I needed to make my own.

I'm glad you're enjoying the mod! It's honestly taking over my life, so I'm really appreciative of all appreciation. It's like I had a baby, and people are coming over to look at the baby, and they're saying things like "wow, that's a good baby" and "i couldn't make a baby that good" and "that baby is great but I think its right pinky toe could use a little more shading" or "the baby's save files are huge for some reason" and then I open the baby up in paint.NET or notepad++ and tinker around a little and open someone else's baby or Alex's baby up too to see how they did it and the entire simile starts to sound really creepy and stops making sense so I'll stop typing now!

P.S: How's the Gedune integration in Oasis? Should I change anything about it?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Hyph_K31 on October 03, 2013, 05:41:53 AM
Hum, I'll have a look when I get home! That'll be in about 5 hours or so.

And... You started sounding a little mad scientist right there. I suddenly have an image of all the modders cradling misshapen mod babies... Urk.

What would they look like?!

Mine would most likely have green skin and porcupine hair.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Uomoz on October 03, 2013, 05:54:00 AM
I'd probably a school teacher for mods, being very strict and all.

"GEDUNE, stop venting in front of your classmates!"
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Hyph_K31 on October 03, 2013, 05:59:34 AM
Sig'd

Made me laugh. Out loud. At university.

Got some strange looks.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Gotcha! on October 03, 2013, 06:10:04 AM
Got some strange looks.

People never laugh in your university? Sounds like you need to liven that place up a little! ;D
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Vayra on October 03, 2013, 06:13:28 AM
If we're anthropomorphizing our mods as children, mine is the one young kid who hangs out with the older ones trying so hard to be cool like they are only to just end up looking ridiculous.  :)

For now, though, I'm going to bed. Post some sprite critiques and I'll try to work on them before I have to leave for work tomorrow!
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Runoved on October 03, 2013, 08:05:13 AM
I wildly apologize, but loss by frigate dolphin  opportunity to be tug are reflected or this is a bug? In the last versions it has no tow cable hull mod. Hardly, but I found a way to fix  it at myself.
And, please, it shouldn't reduce hull integrity of dolphin, it will lose the most part of the usefulness, and so he often suffers from friendly fire ramming the opponent.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Hyph_K31 on October 03, 2013, 08:15:46 AM
If we're anthropomorphizing our mods as children, mine is the one young kid who hangs out with the older ones trying so hard to be cool like they are only to just end up looking ridiculous.  :)

For now, though, I'm going to bed. Post some sprite critiques and I'll try to work on them before I have to leave for work tomorrow!

... I think, we should make a thread for this sort of thing! Perhaps we can even get someone to make cute artworks of the "modding classroom"... The Gedune would be such rascals. It'd be adorable.

The scourge?!
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Morion on October 03, 2013, 10:31:05 AM
Hi Vayra I really like you mod and want to say few words, those words may be a little weird, because my English is not good enough. Kadur ships looks naturally in vanilla not like they from mod. And I can't say that some of them are ugly, so I can't help to find them  :)
Balance is good now, but not perfect and there is some bugs:
First, there is a “feature” with Phase Shunt, when the ship have selected enemy, Phase Shunt turns ship in different direction. It's main weakness of Kadur ships for now.
Another little bug: Demolisher Rail Cannon haven't shown in fixed ballistic and universal mounts.

Balance of medium guns is good, I even think that Heavy Mauler is better than Twinned Coilgun, it generates less flux. Big flux generation is also the reason why I sometimes change Twinned Reilguns for different weapon (I like Hypervelocity Driver).
Balance of small guns is questioned, they just don’t have good equivalent, need more testing... But if you thinking about how to nerf them – flux/10 OP is the best way.

I need to say that corvettes are useless, although they have good firepower, but get destroyed too easily.  They just too big, can be tracked by anti-ship missiles and have lower survivability than frigates. They almost can't use shield, because of fast flux build up, better give them more armor.  And 5 crew members is just too much, even if corvettes be powerful, I can't justify so big losses. But their main weakness is that they use fighter logic and attack too straightness, they must maneuver like frigates. They must be more like Tempest, but smaller. But I don't think they haven enough maneuverability to do so. I even not sure is it a good idea to add corvettes, heavy fighters is enough.
May be corvette with turret will be more interesting, mostly like support.
Have you think about drones? I mean, if Kadur worry about peoples life so much, they can use some kind of heavy drones, or even robot fighters.

Buzzard frigates can't use their Redemptor Coilgun, i think it's too slow. Hephaestus Assault Gun works much better. Instaling Hephaestus is part of my plan to alter Insurgensy ship desings, "Ace High" is soo weird.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7 (updated 10/2/2013) Uomoz & Exerelin Compatible!
Post by: Vayra on October 03, 2013, 01:30:25 PM
I wildly apologize, but loss by frigate dolphin  opportunity to be tug are reflected or this is a bug? In the last versions it has no tow cable hull mod. Hardly, but I found a way to fix  it at myself.
And, please, it shouldn't reduce hull integrity of dolphin, it will lose the most part of the usefulness, and so he often suffers from friendly fire ramming the opponent.

Whoops, I have no idea how that happened. I just fixed it, patch in a second. I also raised the Dolphin's hull integrity just a little again. :)

Hi Vayra I really like you mod and want to say few words, those words may be a little weird, because my English is not good enough. Kadur ships looks naturally in vanilla not like they from mod. And I can't say that some of them are ugly, so I can't help to find them  :)

First of all, thank you! :D I'll try to address some of your concerns here:

Balance is good now, but not perfect and there is some bugs:
First, there is a “feature” with Phase Shunt, when the ship have selected enemy, Phase Shunt turns ship in different direction. It's main weakness of Kadur ships for now.

This one I'm not sure if I can fix, it might be hardcoded into the way that phase teleporters work. I agree that it's less than optimal and very confusing when it happens, though -- I'll see what I can do, but it's a lower priority.

Another little bug: Demolisher Rail Cannon haven't shown in fixed ballistic and universal mounts.

Whoops. That's a straight up error. Fixed.

Balance of mediums guns is good, I even think that Heavy Mauler is better than Twinned Coilgun, it generates less flux. Big flux generation is also the reason why I sometimes change Twinned Reilguns for different weapon (I like Hypervelocity Driver).
Balance of small guns is questioned, they just don’t have good equivalent, need more testing... But if you thinking about how to nerf them – flux/10 OP is the best way.

I'm glad you're finding the weapons balanced, I feel like they're in an okay place now with having more straight-up kinetic DPS than a Hypervelocity Driver at better range, but slightly less per-shot damage (though more per burst), higher flux generation, and no EMP. It feels like a sidegrade and a conscious choice to use one or the other, which is what I was going for. Likewise for the Heavy Mauler/Twinned Assault Coilgun. :)

As for small ballistics, they're already fairly flux-intensive and deal less DPS than their competitors so I'm not 100% convinced they need a nerf... I'll take another look at them though. Anyone else have thoughts on this matter?

I need to say that corvettes are useless, although they have good firepower, but get destroyed too easily.  They just too big, can be tracked by anti-ship missiles and have lower survivability than frigates. They almost can't use shield, because of fast flux build up, better give them more armor.  And 5 crew members is just too much, even if corvettes be powerful, I can't justify so big losses. But their main weakness is that they use fighter logic and attack too straightness, they must maneuver like frigates. They must be more like Tempest, but smaller. I think they haven’t enough maneuverability to do so. I even not sure is it a good idea, heavy fighters is enough.
May be corvette with turret will be more interesting, mostly like support.

They're definitely intended to be used in more of a support role, I'll consider buffing their survivability a bit though, and I'll definitely lower the required crew.
Edit: Okay, they've gotten a slight combat stats buff all around in the next update. Also, Myrmidon and Immortal wings should act a little more intelligently. Let me know what you think. :)

Have you think about drones? I mean, if Kadur worry about peoples life so much, they can use some kind of heavy drones, or even robot fighters.

The Martyr drones are approximately the current extent of Kadur UCSV technology. This might change as they engage in tech-trades with various corporations, but for the most part I think drones (especially actually useful combat drones) go against the kind of low-tech personnel-heavy nature of the Kadur. :P

That, and I find them boring in gameplay most of the time. Drones are pretty much a "press F twice, forget about forever" ship system for me. Maybe I'm just doing it wrong, heh.

I do have some ideas for a sort of drone-like system, though. We'll see how things play out.

Oh, and your English is fine. I found it perfectly easy to understand, anyway. Better than some native speakers, that's for sure. :P

New version 1.1.7b out right here, just a couple of bugs fixed including compatibility with latest version of Blackrock Driveyards. (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.7b.rar)

If you play with Blackrock Driveyards turned on, make sure you grab the new version of that from here (http://fractalsoftworks.com/forum/index.php?topic=4018.msg115232#msg115232), too.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: MShadowy on October 03, 2013, 03:49:50 PM
On the first one, is that really a question that should be answered?  I mean, yeah sure, some more details on the religion the Kadur follow would be nice, but there are some things I think should be left ambiguous.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 03, 2013, 03:54:17 PM
Vayra, quick question about background stuff.  Okay, the Kadur Theocracy is a religious organization.  Is their religion legitimate?  The deity (or deities) they pray to, does it have an objective presence in the universe of Starsector?  How about some details on what they believe, beyond "they're a theocracy and they call the player a heretic"?

I left it more ambiguous to avoid offending anyone (I think I'm straying dangerously close to that line already if I haven't tipped all the way over it yet) but I'm willing to say that their deity is essentially the Abrahamic God and is exactly as legitimate or real as that one is. :)

I'll expand on this more in a big lore post at some point though, and I'll try for a slightly more verbose response in a few hours when I'm home from work.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Grug on October 03, 2013, 04:13:59 PM
The one thing I can't say I really like about the mod is how it saturates stations that really shouldn't have Kadur ships and tech, with tons of it. Askonia, Corvus, etc, tend to drown in cruiser and even capital ship hulls and weapons. The (Sword Of Damocles) also appears on stations, and it doesn't even have a sprite.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: NikolaiLev on October 03, 2013, 04:19:55 PM
Vayra, quick question about background stuff.  Okay, the Kadur Theocracy is a religious organization.  Is their religion legitimate?  The deity (or deities) they pray to, does it have an objective presence in the universe of Starsector?  How about some details on what they believe, beyond "they're a theocracy and they call the player a heretic"?

I left it more ambiguous to avoid offending anyone (I think I'm straying dangerously close to that line already if I haven't tipped all the way over it yet) but I'm willing to say that their deity is essentially the Abrahamic God and is exactly as legitimate or real as that one is. :)

I'll expand on this more in a big lore post at some point though, and I'll try for a slightly more verbose response in a few hours when I'm home from work.

Honestly, the Kadur Theocracy struck me as "space Muslims" and I found that to be quite cool.  Their insurgency doesn't have obvious ties with real-world conflicts (they seem more like punks than anything with their naming conventions).

The Theocracy is the main power and they seem to be benevolentish, if isolated.  So it's a decently positive portrayal of what appears to be an Arabic-themed faction.  I like that, and I want to see more of it.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 03, 2013, 04:35:04 PM
The one thing I can't say I really like about the mod is how it saturates stations that really shouldn't have Kadur ships and tech, with tons of it. Askonia, Corvus, etc, tend to drown in cruiser and even capital ship hulls and weapons. The (Sword Of Damocles) also appears on stations, and it doesn't even have a sprite.

Well, if Askonia and Corvus are getting Kadur ship hulls, that's actually a bug. :/ I haven't noticed any in my playing, can you tell me which stations are getting them? I'll fix that as soon as I can pin it down, heh.

The Sword of Damocles is from Blackrock Driveyards, not this mod, and I believe Cycerin has fixed that with the latest BRDY update anyway. :P

Honestly, the Kadur Theocracy struck me as "space Muslims" and I found that to be quite cool.  Their insurgency doesn't have obvious ties with real-world conflicts (they seem more like punks than anything with their naming conventions).

The Theocracy is the main power and they seem to be benevolentish, if isolated.  So it's a decently positive portrayal of what appears to be an Arabic-themed faction.  I like that, and I want to see more of it.

It definitely draws from Arabic and Islamic history and culture, but they're not the only influences. The Kadur are meant to be an obviously functional civilization that even approaches utopia in some aspects, but also has some pretty serious flaws, moral grey areas, and skeletons in the closet. Like I think most real-world societies do. :P

By the way, I should state this now (and I'll put it in the OP whenever I get around to a big lore post): If anything I've posted or will post is seriously offensive to someone I hope that they'll message me so I can remove it. :)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Gotcha! on October 03, 2013, 04:37:28 PM
By the way, I should state this now (and I'll put it in the OP whenever I get around to a big lore post): If anything I've posted or will post is seriously offensive to someone I hope that they'll message me so I can remove it. :)

Uhh... whatever you are going to write, it's fiction. So people who would be offended by it would have to look at themselves, not you. :)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Erick Doe on October 03, 2013, 06:36:30 PM
I probably do not have to say this, but please refrain from discussing real life religions in detail on these forums.

Drawing inspiration from things like religion is fine, of course.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Cycerin on October 03, 2013, 06:37:32 PM
In a world like the Sector, a theocracy, technocracy or even dictatorship would probably rally anyone born under its flag quite efficiently simply due to how tenuous and fickle existence is. You'd be grateful. For the record most of the factions in Starsector and its modiverse seem to be pretty shite on a purely humanistic standpoint, perhaps apart from SHI, or Tri-Tachyon if you're some sort of privileged objectivist *** who loves to cruise around in a Medusa destroying Tarsuses stuffed with refugees, or the Hegemony if you're a privi-- yeah, you see where this is going. Working for Blackrock Drive Yards is alright as long as you do the necessary doublethink and convince yourself that working to contain something that might concievably end up destroying humanity as a whole justifies a whole lot of exploitation that destroys human lives en masse on a daily basis.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Sabaton on October 03, 2013, 10:31:57 PM
working to contain something that might concievably end up destroying humanity as a whole justifies a whole lot of exploitation that destroys human lives en masse on a daily basis.

 I don't see the difference here...
 On one side you have possible death by space monsters, on the other bankruptcy by an exploitative authority.
 Sure you stay alive, but at what cost?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Psycho Landlord on October 03, 2013, 10:43:43 PM
I don't see the difference here...
 On one side you have possible death by space mo
 Sure you stay alive, but at what cost?

In a situation where life is pretty much all you have, that's not exactly a hard choice.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 03, 2013, 10:50:52 PM
In a situation where life is pretty much all you have, that's not exactly a hard choice.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 03, 2013, 10:55:22 PM
That said, let's end this derail for now, or start a lore thread. :)

Anyone have a least favorite Kadur ship sprite? I know the Hauberk is pretty bad, so I'm probably going to entirely replace the sprite with something a little more connected to the faction. I'm also thinking of making faction-specific freighters and tankers, rather than the current recolors with minor changes -- thoughts?

Edit: the Golem is also on my list of things to change, though much less dramatically. I also plan on doing some general cleanup, detailing and lighting on more or less everything in time, but I'd like the community to help me target the worst offenders first. :P
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Taverius on October 03, 2013, 11:12:17 PM
Well, I like the Golem/Falchion Evil Empire 'Our Ships are Large Triangles!' ships, but yeah, they're missing some of the 'Kadur' signatures, like the welded-on engines on the main hull.

The Targe/Hauberk look fine, imo, they just fit even less with the faction aesthetic you're establishing, what with the exposed, non-plated hulls.

You might want to experiment with slightly more complex arrowhead shapes rather than just the simple broad-head, iunno.

I've already talked about fleet support / civilian ships, the main problem is that higher-deploy cost ones which can support the battle are ok in a small fleet but counter-productive in a large one, which is why in vanilla you don't use mules once you get past a certain size ... its not the cargo size that does it, but the AI running away from you because of the deploy cost of your cargo and fuel ships.

You're also going to want to look into a cruiser or capital-size cargo ship, since Kadur fleets have higher-than-average supply costs.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 04, 2013, 12:50:58 AM
I'm actually quite happy with the Falchion in terms of general outline and layout, I don't think I'll be changing that one much besides detail work -- it might get a little bit of stuff to break up the smooth lines on the front, and maybe to make the engines a little more unique to the sprite, but not any huge changes.

For the Golem, the worst part IMO is the bridge being a) small for a Kadur cruiser and b) far too far to the rear, leaving a giant "flat" part of the ship in the center ahead of it. I'm either going to enlarge it significantly, move it forwards, or both.

The Targe doesn't fit super well but I like it a lot... It also plays quite differently from any other Kadur ship, so I'm okay with the design marking it as kind of an outcast. :)

I have a design document for a capital-sized logistics vessel already, too! ;) I'll keep in mind what you said about freighters etc. as well. I've been thinking of ways to justify logistics ships with artificially low FP costs, because that seems like a cool thing that not many people are doing.

Anyone else got some feedback?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Hyph_K31 on October 04, 2013, 09:10:01 AM
Had a quicke look at the Gedune integration in Oasis.

They're not there, at least not in my game.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 04, 2013, 02:53:46 PM
Well, that's a problem :x

Are you sure you're playing with them turned on? I swear it's been working since I implemented it... They should have a station on the very edge of the system called the "Fringe Hulk" and occasionally send out raiding fleets. Huh. I'll go over the script in depth tomorrow I guess. :(
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Gotcha! on October 04, 2013, 05:15:19 PM
Is this also the case for HD and/or Bushi? Can't find them raiding either.
Or maybe they aren't added. In that case, no biggie.

Anyway, I am getting severe performance issues, especially in the Mirage system. I am not sure if it is this mod that causes it, but I'm just making note of it in case other people have problems too.

A couple of notes about Mirage:
- Games should never be aimed at realism, I understand that, but having an entire system with twin planets? ^_^' Feels a bit too much. (Maybe not every planet had a twin. I quit the game before exploring all due to the performance issues.)
- You may ofcourse disregard the above and label it as whining, but grant me this please! The suns, they're horribly close to one another. Touching each other. Please add distance between them before your binary star system collapses! :o
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Space Bob on October 05, 2013, 11:24:00 AM
I was trying out a few mods(Kadur, Gedune, SHI, BRDY, Junk Pirates, ASP - basically the ones mentioned in the OP) and I have problems loading save files. Specifically loading one more than once. After a while the save itself can't even be used at all. It mentions the game is out of memory even though the java memory is set to 2+ gigs.

Now here is the weird part: Disabling Kadur fixes it. Any other combination of the mentioned mods is fine, adding Kadur is what creates a problem(thus my post here).

I don't know what is happening inside Kadur(or maybe it is thanks to changest in the latest version of the game) but it seemed fit to post this here. If not I can always take it back to the bug forum. :)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Gotcha! on October 05, 2013, 11:59:10 AM
I'm afraid there're so many or perhaps bad scripts running in the mod that things are going haywire. :S

If I may, I'd suggest removing non-essential scripts and see how the mod is running then. And then slowly add new content after players report no problems. :-\
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 06, 2013, 02:05:32 AM
Yeah, it would appear running a lot of mods at once in general inflates save files quite a bit, but mine in particular destroys them somehow.  :'(

I'm super busy with work right now, but I actually have pretty much no hope of pinning down the problem anyway short of a miracle occurring.

This is a general call for help to anyone who knows their way around a save campaign.xml file and/or javascript. The only idea I had is to reduce the number of copies of each script in each system in favor of a single script per type of spawnpoint with a counter determining targets, etc... I'm not sure if that would actually help though, so if anyone has any insight I'd love to hear it. I think it would drop the savefiles a couple of megabytes each if I understand how the game loads scripts correctly, but likely wouldn't stop them from increasing beyond that over time?

When I took my brief and confused look into the save files, it looked like the largest sections were scripts and fleets, so I'll also drop the number of fleets spawned across all the Kadur systems I suppose.

If that doesn't work, I guess I'll have to take Gotcha!'s advice.  :-\
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Morion on October 08, 2013, 08:46:44 AM
A little late answer, but better late than never.  ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.

About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).

Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.

Also, did you think about adding flare/active flare launchers to all corvettes?

About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.

More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Zaphide on October 15, 2013, 07:59:10 PM
Hi Varya,

Really enjoyed playing my recent Exerelin tests as the Qamar :) (so much so that I probably spent more time actually playing instead of testing and held off introducing any save-breaking changes until it was over!)

The Falchion was generally my flagship of choice, with the Golem a close second. Really enjoyed the strength/weaknesses of the faction as I think it makes them feel unique to play as. I think their strength/weakness are more noticeable vs. certain factions, but I think this is a good thing and I generally switched my ship load-outs depending on who I was fighting so perhaps that also had something to do with it.

I did find the Buzzard disappointing for it's intended role (as frigate-based PD for bigger ship?) when the AI was controlling it as it's ship system overloads it at the most in-opportune moments (unless perhaps I was using it wrong as it could also be used as fire support for a larger ship). As it is unlikely to be used (much) by a player I would probably suggest changing the ship system to something that the AI uses correctly. I love the idea of the ship so I was hoping for it to be more effective :)
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Vayra on October 16, 2013, 02:50:35 AM
Hi Varya,

Really enjoyed playing my recent Exerelin tests as the Qamar :) (so much so that I probably spent more time actually playing instead of testing and held off introducing any save-breaking changes until it was over!)

The Falchion was generally my flagship of choice, with the Golem a close second. Really enjoyed the strength/weaknesses of the faction as I think it makes them feel unique to play as. I think their strength/weakness are more noticeable vs. certain factions, but I think this is a good thing and I generally switched my ship load-outs depending on who I was fighting so perhaps that also had something to do with it.

I did find the Buzzard disappointing for it's intended role (as frigate-based PD for bigger ship?) when the AI was controlling it as it's ship system overloads it at the most in-opportune moments (unless perhaps I was using it wrong as it could also be used as fire support for a larger ship). As it is unlikely to be used (much) by a player I would probably suggest changing the ship system to something that the AI uses correctly. I love the idea of the ship so I was hoping for it to be more effective :)

Hey, thanks. :) I've been really swamped with work and other assorted real-life stuff lately, but I still really appreciate the feedback. I also find myself piloting the Falchion and Golem (the Golem is honestly just a bigger Falchion with a little more survivability, OP, and missiles). They're just so all-around useful... Hope that doesn't mean they're overpowered, but I think what with the Enforcer existing in Vanilla it's not super egregious.

You are definitely intended to switch out weapons when fighting different enemies -- a reliance on ballistics and missiles rather than energy weapons helps to enforce that, I think, since it means you're constantly considering the various options: Choosing between kitting out your whole fleet with an abundance of one damage type at the cost of possibly being caught off-guard by a faction you're not prepared to fight (less of a problem in Exerelin, but welp), building every ship as a jack of all trades and wasting flux/OP/slots on less useful weapons against certain factions, or having specialist ships focused on each damage type and only deploying the relevant ones from a larger fleet adds gameplay depth IMO and it's one thing I'm quite proud of with the faction.

The Buzzard was originally intended to be a fire support frigate, sort of like the Elite Brawler from vanilla. This is more evident with the Kadur version -- remember, the Kadur built the hulls and field them as part of a cohesive military structure, the Qamar just maintain legacy ships and construct new ones from pirated blueprints, equipping them with whatever is handy. Hence their PD variant. I did make that before I gave it the weapons drive redirect, though. I think I'll consider giving it its own built-in hullmod and/or changing the ship system, because you bring up some good points.

A little late answer, but better late than never.  ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.

About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).

Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.

Also, did you think about adding flare/active flare launchers to all corvettes?

About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.

More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?

This is all really good feedback too, thank you. I like a lot of the changes you suggested -- all of my available time for modding is being spent tracking down the save file inflation/explosion bug right now, but once I've finally killed that you can expect to see somemost of them implemented along with the graphics cleanup. ;D
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Morion on October 17, 2013, 08:53:27 AM
And about this “save bug”. I also got it while plaing Exerelin with SHI, Junk Pirets and Blackrock mods. I had got error when tried to load save. After restarting, game loaded it without problem. After a while game started lagging and going unplaybale and won't load the save after restarting.
May be it helps, I also played Exerelin with Kadur and SHI, Kadur and Blackrock. With Blackrock I got same issue, but and didn't play with Blackrock alone yet.
 I'm running 32bit Java, going to enable 64bit.

Some logs:
Spoiler
24534972 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 523,69 MB of texture data so far
24534973 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
24534974 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 2328, maxFP1: 80, maxFP2: 120
24534991 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background3.jpg into existing tex id 316
24535263 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 535,69 MB of texture data so far
24535264 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
24748767 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Z2_860278598152936105...
24756371 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
24787087 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 48, FP2: 73, maxFP1: 80, maxFP2: 120
25019139 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 48, FP2: 15, maxFP1: 120, maxFP2: 80
25505510 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Z2_860278598152936105...
25514339 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
25519555 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 97, maxFP1: 80, maxFP2: 120
25590890 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Z2_860278598152936105...
25631409 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
25631410 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Arrays.java:3209)
   at java.lang.String.<init>(String.java:215)
   at java.lang.StringBuffer.toString(StringBuffer.java:585)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
[close]

Spoiler
963355 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
963574 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
963580 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
963589 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 229,68 MB of texture data so far
963589 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
963740 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
966180 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Z2_860278598152936105...
1013229 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
1013230 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOf(Arrays.java:2882)
   at java.lang.AbstractStringBuilder.expandCapacity(AbstractStringBuilder.java:100)
   at java.lang.AbstractStringBuilder.append(AbstractStringBuilder.java:390)
   at java.lang.StringBuilder.append(StringBuilder.java:119)
   at com.thoughtworks.xstream.XStreamException.<init>(XStreamException.java:65)
   at com.thoughtworks.xstream.converters.reflection.ObjectAccessException.<init>(ObjectAccessException.java:22)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
[close]
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Uomoz on October 17, 2013, 08:57:53 AM
Hey Vayra! Any progress on the cleanup? I'm itching to add this hatred-filled bunch into UsS.

EDIT: Implemented, though I spotted some inconsistencies with the variants weapon groups, so the AI kind of sucks with some of them.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: ValkyriaL on August 09, 2014, 09:29:25 AM
Did this mod die a horrible and gruesome death?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: M Hoyt on August 09, 2014, 01:37:23 PM
I don't really think fading away is gruesome.  Vayra hasn't been around and we've had a few patches to the main game since he was here.

Edit:  It doesn't seem to cause horrible crashes when I run it with the current version of starsector though.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Taverius on August 10, 2014, 12:37:57 AM
I don't really think fading away is gruesome.  Vayra hasn't been around and we've had a few patches to the main game since he was here.

Edit:  It doesn't seem to cause horrible crashes when I run it with the current version of starsector though.
It doesn't no, but it's not really balanced with vanilla very well, and it had a memory leak/save inflate bug which I'm not sure was ever fixed.

Shame, because it had an interesting ship archetype, even if it was hard to balance.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Lord0Trade on August 10, 2014, 07:09:39 PM
Damn, looks a lot like Davidoffs shiz. I'll download the archive just to keep the sprites and data and will gladly email to any mod creators who want to revive this.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: NikolaiLev on December 05, 2014, 08:39:01 PM
Man, I miss this mod.  Hope it comes back someday!
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: DefiasOne on January 14, 2016, 11:39:01 AM
Anyone still have an archive of this mod ?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: DefiasOne on January 14, 2016, 12:12:47 PM
I have at least the 1.03 version of it.  The fact that the mod folder is called "Vayra" not "Kadur" threw me off for a few minutes.

(edit)  Okay, you know what?  I do have the 1.1.7b version, now that I search for Vayra.

Awesome, could you drop a download link?

*sorry for the necro posting.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: grinningsphinx on January 14, 2016, 02:05:23 PM
Nexerelin compatible?
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Blaze on January 14, 2016, 02:08:45 PM
Nexerelin compatible?
Thread title: Updated 10/3/2013
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: DefiasOne on January 14, 2016, 03:35:53 PM
Awesome, could you drop a download link?

*sorry for the necro posting.

Hey, I am having a Hell of a time getting Dropbox to install over my slow internet connection.  Can you just email me, then I can respond to you and attach the file?  My email address in my profile will be visible until I hear from you.  Alternately if you don't want to do that can you recommend a decent (free) file upload service?

Mail sent, as for file upload... hmm Rapidshare, Google Drive.
If all else fails I have a FTP server where you could upload the files to.
Title: Re: [0.6.1a] Kadur Theocracy v1.1.7b (updated 10/3/2013) Uomoz/Exerelin Compatible!
Post by: Gezzaman on January 14, 2016, 08:34:08 PM
Nexerelin compatible?

holy necro batman
Title: Re: [0.8.1a] Kadur Remnant v2.0.0 (updated 2018/11/15)
Post by: Vayra on November 15, 2018, 04:23:00 PM
Nexerelin compatible?

Sorry to quote a post from nearly three years ago, but, well: It is now. :)

For the next few hours, maybe a day before Alex releases Starsector v0.9, anyway. Download link is up in the updated OP. (http://fractalsoftworks.com/forum/index.php?topic=6649.msg109140#msg109140) Includes a handful of new sprites as well as a fair bit of vanilla-integrated (pirate ships, etc.) content. Basically everything except for one and a half sprites had to be redone from the ground up, so only the smaller ships are in for now -- as well as a placeholder 'big eagle'.

And yes, this means I will be continuing to work on the mod and releasing an updated version for 0.9 as well. Consider this a preview: balance feedback, ideas, etc. very welcome.

edit: lmao oops i uploaded it with the ship pack mode set to "true" as a default. my bad

Title: Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
Post by: Vayra on November 16, 2018, 04:40:35 PM
Aaaaaand here we go with a "bare minimum" compatibility update for 0.9a. Grab it from the OP. (http://fractalsoftworks.com/forum/index.php?topic=6649.msg109140#msg109140)

Note that this is very possibly unstable. Don't install if you're afraid of starting over ;0
Title: Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
Post by: grinningsphinx on November 16, 2018, 05:11:52 PM
Aaaaaand here we go with a "bare minimum" compatibility update for 0.9a. Grab it from the OP. (http://fractalsoftworks.com/forum/index.php?topic=6649.msg109140#msg109140)

Note that this is very possibly unstable. Don't install if you're afraid of starting over ;0

Thanks for the work Vayra!
Title: Good Mod
Post by: Daquan_Baton on November 16, 2018, 09:00:45 PM
Good content, and I decided to make a quick run through the ship names and hints in the strings folder and was not disappointed.
Title: Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
Post by: Vayra on November 17, 2018, 05:14:13 AM
Glad you're enjoying it.  :)

On another note though: I've confirmed that something in here is causing a crash (and also that my blueprints don't seem to be working as intended... alas). Specifically, getting a somewhat infrequent crash to desktop with null pointer exception on mousing over (or interacting with, if they're hostile and chasing you and that happens before you mouse over them) some fleets in the campaign map. No idea what exactly is causing it -- could be a ship, variant, or weapon, i think, based on the log message. It is reproducible with those specific fleets (fairly uncommon), i.e. save next to one and crash reliably whenever you mouse over them after loading the save. If anyone has any idea what might be causing this, help would be greatly appreciated! In the meantime, if anyone has downloaded/installed the mod -- quicksave often. Heh.

Note to myself to remember to check these files tomorrow: I've noticed it specifically with Pirate and Persean League fleets, not sure about any others.

Log bit:

Code
75235 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitWeapons(CoreAutofitPlugin.java:775)
    at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:354)
    at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:395)
    at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
    at com.fs.starfarer.campaign.Object.super(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

Title: Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
Post by: Daquan_Baton on November 17, 2018, 05:54:40 AM
Glad you're enjoying it.  :)

On another note though: I've confirmed that something in here is causing a crash (and also that my blueprints don't seem to be working as intended... alas). Specifically, getting a somewhat infrequent crash to desktop with null pointer exception on mousing over (or interacting with, if they're hostile and chasing you and that happens before you mouse over them) some fleets in the campaign map. No idea what exactly is causing it -- could be a ship, variant, or weapon, i think, based on the log message. It is reproducible with those specific fleets (fairly uncommon), i.e. save next to one and crash reliably whenever you mouse over them after loading the save. If anyone has any idea what might be causing this, help would be greatly appreciated! In the meantime, if anyone has downloaded/installed the mod -- quicksave often. Heh.

Okay I literally came back to the forum for the 82nd time looking for a reason for why my game was crashing every time a pirate colony raid fleet tried attacking me and I see this. Well glad to have found the possible culprit, ill just reinstate this mod back after you fix the bug then.
Title: Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
Post by: Ceebees on November 17, 2018, 07:22:42 PM
Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...
Title: Re: [0.9a] Kadur Remnant v2.1.1 (updated 2018/11/18)
Post by: Vayra on November 18, 2018, 02:33:38 PM
Well, it looks like either I or Alex fixed the crash bug; at least I wasn't able to reproduce it again recently after redoing all my weapon tags -- please let me know if it's still crashing for anybody after downloading this update (http://downloading this update)!

Also messed with the blueprint system slightly and it appears to be working now.

Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...

I also added a link to the last release for 0.8.1a to the OP. :)
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Nanao-kun on November 19, 2018, 03:52:02 PM
I've noticed that the Sphinx is very easy to knock aside. Even a tiny little asteroid will send it spinning if it's coming fast enough.
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Vayra on November 19, 2018, 04:19:24 PM
I've noticed that the Sphinx is very easy to knock aside. Even a tiny little asteroid will send it spinning if it's coming fast enough.

Ah, whoops -- that was a bug with its shipsystem, heh.

All fixed, along with a couple other tuning changes and a balance pass. Grab the updated version for your next run. (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download) :)

(https://i.imgur.com/H0i2TsV.png)

Code
2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Gaudium on November 20, 2018, 12:38:45 AM
Getting this when hover over a fleet not sure if this mod is doing it:

16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
16168 [Thread-4] INFO  com.fs.starfarer.loading.We
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Gaudium on November 20, 2018, 12:40:36 AM
And this when trying to enter a market:

203495 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:33)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Vayra on November 20, 2018, 02:25:59 AM
Hmm, not sure that's me. Are you sure you have the latest version of:

Starsector (RC9)
Kadur Remnant (v2.1.2)
Shadowyards (saw you posted in that thread too, and I believe the missiles were having problems which it looks like the first crash might be related to)
Arsenal Expansion (had a similar crash, fixed in the latest version)
Magiclib
Lazylib
Graphicslib?

I would try reinstalling RC9 and all of the above mods including mine, then checking if that fixes it...
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Gaudium on November 20, 2018, 02:34:12 AM
Hi, yeah i'v reinstalled everything fresh and going to start a new run and see what happens.
Thanks.
Title: Re: [0.9a] Kadur Remnant v2.1.1 (updated 2018/11/18)
Post by: Ceebees on November 20, 2018, 04:51:43 PM

Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...

I also added a link to the last release for 0.8.1a to the OP. :)

Well, it's good that it got working now, but still, thanks!
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: mkire on November 23, 2018, 04:22:47 AM
So i've just found this, given your quickness to update to .9a, and i have to say that if it weren't for how fuel-inefficient the kadur ships are i'd use them.

Love the badger tender though. also hate it because i've had my ships blown up by the hammer drones far too often
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: adimetro00 on November 23, 2018, 05:54:24 AM
Download this mod and I have to say that charging into an enemy ship while screaming looks pretty lucrative for a battle strategy :p (is it a system for one of your ships?)
Any plans for a capital ship?
How about weapons?
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Vayra on November 23, 2018, 11:05:37 AM
So i've just found this, given your quickness to update to .9a, and i have to say that if it weren't for how fuel-inefficient the kadur ships are i'd use them.

Love the badger tender though. also hate it because i've had my ships blown up by the hammer drones far too often

Thanks! The fuel inefficiency was originally intended to balance their super-high speed (in the first incarnation of the mod, back in 2013...) but now that I've reduced their speed to merely "fast" I suppose it could use a second look...

And yeah, the Badger is my pride and joy.  :) It makes an excellent early-game battle line ship -- it's too slow to get itself into trouble, and I think that's one of its greatest strengths.

Download this mod and I have to say that charging into an enemy ship while screaming looks pretty lucrative for a battle strategy :p (is it a system for one of your ships?)
Any plans for a capital ship?
How about weapons?

It's a system for several of them! The Kadur Falchion, Rukh, and Sphinx all have a jet system that propels them forwards while increasing maneuverability, which can let you pull off some impressive rams and sideswipes. It also boosts their mass (for more ram weight) and reduces damage taken while the system is active... Just have to be careful you don't wind up way out of position with enemy ships closing in when the system runs out.

And then, well, there's the Dolphin. See if you can find one. It's an excellent little wrecking ball of a ship.

Re: weapons, there are already a couple in there and I do have plans for some large mounts, too. And if you check the earlier pages of the thread, you'll see that there were capitals once upon a time, heh. It's just that the sprites were real bad and larger sprites take comparatively more work to redo or update. But yes, I am working on it. :)
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: mkire on November 27, 2018, 11:41:35 PM
Thanks! The fuel inefficiency was originally intended to balance their super-high speed (in the first incarnation of the mod, back in 2013...) but now that I've reduced their speed to merely "fast" I suppose it could use a second look...
for the fuel efficiency bits, i'd suggest maybe 25% more than a standard ship would use of that size; vanilla frigates all use like 1 fuel, have yours do 1.25. destroyers 2.5 and so on.
Title: Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
Post by: Darloth on November 28, 2018, 06:27:25 AM
Just wanted to say - with or without the Kadur ships, I love this pack for the extra vanilla bits.  It's filling in nicely for the ones I would usually have gone for that add a bit of bredth and variety at the low end, and I really like everything you've added there.

So far I haven't actually found any Kadur ships, so I can't comment on them, but if they're as good as the stuff I -have- found, I'll be happy!
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Vayra on November 29, 2018, 10:16:46 PM
Just wanted to say - with or without the Kadur ships, I love this pack for the extra vanilla bits.  It's filling in nicely for the ones I would usually have gone for that add a bit of bredth and variety at the low end, and I really like everything you've added there.

So far I haven't actually found any Kadur ships, so I can't comment on them, but if they're as good as the stuff I -have- found, I'll be happy!

Thanks! Glad you're enjoying it. The Badger, in particular, I am proud of.  :D

Updated to 2.1.3, by the way: grab the new version for your next run (will break saves). (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download) Full changelog is in the OP, but a short list of things featured in this update are:
- Sweeping balance changes
- New non-Kadur small torpedo weapon
- Version Checker support
- Kadur crusader camps
- New starting options
- No more Kadur blueprints from exploration -- you'll have to buy them from Kadur military markets (placeholder until I set up some quests)

Coming next: More ships, and some sprite/artwork updates!
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Mechanist on November 30, 2018, 12:41:49 AM
with "grab the new version for your next run" you mean it will break my saves right?
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Vayra on November 30, 2018, 09:43:56 AM
with "grab the new version for your next run" you mean it will break my saves right?

Yes, sorry -- should have clarified.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: travhill20 on December 02, 2018, 02:06:51 AM
Just loaded this mod and the first thing I see when I start the game is immersion breaking, unrelated personal "tips". Please take that nonsense out.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Ravenholme on December 02, 2018, 04:33:09 AM
Just loaded this mod and the first thing I see when I start the game is immersion breaking, unrelated personal "tips". Please take that nonsense out.

You can delete them yourself by removing the tips.json at Kadur Remnant/Data/Strings. One of the tips actually tells you how to do this.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Sin on December 02, 2018, 01:49:12 PM
But still, they really are not fitting at all.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Psycho Landlord on December 02, 2018, 06:14:19 PM
So? They're loading screen tips. Loading screens kinda ensure you know you're playing a video game by definition. Crying "my immersion" over some quips you'll see for all of a couple seconds while your game is currently reinforcing that it is, in fact, a game is pretty special, guys.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: etherealblade on December 03, 2018, 12:48:38 PM
You know, I can't put my finger on it. I just love this mod and where you are going with it. You know that ship to the far middle left? I love those gun metal accents. Just think how great it would look if the other bigger ships had those accents as well. They would then look unique compared to factions like Persian league that has nothing but plain tapioca colored ships. Great color, but the accents would make it killer. ;)

Edit: I just realized you already said you are still in the middle of revamping colors and adding more ships. You are doing a great Job. Love the mod.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Torch on December 03, 2018, 12:57:59 PM
I like the loading screen tips, anything is better than just the same vanilla ones we've all seen 4^ times. They're good tips too, hydration is really important.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Nicke535 on December 03, 2018, 01:21:46 PM
So? They're loading screen tips. Loading screens kinda ensure you know you're playing a video game by definition. Crying "my immersion" over some quips you'll see for all of a couple seconds while your game is currently reinforcing that it is, in fact, a game is pretty special, guys.
Having something be "immersion breaking" for reasons such as, say, reminding you to drink water or having a joke not fitting for the Starsector lore isn't the problem here, in my opinion. That's of course subjective as well, but that's not something I'm going to comment on further.


What I do have a problem with, however, is "game tips" actively pushing political agendas (and being quite bloody accusatory to add). We don't get the mod to hear your bloody stance on anarchism, nor to hear you accuse all police forces of the world for outright corruption. I don't ask you to stop feeling like that, nor to stop saying it. But I find it more than just a bit distasteful to put that form of content in a mod.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Torch on December 04, 2018, 06:41:40 AM
How can I make the most out of the Ram-jets? I love everything about this mod and really like the Kadur start, but the faction feels kind of weak overall. Fuel cost keeps me from taking more than 1-2 Kadur ships out at a time, and I struggle to actually hit any ships with the jets due to its short range. Ship impacts seem to do a ton of kinetic damage, though. Should I stack HE weapons and close the distance before ramming their shields to overload them?
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: SmugSkeletor on December 04, 2018, 07:13:27 AM
Thankfully the tips are easy to permanently delete. I couldn't care less about the author's "ideology" but the way it's forced in the game is just terribly obnoxious.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Vayra on December 04, 2018, 10:23:42 AM
There's nothing meant to be particularly political in the tips, y'all -- the 'google murray bookchin' one is just an old meme that I'm fond of. I'm not pushing an ideology here, just making some spaceships.  :)

How can I make the most out of the Ram-jets? I love everything about this mod and really like the Kadur start, but the faction feels kind of weak overall. Fuel cost keeps me from taking more than 1-2 Kadur ships out at a time, and I struggle to actually hit any ships with the jets due to its short range. Ship impacts seem to do a ton of kinetic damage, though. Should I stack HE weapons and close the distance before ramming their shields to overload them?

Unfortunately without capitals I don't think it's quite viable to play a Kadur-only run right now -- you'll definitely have better luck mixing and matching with, say, vanilla Midline or something like that. That said, the ram jets are a sort of dual-purpose tool you can use to swing around or escape from a situation as well as just drive ahead, and the Kadur HE weapons (Jazayer strike cannon, burst fission CIWS) should pair well with using ram jets to break shields. Personally I find it's best used opportunistically, i.e. to break a flux stalemate or jet in within weapons range when your opponent is venting or overloaded.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: SmugSkeletor on December 04, 2018, 11:10:38 AM
"[Kadur] The police exist to protect private property, not to protect people."
"[Kadur] Never confuse the law with justice. Legality has no bearing on whether something is right or wrong."
"[Kadur] Google Murray Bookchin"
"[Kadur] Read more Ursula K. Le Guin."
"[Kadur] Read more Iain Banks."
Nothing political, I'm sure.
Please don't treat users like fools. Keep your childish opinions to yourself if you don't want to get called out.
Now, on the topic: is Falchion supposed to feel like a ton of bricks? Even when modded with Auxiliary Thrusters some capital ships have better maneuverability than that.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Arkiuz on December 04, 2018, 11:15:10 AM
"[Kadur] The police exist to protect private property, not to protect people."
"[Kadur] Never confuse the law with justice. Legality has no bearing on whether something is right or wrong."
"[Kadur] Google Murray Bookchin"
"[Kadur] Read more Ursula K. Le Guin."
"[Kadur] Read more Iain Banks."
Nothing political, I'm sure.
Please don't treat users like fools. Keep your childish opinions to yourself if you don't want to get called out.

I recommend reaching out to Alex.  Those lines are absolutely unneeded in a game like this.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: SmugSkeletor on December 04, 2018, 11:25:25 AM
No need to waste Alex's time with this drivel, to be honest.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Vayra on December 04, 2018, 12:09:57 PM
Those last two are classic sci-fi authors, not exactly political texts. In fact I think the devs may have taken some inspiration from Banks, judging by some of the ship names.  ;)

The other ones are just commonly misunderstood things that I think are useful to know, not value judgments, but if they're such a sticking point I'll go ahead and remove them from the next version. You all seem to be getting pretty worked up about the loading screen words in the spaceship game, which wasn't my intention.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: SmugSkeletor on December 04, 2018, 12:22:41 PM
Classic sci-fi authors who also happen to be anarchists. What a shocking coincidence.
I'm not even mad about you putting those "tips" in the game. I'm displeased that you're treating me like a bumbling imbecile, denying being "particularly political" while you obviously are.
And no, those "commonly misunderstood things" are not useful to know. You are no intelectual, political or ideological authority. You're an author of a few poorly kitbashed ships for an indie game. Stop acting like a wise scholar.
In the time it took you to write those "tips" you could balance your mod so that a Kadur-only run would be viable instead of whining about it on the forums.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Torch on December 04, 2018, 12:38:47 PM
Insulting the quality of the mod is unnecessary to make your point, but I agree that some of the tips don't have much of a place in Starsector - I would much rather be seeing tips and advice actually relevant to the game I'm playing. More mod authors should really use the feature to tell the player about the content in their mods, like how to fight with/against ships from their faction, or how to counter certain fleet compositions. Lore is always fun, too.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Ravenholme on December 04, 2018, 12:50:29 PM
Classic sci-fi authors who also happen to be anarchists. What a shocking coincidence.

Banks was a Democratic Socialist. He was literally a member of the Scottish Socialist party. (He was also a cool old dude)
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Arkiuz on December 04, 2018, 01:05:33 PM
No need to waste Alex's time with this drivel, to be honest.

Then you obviously aren't truly upset.  Stop being inflammatory.
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: KailaRaZhu on December 04, 2018, 07:13:19 PM
On a more topical note, I've been thoroughly enjoying the mod.

The Kadur Remnant have a really solid presence in the game with emergent game play chances through their various crusades or debris i find in their recent wake. Honestly it started to make me wonder how other factions could be encouraged to have more active presence in the sector (game play wise)

Really looking forward to further developments.

Spoiler
Also i found a mud skipper from the FOURTENFH BATLTEGRUeP, I was excited to chase it when a pirate showed up with it just to keep as a collectors item. Then the description was amazing xD
[close]
Title: Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
Post by: Vayra on December 04, 2018, 08:20:33 PM
On a more topical note, I've been thoroughly enjoying the mod.

The Kadur Remnant have a really solid presence in the game with emergent game play chances through their various crusades or debris i find in their recent wake. Honestly it started to make me wonder how other factions could be encouraged to have more active presence in the sector (game play wise)

Really looking forward to further developments.

Spoiler
Also i found a mud skipper from the FOURTENFH BATLTEGRUeP, I was excited to chase it when a pirate showed up with it just to keep as a collectors item. Then the description was amazing xD
[close]

Really glad you're enjoying it! I want to get some missions in there eventually too, and maybe some looted Kadur vessels for pirates (like Shadowyards, Blackrock, and Arkgneisis add for example). I think stuff like that really helps the sector feel 'cohesive' with mod additions.

Spoiler
And I'm glad you caught a Mudskipper Mk.XIV. There are two more terrible pirate ploys along the same line, hopefully you run into those eventually too.  ;)
[close]

Also, I've put out a little patch to fix some issues with the Kadur starting option that were highlighted in the Discord chat. So grab this new version (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download) if you're planning on trying the Kadur start anytime soon -- this might break existing saves, so hold off if you're in the middle of a run.
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: StahnAileron on December 10, 2018, 07:30:31 PM
Not sure if you fixed this in the newest version you mentioned, but I got a crash while progressing to the salvage screen after raiding a Kadur colony. Seems it couldn't find a blueprint or something. Here is the relevant snippet from my log file:

Code
6406938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
at com.fs.starfarer.loading.do.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.ooOO.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.ooOO.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Vayra on December 11, 2018, 01:12:11 PM
Not sure if you fixed this in the newest version you mentioned, but I got a crash while progressing to the salvage screen after raiding a Kadur colony. Seems it couldn't find a blueprint or something. Here is the relevant snippet from my log file:

Code
6406938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
at com.fs.starfarer.loading.do.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.ooOO.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.ooOO.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Hmm, that's curious because as far as I can tell a wing ID is a valid argument for renderShipWithCorners and that wing ID definitely exists. Can I ask what version of Kadur, and what RC of Starsector you're running?
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: StahnAileron on December 11, 2018, 04:04:51 PM
Kadur 2.1.3 and SS 0.9a RC10.

I have Kadur 2.1.4 now (install pending), but I didn't see it until I came here to post about the crash.

I'm using Version Checker to keep up with updates, but it didn't see 2.1.4 when I started that session, which lasted a few hours. (Actually, still not seeing it. Is 2.1.4 an official update?)
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Vayra on December 11, 2018, 04:13:03 PM
Huh, yeah, you're up to date then. I'll look into that bug tonight, not sure what's going wrong there.

And ah. Something weird with the version file link -- looks like I might have to find alternate hosting. It was linking to the specific version... of the version file. Kind of useless that way, isn't it. :P
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Vayra on December 13, 2018, 11:34:55 AM
Hey, we're on Nexus  (https://www.nexusmods.com/starsector/mods/20)now. Cool.

The download link in the OP will always remain the most up-to-date version, in case anyone was wondering. Updates will be mirrored to Nexus... when I remember.  ;)
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: NightfallGemini on December 13, 2018, 12:18:30 PM
honestly, keep the tips in. there are entire mods that are more 'political' on here than some book recommendations and a meme.
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: mattc0m on December 14, 2018, 03:39:57 PM
I keep getting this after I recently updated:

Code
90409 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.fleets.KadurRetributionFleetManager.advance(KadurRetributionFleetManager.java:180)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Harpuea on December 15, 2018, 09:08:03 AM

java.lang.NullPointerException
   at data.campaign.fleets.KadurRetributionFleetManager.advance(KadurRetributionFleetManager.java:180)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Error after loading save game after updating. Reverting back to old version. Since you did not highlight something so important in red as the mod is not saves safe.
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Psycho Landlord on December 16, 2018, 03:14:22 PM
Definitely keep the loading tips in. One, because they're funny, and two because there's a literal nazi mod on this very page of the mods board and that guy upthread crowing about ideologies being forced on him through a thing he might see for a few seconds telling him where to toss his car battery is not arguing in good faith, since he's apparently a big fan of that particular pile of putrescence.
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: mattc0m on December 16, 2018, 05:44:36 PM
Is there an old version I can download so it can work again? Would really like to not have to restart the game again :/
Title: Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
Post by: Vayra on December 17, 2018, 12:41:33 AM
As much as I appreciate the support, I'd really prefer to leave the tips discussion in the past (unless the *chan brigade shows up to whinge about Iain Banks or whatever again in which case go hog wild i guess) as I really didn't intend for my mod for the 2d spaceship game to be a political statement, heh.

Is there an old version I can download so it can work again? Would really like to not have to restart the game again :/

Here's a link to 2.1.3 (https://drive.google.com/open?id=1n0Ol6-A-QR7jxcqon9FJLg2BgGJcvNA_), hopefully that's the last version you had and it'll work -- make sure to delete the mod folder before unzipping it! I'll make sure future uploads include a big red warning that it'll break saves. ;)
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Vayra on December 20, 2018, 12:57:46 PM
(https://i.imgur.com/YRTvpL8.png)

Update to 2.1.5 is out! Grab it here. (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download)
This will definitely, absolutely, 100% break saves. Also, now requires LazyLib -- get that here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

This update features: Pirate starting option! And a new, exciting bounty manager script to go with it so that you can do bounties even as a pirate! Check KADUR_SETTINGS.ini for options to turn that off if you don't want it, or on ALL THE TIME if you REALLY want it.

Changelog:
Code
2.1.5
fixed the damn thing where immortals had missiles stuck on their noses
D-mods removed from "XIV Battlegroup" and pirate ships and skins (they'll still usually spawn with D-mods due to ship quality, but none are 'mandatory' now)
Tech type colors assigned
Pirate start added
Independent start added
script added to clear some room in starting area so you don't immediately get jumped by 8 Hegemony Dominators in the Kadur start
Camel (P) added
Falchion (P) added
Start options shuffled around, now in a submenu
Rock Hound salvage gantry now built-in, Rock Hound OP reduced by 5 to compensate
Hyena maneuverability (accel/decel) improved
Weapon rarity values adjusted (still not sure if this does anything)
Impact of Jazayer and both varieties of Particle Streamer increased
Jazayer Strike Cannon range lowered to 750
Ion Scatterer range increased to 350
IR Micropulser range increased to 350
Hammer Pod ammo increased to 10 (5 volleys)
Jezail Mass Driver removed
Light Flechette Driver renamed to Jezail Flechette Driver, accuracy decreased significantly
Jezail Driver Battery stats adjusted; per-shot damage reduced, rate of fire increased, now fires alternating single shots rather than two-shot burst, accuracy reduced significantly
New weapon: Jazeraint-class Gyrojet Driver
New weapon: Crystalline Splintergun
New weapon: Light Particle Streamer
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: KailaRaZhu on December 22, 2018, 12:14:14 PM
Update to 2.1.5 is out!

Could be a coincidence but i got a "NullPointerException: null" when trying to salvage the debris field left behind by a pirate commissioned bounty after the battle.

I'll test some more.

Also Pirate Privateer start = the best!
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Vayra on December 22, 2018, 06:14:55 PM
Update to 2.1.5 is out!

Could be a coincidence but i got a "NullPointerException: null" when trying to salvage the debris field left behind by a pirate commissioned bounty after the battle.

I'll test some more.

Also Pirate Privateer start = the best!

Ooogh, I think the nullPointerException on debris fields is a vanilla bug, as it's been happening across lots of games (some without my mod) and not directly related to anything that I can tell. :( It's made me pick back up the habit of quicksaving before and after doing anything, as if I'm playing a PC RPG from the year 2000.

And I'm glad you like the pirate start! I think my favorite thing about it actually is that it sort of indirectly nerfs colonies -- with so many factions upset at you, the accessibility penalty makes it take quite a bit longer before your settlements become just infinite money printing machines, heh.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Torch on December 28, 2018, 07:34:39 AM
I'm really loving the pirate start too, it feels like the 'real' way to play Starsector - most importantly, I can attack pretty much every faction now because relations don't matter! So freeing to be an outlaw for once.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Volfgarix on December 30, 2018, 10:48:18 AM
So I checked out the mod a bit.
First system seem to be a *** a bit - tons of factions that are enemies to each other, I wonder how Kadurs are supposed to survive there. Normally pirate bases are usually far from other habitats so it wouldn't end up with constant warfare and to give some reason why pirate stations weren't wiped out, yet. The black hole system doesn't look that bad in this regard.
Hegemony getting the lush, fertile planet seems a bit off - being a food factory is Church's thing.

Didn't get to check all ships yet, but Greyhound seems overpowered - it's a Hound with two extra small ballistic mounts and Accelerated Ammo Feeder without any extra drawbacks, so you practically get a speedy bruiser for cheap. It's more destructive than some larger frigates.

I like the pirate start option.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Singrana on December 31, 2018, 01:21:15 PM
strange post to make, but your mod gets my 10/10 rating, quite rare, its above average on the "awesome stuff it adds" and importantly pays 0 cost in the "amount of vanilla breaking or OP stuff it adds to the game" unlike the VAST majority of mods that have A LOT of awesome additions to the game, but at a mild cost to OP stuff added, like the ship packs, dissasseble reassemble or an overall awesome mod like blackrock
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Hussar on January 01, 2019, 10:28:45 PM
A curious question Varya, about the mod in the "ship pack" mode only (for a vanilla friendly feel as you have a few worthy additions~). Namely what are the rates of spawn for the ships on the independent and other markets? Since to me it seems like in SP mode a few ships like Badger and most of the "midline'nish" (except for pirate versions) don't really show up that often if at all? This isn't however a huge deal, but I haven't seen many of those ships around in the fleets either. With few exceptions like the Hail or the "XIV bettlejgryp" ships for example.

Speaking of the HAIL tho. I have wanted to ask about it's wide-arc mount that this ships suffers from making it practically useless. Namely the turn rate on this mount is abhorrent and seems to be even further bugged since adding the enhanced turning gear does not affect the turning rate of the turret in that slot at all. Which makes anything that's put there literally useless, even the Burst PD for 7 points with excellent turn rate struggles to be useful (which is notably the only functioning PD on this ship thanks to it's burst damage). Furthermore, I don't find the "high maintenance" on this ship reasonable - even more so considering it's broken mount...


I hope you won't mind some (hopefully) constructive feedback here. I'm sure going to test the mod in it's entirety in the future once I'll start a fresh campaign with additional factions.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Vayra on January 02, 2019, 09:59:05 AM
I'm really loving the pirate start too, it feels like the 'real' way to play Starsector - most importantly, I can attack pretty much every faction now because relations don't matter! So freeing to be an outlaw for once.

strange post to make, but your mod gets my 10/10 rating, quite rare, its above average on the "awesome stuff it adds" and importantly pays 0 cost in the "amount of vanilla breaking or OP stuff it adds to the game" unlike the VAST majority of mods that have A LOT of awesome additions to the game, but at a mild cost to OP stuff added, like the ship packs, dissasseble reassemble or an overall awesome mod like blackrock

Thanks! I'm really glad you're enjoying it.

A curious question Varya, about the mod in the "ship pack" mode only (for a vanilla friendly feel as you have a few worthy additions~). Namely what are the rates of spawn for the ships on the independent and other markets? Since to me it seems like in SP mode a few ships like Badger and most of the "midline'nish" (except for pirate versions) don't really show up that often if at all? This isn't however a huge deal, but I haven't seen many of those ships around in the fleets either. With few exceptions like the Hail or the "XIV bettlejgryp" ships for example.

Speaking of the HAIL tho. I have wanted to ask about it's wide-arc mount that this ships suffers from making it practically useless. Namely the turn rate on this mount is abhorrent and seems to be even further bugged since adding the enhanced turning gear does not affect the turning rate of the turret in that slot at all. Which makes anything that's put there literally useless, even the Burst PD for 7 points with excellent turn rate struggles to be useful (which is notably the only functioning PD on this ship thanks to it's burst damage). Furthermore, I don't find the "high maintenance" on this ship reasonable - even more so considering it's broken mount...


I hope you won't mind some (hopefully) constructive feedback here. I'm sure going to test the mod in it's entirety in the future once I'll start a fresh campaign with additional factions.

re: Spawn rates: The Badger used to show up literally everywhere so as of the last update I trimmed it back a lot, maybe I went a bit too far... I'll take a look at that and maybe bump it back up a bit for the next release. The "midline-ish" ships (except for the pirate versions) are the Kadur faction ships, so they won't spawn at all in 'ship pack mode' -- that's intended. :)

re: the Hail: Hmm... Just to be clear, we are talking about this mount circled in the image, correct?

(https://i.imgur.com/JQ6SXnO.png)

I'll be sure to take a look at that, that's really strange. Regarding the High Maintenance, I'll take a look at the balance again but if you want a cheap, fast swarming combatant, remember the (P) version doesn't have it!
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Hussar on January 02, 2019, 11:17:57 AM
It's the only turret/gimble/"wide-arc"/non-hardpoint mount on the ship so yes! It seems like whatever you put in it, it have the same abysmal turn rate which absolutely cripples even the fastest turning weapons into the ground (or space so to speak). It's a first time I had come across an issue like this where one particular ship/mount - no other - have such a problem as far as I'm aware. As for high maintenance, the ship in my mind is too weak to suit the role you describe? To me it's clearly a fast capping recon frigate, maybe escort one at times. Lovely early addition to boost up your sensor range while keeping up with the wolves if you wanna go with a blue themed fleet.

Ah, I see! Well it explains it, but they do still show up in game. Just as wrecks (seen A LOT of badgers floating in space) that are unrecoverable. So perhaps the badger is still quite prominent?

So a clarification. The Hail's and pirate versions (including fake XIV) spawn in the SP mode, while rest is Kadur exclusive? What about the weapons, since they show up. The 'degraded' versions are easy to find on the markets across the sector - while from ruins & stations I had quite often got the heavy plasma cutters and the like.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Vayra on January 02, 2019, 09:51:19 PM
It's the only turret/gimble/"wide-arc"/non-hardpoint mount on the ship so yes! It seems like whatever you put in it, it have the same abysmal turn rate which absolutely cripples even the fastest turning weapons into the ground (or space so to speak). It's a first time I had come across an issue like this where one particular ship/mount - no other - have such a problem as far as I'm aware. As for high maintenance, the ship in my mind is too weak to suit the role you describe? To me it's clearly a fast capping recon frigate, maybe escort one at times. Lovely early addition to boost up your sensor range while keeping up with the wolves if you wanna go with a blue themed fleet.

Ah, I see! Well it explains it, but they do still show up in game. Just as wrecks (seen A LOT of badgers floating in space) that are unrecoverable. So perhaps the badger is still quite prominent?

So a clarification. The Hail's and pirate versions (including fake XIV) spawn in the SP mode, while rest is Kadur exclusive? What about the weapons, since they show up. The 'degraded' versions are easy to find on the markets across the sector - while from ruins & stations I had quite often got the heavy plasma cutters and the like.

Right, well I'll take a look at the Hail's balance again and see if I can't fix that turret issue while I'm at it. :)

And Ship Pack Mode, specifically: Removes the two star systems (Mirage and Gehenna), all non-pirate ships with the Kadur "design type", most if not all weapons with the Kadur "design type", and sets the Kadur Remnant faction to 'hidden' which -- since without those two star systems it doesn't have any markets -- effectively removes it from the game.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Hussar on January 02, 2019, 10:52:28 PM
Right, well I'll take a look at the Hail's balance again and see if I can't fix that turret issue while I'm at it. :)

And Ship Pack Mode, specifically: Removes the two star systems (Mirage and Gehenna), all non-pirate ships with the Kadur "design type", most if not all weapons with the Kadur "design type", and sets the Kadur Remnant faction to 'hidden' which -- since without those two star systems it doesn't have any markets -- effectively removes it from the game.

Well, if anything please focus on fixing the broken gimble on that turret before doing any balancing. Since my impression upon the ship had been skewed by the fact it cannot mount anything there which would make it useful, you know~

And I see. But as I had said, some of them pops from the derelict stations and such? Also rarely was shown on a single pirate vessels. But yeah, thanks that's all I wanted to know. I've already tried the full version, but by accident I had found myself with hegemony so it might be a while to unravel this to get a full glimpse on them as a faction xD
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Vayra on January 04, 2019, 07:05:22 PM
Well, if anything please focus on fixing the broken gimble on that turret before doing any balancing. Since my impression upon the ship had been skewed by the fact it cannot mount anything there which would make it useful, you know~

Oof, found the culprit. It was set as a hardpoint rather than a turret, hahaha. Will be fixed in the next release.
Title: Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
Post by: Hussar on January 04, 2019, 07:57:55 PM
Oof, found the culprit. It was set as a hardpoint rather than a turret, hahaha. Will be fixed in the next release.

Ha, I'm surprised that it then was turning at all! But yeah, glad to help. I'm looking forward to testing how it fares after the fix~
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: Vayra on January 05, 2019, 02:09:51 PM
Aaaaaand update! Highlights include Nexerelin compatibility, a script to kill raider base spawning when the parent faction is destroyed, and other changes -- grab the file and read the full changelog in the OP. :)
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: Unreal_One on January 05, 2019, 08:01:13 PM
So you've got 2.2.1 in the patch notes, but no link?
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: Vayra on January 05, 2019, 08:39:55 PM
So you've got 2.2.1 in the patch notes, but no link?

2.2.1 is the version I'm working on right now -- I update my patch notes as I go, so the latest release version will be the one in the OP, and the changelog will usually have partial patch notes for the next version still unreleased.
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: Hussar on January 08, 2019, 07:16:27 AM
So, since i've begun new playthrough I got a chance to test Hail up again.

And well, finally it's not crippled combat-wise thanks to that turret being fixed. But... 8 supplies a month with high maintenance is totally out of whack in my opinion. I understand the justification for that system being there (and the flavor it brings as it's a rarer ship with an experimental technology - however some fancier phase ships don't have it despite being described as "state of the art" type of crafts) - but 8 supplies per month seems to be too excessive. It places it higher than Omen's SpM and on par with quite a few phase frigates SpM - while having a less effective system (Hail indeed is fast but you can dance around only the considerably slower ships) and lesser peak time than any of them in it's class. In my mind, I'd would either drop the high maintenance hullmod out of it and raise the base SpM from 4->5. Or I would keep it but lowered base SpM from 4->3. That's without touching the peak operating time performance that's subpar to any ship at it's tier (with exception to the luddities of course). Unless PoT would be extended up to 180s, I'd would see 5 SpM to be perfect. While with 180s, I believe that 6 SpM would be acceptable.

Either way, that is my personal opinion which I hope you'll find also as constructive critique.
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: Vayra on January 08, 2019, 10:11:36 AM
So, since i've begun new playthrough I got a chance to test Hail up again.

And well, finally it's not crippled combat-wise thanks to that turret being fixed. But... 8 supplies a month with high maintenance is totally out of whack in my opinion. I understand the justification for that system being there (and the flavor it brings as it's a rarer ship with an experimental technology - however some fancier phase ships don't have it despite being described as "state of the art" type of crafts) - but 8 supplies per month seems to be too excessive. It places it higher than Omen's SpM and on par with quite a few phase frigates SpM - while having a less effective system (Hail indeed is fast but you can dance around only the considerably slower ships) and lesser peak time than any of them in it's class. In my mind, I'd would either drop the high maintenance hullmod out of it and raise the base SpM from 4->5. Or I would keep it but lowered base SpM from 4->3. That's without touching the peak operating time performance that's subpar to any ship at it's tier (with exception to the luddities of course). Unless PoT would be extended up to 180s, I'd would see 5 SpM to be perfect. While with 180s, I believe that 6 SpM would be acceptable.

Either way, that is my personal opinion which I hope you'll find also as constructive critique.


Hmm yeah, the PPT is way too low right now, especially with Temporal Shell -- I'll up it to 180. And re: supplies... I'm gonna do something weird and drop base supplies/mo to 3 but keep supplies/rec at 4. :)
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: MajorTheRed on January 09, 2019, 01:05:07 PM
I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
Title: Re: [0.9a] Kadur Remnant v2.2.0 (updated Jan 5th 2019) - Nexerelin Compatible
Post by: cjuicy on January 10, 2019, 12:40:10 PM
I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
Not sure if you're on the Discord, but there is a lot of love and talk there. Its a good way to keep tabs on a lot of mod progress.
Title: Re: [0.9a] Kadur Remnant v2.2.1 (updated Jan 10th 2019) - Nexerelin Compatible
Post by: Vayra on January 10, 2019, 09:00:01 PM
Pushed a small update just now, hopefully fixing the bounty issues people had been reporting. Grab it from the OP and be warned it might not break saves, but also it might and even if it doesn't the bounty fixes probably won't take effect until you start a new save!

Code
2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"

and

I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice

As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.

Thanks a ton for the feedback! I'm glad you're liking it. I do post a lot (probably too much) on the discord -- I'm pretty much just on the forums to update this thread.  :P
Title: Re: [0.6a] Kadur Theocracy v1.0
Post by: grinningsphinx on January 11, 2019, 12:05:10 AM
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they  trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.

The Dread Eagle from sylphon has this issue fixed. borrow the code?
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on January 23, 2019, 09:59:13 PM
Pushed another small update -- grab it from the OP. Mostly tournament cost/price tweaks, but there's a fun little half-finished feature you can turn on in KADUR_SETTINGS.ini too if you're feeling brave.  ;)

Note that this will break saves and is currently incompatible with Vesperon Combine v1.1.1 and earlier if you do not also have Junk Pirates. Yeah, I know, that's a weird edge case.

Vesperon has updated to fix the crash. If you're still experiencing it please check that you have the latest version of Vesperon (1.1.2).
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Morathar on January 27, 2019, 02:03:26 PM
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0 (http://fractalsoftworks.com/forum/index.php?topic=15000.0)) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:

Code
khs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:

Code
khs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on January 29, 2019, 04:11:34 PM
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0 (http://fractalsoftworks.com/forum/index.php?topic=15000.0)) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:

Code
khs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:

Code
khs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)


Yep! You're right -- DrakonST on the unofficial Discord alerted me to this as well.

Fixed for the next update, and as you've discovered if you simply delete the value that'll work for now. :)
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: MajorTheRed on January 30, 2019, 04:30:24 PM
I had a blast trying the Kadur-aligned start. Basically anyone else hates you, Kadur don't spawn mission except some bounties, don't want to trade IA cores, well, it's a hard start. I grinded what reputation I could with PL and TT, just enough to have colony trade partners, get a place to dump all the stuff I was not able to put in the abandoned station in Corvus (since Hegemony are pretty *** about yourself). So it was really hard to thread the line to get paid enough to cover expense, improve your repm until you can finally get a colony with some acces to trade market. That was really a fun game!

(A small detail: I think that their is a rule of thumb to not give range superior to 1000 since V0.8, and some weapons have really big range like 1500, just to mention)
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Retry on January 30, 2019, 05:10:57 PM
(A small detail: I think that their is a rule of thumb to not give range superior to 1000 since V0.8, and some weapons have really big range like 1500, just to mention)
Eh, that's more of a guideline than an actual rule.  There's several specialized guns that I can think of in several mods with extreme range for their size: Sledge Guns + Sledge Cannons from II are virtually iconic in that mod (1000 small ballistic for the former, 1500 medium ballistic for the latter).  IIRC the ORA has the Invocater Launcher with a 1250 base range.

If it's fairly balanced it should be fine, although I haven't been able to try out this mod and won't be be able to play SS, unfortunately, so I just get the dubious honor of watching the modders bring their creations to 0.9 one-by-one as I wish I had the time to enjoy the fruits of their labor.

Once I actually get some time I'd certainly love to try this mod, it looks like a strong contender for my permanent modlist.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on January 30, 2019, 05:35:50 PM
I had a blast trying the Kadur-aligned start. Basically anyone else hates you, Kadur don't spawn mission except some bounties, don't want to trade IA cores, well, it's a hard start. I grinded what reputation I could with PL and TT, just enough to have colony trade partners, get a place to dump all the stuff I was not able to put in the abandoned station in Corvus (since Hegemony are pretty *** about yourself). So it was really hard to thread the line to get paid enough to cover expense, improve your repm until you can finally get a colony with some acces to trade market. That was really a fun game!

(A small detail: I think that their is a rule of thumb to not give range superior to 1000 since V0.8, and some weapons have really big range like 1500, just to mention)

I'm glad you like the start option! It was meant to give a big challenge without resorting to the Spacer start's "mysterious debt" and I figured the best way to do that was by removing the stipend (no debt, no stipend) and making everyone hate you. As a bonus, it somewhat nerfs colonies indirectly, as they start printing money a lot slower due to the accessibility penalties from so many hostile factions.

And re: the range, that's a very good rule of thumb but in both cases where I've broken it I'd like to think I have good reason: Both the Jezail battery (1200 range) and the Jazeraint rocket gun (stated 1500 range, actually much longer) are balanced out by extreme inaccuracy at longer ranges, and the Jazeraint in particular is only useful in very, very specific niches. I don't think you'd be able to use either of them to kite effectively for example, which is my main concern when it comes to extreme-range weapons. I am open to changing my mind on these if people still really feel they're unbalanced, though.  :P
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: ASSIMKO on February 09, 2019, 07:13:39 AM
god rest the theocrats, c+00 (est.) - c+196.10.17

Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here. (http://fractalsoftworks.com/forum/index.php?topic=6590.0)

(https://i.imgur.com/eSYKNU1.png)(https://i.imgur.com/yCHymNk.png)(https://i.imgur.com/ZVQ17jP.png)(https://i.imgur.com/Si38CGh.png)(https://i.imgur.com/t9R7gWP.png)(https://i.imgur.com/cz1gPet.png)(https://i.imgur.com/8NLZl5C.png)
Download now! v2.2.2 (for Starsector v0.9a) (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download)

backup link: https://drive.google.com/open?id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo
 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Note: Edit "KADUR_SETTINGS.ini" in the mod directory to toggle options.
Requires LazyLib as of version 2.1.5 -- get it here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib as of version 2.3.0 -- get it here. (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
If you still play 0.8.1a, get the last version of the mod for that release here. (https://drive.google.com/uc?authuser=0&id=18Lp9Je94L8WtkGSdl6KxZ305EbbA6AZ8&export=download)


So what's in the mod?
  • New ships and weapons for vanilla factions
  • New starting options when used without Nexerelin, including Independent/Persean League-allied and Pirate starts
  • Optionally: A new and improved bounty manager with faction-aligned bounty targets and funny titles
  • Optionally: Competing upstart colonial factions out for their slice of the galaxy
  • Optionally: The Kadur Remnant faction with new ships, weapons, and star systems as well as compatibility with Nexerelin
  • Optionally: A fix to prevent Pirate, Luddic Path, and Kadur raider bases from spawning once their parent faction is entirely destroyed
  • Optionally: A fix to apply NPC admins to markets across the sector
Note: These options will be 'ON' by default -- you can turn them off or adjust them in KADUR_SETTINGS.ini

Why the change in the way the mod is presented?
Honestly, further developing the Kadur themselves has at this point taken a back seat to the rest of my insane ideas. I wanted to be very clear that while this remains a mod containing a faction, it really is now more than just a faction mod and contains plenty of only tangentially related content. It also makes changes to things such as bounties, pirate bases, and market admins, which you might not normally expect of a faction mod and I wanted to highlight that so as not to catch anyone by surprise -- although, I should also stress that it is not a total conversion and remains 100% compatible with other mods such as Nexerelin, Ship/Weapon Pack, et cetera.

Kadur faction information:
The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines -- as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:
  • High straight-line speed
  • High alpha strike damage
  • Long-ranged weapons
  • High hull strength and armor
  • High mass
  • Good forward-facing firepower

Faction weaknesses:
  • Inefficient and generally front-fixed shields
  • Terrible maneuverability
  • Little access to "Strike" or "Finisher" missiles
  • No energy weapons
  • Mediocre or expensive point defense
  • Exposed engines and few rear-facing mounts

Special thanks to:
Cums for music
Soren for spritework, artwork, scriptwork, and also generally being a pal
Sylva for spriting and paintjobs
NetworkPesci for rescuing the old files long after I had lost them all
Cjuicy for initial playtesting, ideas and encouragement
Avanitia for extensive balance feedback
MesoTroniK for comments, criticism, advice, and examples
AxleMC131 for sprites, spriting advice, and other help
Tartiflette for advice and resources (especially the kitbash database, texture pack, and MagicLib)
LazyWizard and Nicke for excellent scripting help, advice, and examples
Everyone else in the Discord; you've been a big help, honestly
Also thanks regarding the original mod; to ValkyriaL for letting me edit his code, LazyWizard for writing helpful tutorials and utilities, Zaphide for java advice, Taverius and NikolaiLev for continued great criticism and feedback, MShadowy, Hyph_K31, Mendonca, Gotcha! and Cycerin for allowing me to add code to integrate their factions, etherealblade for good ship system suggestions, and Fractal Softworks as a whole for making such an amazing game and letting me monkey around with the internals of it.

Comments and constructive criticism encouraged.

Changelog:
Code
2.3.0
!!! COLONIAL COMPETITORS NOW ACTIVE BY DEFAULT !!!
!!! TURN OFF IN KADUR_SETTINGS.INI IF REQUIRED !!!
variants cleaned up
forum thread OP reworked to emphasize new focus
(hopefully) fixed double ruins bug
NEW SHIPS/WEAPONS
- Tarsus Mk.II class destroyer added to Pirates
- Sandpiper-class frigate added to Kadur Remnant
- Targe-class destroyer added to Kadur Remnant
- Crystalline Splinter Torpedo weapon added to Kadur Remnant
GLORIOUS PEOPLE'S ANTHEM RECORDED BY CUMS added to communist clouds faction
- lasher skin also added
BALANCE TWEAKS (pending tournament feedback)
- Light Plasma Cutter turn rate increased
- Sling reworked entirely to be anti-fighter capable, 4-round burst, tracking-enabled PD missile (again)
- Jericho VLRMSs flight time lowered slightly, reload speed now increases slightly with weapon size (bigger = better)
- Medium Combat Laser set to PD_ALSO
- Frag Scatterer projectile speed, spread, and proximity fuse radius increased slightly. Changed manufacturer to Kadur Remnant and added to blueprints
- Ion Scatterer spread and EMP arc effect chance increased
- Sphinx supply/deploy cost increased to 28 (was: 26)
- Jordan-class LCPKV damage type changed to energy
- Rukh shipsystem changed to Martyr Channel
- Mass-Transference Field name changed to Mass-Anomaly Field
- Splintergun boom noise and cosmetic lightning arc effects added
- Splintergun now shows loaded crystal shards on weapon sprite
- Splintergun stated/tooltip damage adjusted to more accurately convey its power and purpose, hopefully with benefits to AI use of it (no change to actual damage)
- MagicLib lightweight missile AI added to missiles

2.2.2
pre-tournament stat fix
- ship, wing, and weapon credit, supply, and fleet point costs tweaked
custom ship system AI added for ram jets, ram drive, mass transference field and flux overdrive ship systems
mass transference field now has a maximum range and a visual effect sprite
Caliban heavy fighter removed
Dervish interceptor variant and wing removed
Phalanx heavy fighter added
Myrmidon fast bomber added
Badger Mk.II slot types changed
Planetary conditions on Kadur cleaned up. It has ore again!
Vesperon whitelist added for most ships/weapons
mission icons added
OPTION FOR competing upstart faction colonies added to campaign mode
- these are off by default as they are not 100% complete, turn them ON in KADUR_SETTINGS.ini if you want to try them out
- these will begin appearing in cycle 208 or after the player starts their first colony
- they can also be prevented from spawning via the simple expedient of decivilizing (or invading, with Nexerelin) all of their colonies plus all the settlements of their parent faction
custom bounty manager now tells you the target's faction, which is much more interesting, rather than the offering faction
- it still says the offering faction in the header

2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"

2.2.0
!!! Script added that kills raider base manager scripts if the parent faction is entirely decivilized or otherwise destroyed !!!
!!! this is set ON by default, but can be toggled off in the KADUR_SETTINGS.ini (vanilla) if you prefer the default behavior !!!
!!! foulmouthed fancy faction bounties are now ON by default, but can be toggled off in the KADUR_SETTINGS.ini if you prefer the default (vanilla) and non-cussing behavior !!!
!!! Nexerelin compatibility update !!!
- Nexerelin start options and faction config tweaked
- moved scripts from Gehenna systemgen to be compatible with random sector mode
added a whole bunch more bounty words for the random bounty generator
Sling removed from both Dervish loadouts
- and also their description (nice)
Fixed Hail turret mistakenly set as hardpoint (garbage turn rate, on its only PD turret) (nice)
- Flares upgraded to full flare load (rather than single) to compensate
Mother Medusa blueprint removed (it should never have had one, duhhhhh)
populations of Star Fortress Requiem and the Revenant Gestalt each increased by 1
the Revenant Gestalt is no longer a free port, get your got damnb drugs elsewhere
Jezail driver sounds and sprites upgraded
IR Micropulser and Degraded Tac Laser soft-removed
Degraded Pulse Laser renamed to LR Pulse Laser, description altered, range increased by 100, no longer in base_bp
weapon stats tweaked slightly;
- chargeup time for most weapons unified at 0.3 seconds
- chargedown time for most weapons increased/decreased to maintain same DPS
- except for the Jezail, which now does 50 DPS (was: 43)
- light plasma cutter, IR micropulser, and ion scatterer range increased by 50 again (to 400)
- jazeraint rocket acceleration increased
fleet points/supply usage/fuel usage and capacity tweaked
- Kadur ships are slightly more logistically viable now, and should fare better in campaign-layer autoresolve (maybe?)
Kadur hullmod added
- Kadur ship stats modified to net very few changes to final stats
- Some ships are slightly (10 su/s or less) faster or slightly (100 armor or less) better armored
- Kadur ships gain strength when they need it most
Eagle (K) and Falcon (K) added, replacing the Eagle and Falcon in Kadur fleets (these are probably temporary)
Rukh shipsystem changed to Mass-Transference Field (oooo) (only sort of works, oops) (it's still a 3-deck carrier it's still good shut up)

2.1.5
fixed the damn thing where immortals had missiles stuck on their noses
D-mods removed from "XIV Battlegroup" and pirate ships and skins (they'll still usually spawn with D-mods due to ship quality, but none are 'mandatory' now)
Tech type colors assigned
Pirate start added
Independent start added
script added to clear some room in starting area so you don't immediately get jumped by 8 Hegemony Dominators in the Kadur start
Camel (P) added
Falchion (P) added
Start options shuffled around, now in a submenu
Rock Hound salvage gantry now built-in, Rock Hound OP reduced by 5 to compensate
Hyena maneuverability (accel/decel) improved
Weapon rarity values adjusted (still not sure if this does anything)
Impact of Jazayer and both varieties of Particle Streamer increased
Jazayer Strike Cannon range lowered to 750
Ion Scatterer range increased to 350
IR Micropulser range increased to 350
Hammer Pod ammo increased to 10 (5 volleys)
Jezail Mass Driver removed
Light Flechette Driver renamed to Jezail Flechette Driver, accuracy decreased significantly
Jezail Driver Battery stats adjusted; per-shot damage reduced, rate of fire increased, now fires alternating single shots rather than two-shot burst, accuracy reduced significantly
New weapon: Jazeraint-class Gyrojet Driver
New weapon: Crystalline Splintergun
New weapon: Light Particle Streamer

2.1.4
fixed crash when selecting Kadur start with Ship Pack Mode enabled
fixed issue where Kadur start would leave Galatia in permanent limbo and the player unable to escape should they venture into that cursed realm
tips cleaned up a little

2.1.3
really embarrassing thing fixed where the Kadur didn't actually know their own weapon blueprints (maybe? unless i actually commented that out to test something in between the last release and now and just forgot about it. anyway~)
Collapsed Cargo Holds now incompatible with Converted Cargo Bay (the builtin on the Colossus Mk. III) because that made no sense
role weights (and thus spawn weights) adjusted for some ships -- Henchmen should be much less common now, and a few others were slightly reduced in frequency as well
Ion Scatterer damage halved (to: 5, was: 10), flux/shot raised by 2 (to: 12, was: 10), EMP damage doubled (to: 200, was: 100)
Mass-Aug Ram Jets speed boosted by 50 su/sec (to: 150, was: 100), cooldown reduced by 1 sec (to: 8, was: 9)
Particle Streamer and Degraded Particle Streamer damage decreased by 100/sec each (to: 1500 and 900, was: 1600 and 1000); description edited to reflect that it's LosTech
Frag Scatterer damage, radius, and flux cost (very) slightly increased; description edited to reflect that it's LosTech
Light Flechette Driver flux/shot halved (to: 50, was: 100)
Jamadhar Volley Driver damage and flux/shot increased (to: 25, 10, was: 24, 8)
VLRMS reload time increased by 5sec (to: 25, was: 20)
VLRMS-8 OP increased to 18 (was: 16)
Hammer Pod base sprite changed to base from Harpoon, should be less easily confused with Salamander Pod now (hopefully)
Annihilator Rocket Rack added
Harvester Torpedo Rack added
Jezail Sabot Driver renamed to Jezail Mass Driver (as it's now a chemically assisted coilgun rather than a proper railgun, it wouldn't necessarily use a sabot...)
Jazayer Strike Cannon range and first-shot accuracy increased substantially, flux cost and reload cooldown increased to match
Hammer Carrier drone wing increased to 6 OP (was: 4)
Dervish wings increased to 8 OP, 3 fighters/wing, Interceptor fixed to actually use Dervish volley drivers (half damage, have PD tag) as intended
- Rukh variants adjusted to compensate
Maneuverability increased very slightly across the board for Kadur ships (buffs to acceleration, little or no change to other stats)
Fuel efficiency increased slightly for some Kadur ships (Hyena, Falchion, Rukh and Sphinx)
Armor increased significantly for Ram Jet ships (should be slightly more survivable in AI hands now, god willing)
Flux Overdrive bonus increased to 60 (was: 50), duration increased to 5 seconds (was: 3), cooldown increased to 10 seconds (was: i forget. less)
Dire Wolf wing hardpoints changed to small missiles (were: medium)
- Dire Wolf variants adjusted to compensate
Sirocco now tagged as "CIVILIAN", should flee combat rather than blow itself up
Kadur-allied starting option added, starts you in Mirage with a wolfpack of frigates from the mod including non-Kadur vessels, hostile to the Hegemony and Church and suspicious at best with everyone else, with no Academy stipend (but no debt either)
Also added a Lasher second starting ship option because why not
Removed vanilla ruins condition from Kadur and replaced with a non-explorable dummy ruins condition -- no more free lunch (though Mirage is still a lucrative salvaging destination)
Kadur guerrilla fighters will now build camps to harass enemy settlements in their "grand crusade"
Blueprints tweaked, separated, and tagged no-drop -- you'll have to purchase Kadur BPs from Kadur military markets (placeholder until i can get them set up as quest rewards) or pry them from the cold, dead hands of Kadur guard-paladins in a raid
- this also means that "ship/weapon pack only" mode now properly excludes Kadur ships and weapons (except for the Light Flechette Driver, an export) from the campaign.
!!!Version Checker support added!!!
some other stuff i forgot, probably

2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked

2.1.1
Hammer Carrier drone wing refit time increased to 20sec
blueprints tweaked slightly, hopefully dodging a crash

2.1.0
bare minimum compatibility update for 0.9a
market conditions changed to industries where applicable
orbital stations/star fortressii added where appropriate
things assigned to blueprints, which maybe worked
very little testing done

2.0.0
initial release MARK II. everything has changed.
also 0.9 is about to come out so everything is gonna change again. oops

~5 year hiatus during which i lost the files and they were rescued by NetworkPesci~

1.1.8 (unreleased)
reduced sizes of moons
changed Oasis III rings
separated Mirage and Mirage Beta slightly
hopefully fixed horrible save bloat problems
1.1.7b
buffed corvettes slightly
fixed some bugs
raised Dolphin hull integrity again
1.1.7
changed ram drive to be even faster, for a shorter amount of time. it will also flameout and overload the tug upon completion but will no longer flameout on impact.
ram drive also lowers armor damage taken by 80%, but only while active
lowered Dolphin combat speed
lowered Dolphin hull integrity dramatically
narrowed forward-facing prow turret arcs slightly (usually from 280 degrees to 220) on most ships
edited Mirage and Mirage Beta very slightly (they're 200 units further from eachother, and Mirage Beta is properly the smaller of the two now)
lowered peak CR times for everything except the Jackal (which was already low enough :))
removed peak CR time from Hauberk
lowered most frigate speeds a little to stay in line with vanilla (they're still all the same speeds relative to vanilla, but vanilla frigates got slower)
tweaked fighter supply costs to stay in line with vanilla
fixed BRDY station weapon restocking
fixed test mission for 0.6.1a
v1.1.6b
now properly integrates mods that are included in Uomoz's Sector if you're playing Uomoz's with the Kadur installed
v1.1.6
added integration for Blackrock Driveyards (they have a small solar research station in Oasis)
increased small/medium railgun and coilgun ranges slightly again
added blinking lights to everything b/c i'm a trendhopper
redid Hyena sprite
replaced Oasis background and cleaned up the system a little
fixed SHI trade convoy integration -- SHI ships should show up in Kadur stations a lot less now (they might still show up sometimes, that is intended)
uhhh i think that was it
new ship system for the Hyena: augmented turret system, increases turret rotation speed to 400% for a few seconds
new ship system for the Buzzard and Behemoth: weapons drive redirect, like an ammo feed accelerator but for everything and four times faster... and it cuts your engines and overloads your ship. Kadur engineering, people.
v1.1.5
lowered railgun ranges by 100
raised ABM damage slightly
lowered ABM, HP especially for larger ABM systems
lowered all ballistic projectile speeds significantly
lowered coilgun damage slightly
lowered heavy railgun damage more than slightly
lowered large weapon damage significantly
lowered turn rate on small/medium heavy railguns/coilguns dramatically and large railguns/coilguns slightly
lowered heavy railgun and coilgun ammo significantly and large railgun and coilgun ammo slightly
fixed VLRMS ammo (was higher than i intended, oops)
lowered Javelin VLRMS-2 ammo to 5 salvos
lowered VLRM HP slightly
lowered VLRM damage slightly
increased martyr cannon damage and decreased range
allowed martyr cannon to be used as PD, though I wouldn't recommend mounting it on ships for use as such
increased strike cannon damage very slightly
increased Light Railgun array flux generation
increased most weapon credit values slightly
AI Hints added for various weapons (PD missiles got ANTI_FTR, large ballistics got STRIKE, USE_VS_FRIGATES, etc.)
Hauberk EWAR Field now generates 1% flux/second and prevents flux from dissipating while active
Hauberk EWAR Field now has functional AI script
Hauberk EWAR Field now increases friendly (and decreases enemy) weapon ranges by 20%, up from 15%
Hauberk-class destroyers now have considerably less hull and armor strength
removed flare launchers from civilian ships, gave martyr drones (varying amounts based on hull size) to all civilian ships
Dervish phase fighters now have a longer-range phase teleport, though still not as impressive as Tri-Tachyon ships
Vulture heavily revamped, changes include a new sprite, different weapon mounts (now has 1 small universal and 1 small ballistic), more armor, worse maneuverability, and different variants
wrote slightly longer descriptions for things (drunk, at times ranging from 3:00 am to 5:30... i'm sorry in advance.)
implemented ASP Syndicate integration
made hardpoint sprites for weapons (still not pretty, but look less terrible on hardpoints than they did)
v1.1.4
updated Exerelin fleets for the Kadur Theocracy
implemented Exerelin fleets for the Qamar Insurgency
slightly dimmed cores of bright blue "near stars" in Mirage background image
maybe something else (i forget)
v1.1.3
added "allegiance items" to the Qamar Insurgency base on the fringe of Mirage and the Kadur Theocracy orbital fortress in Kadur
added giant "boss" fleets for both the Qamar Insurgency and Kadur Theocracy, each of which have a 50% chance of spawning roughly every 10 minutes
spread out planets in the Mirage system a little
slowed the Ca

Aversion is V2.2.2 or V2.3.0 ???? If it is v2.3.0 where is the download? Because the page only appears for v2.2.0.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on February 14, 2019, 12:45:53 PM
I update the changelog "live", so the topmost entry is WIP/unreleased. The link in the OP will always point to (and the OP/thread title will always state) the most recent release version.  :)
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: ASSIMKO on February 15, 2019, 10:29:44 AM
I update the changelog "live", so the topmost entry is WIP/unreleased. The link in the OP will always point to (and the OP/thread title will always state) the most recent release version.  :)

Ok! Thank you.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: FreedomFighter on February 26, 2019, 08:46:22 PM
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0 (http://fractalsoftworks.com/forum/index.php?topic=15000.0)) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:

Code
khs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:

Code
khs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)


Another thing; without tomb world ruin fix like you mentioned above, the sector seed won't generate a usual sector as it should be and it will generate another gen of sector. I'm not sure how I would wording this but to make it more clear, I have a seed with a Terran world on Durzak. This seed won't work unless removed of "ruins" tag from tomb world.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Morathar on March 02, 2019, 03:46:43 PM
I've been playing around a bit with the colonial competitors and I think they're a pretty cool addition. They basically do for the outer systems what Nexerelin does for the core in terms of making the sector feel more dynamic and alive. Given that this feature is still in its relative infancy, I wanted to offer up a few questions/observations/suggestions:

How frequently are these events supposed to occur? I've literally had factions launch a second colonial expedition before their first one arrived at its destination. And I'm only a few months into cycle 210 and they've launched almost a dozen total (with an 8 of 11 success rate). It seems like this is a bit too often and should be limited to 2-3 per cycle (like how vanilla's expeditions are getting limited in 0.9.1a). At the very least, each specific faction should probably be limited to a single active expedition.

Should the fledgling factions be limited to surveyed planets for their targets? I wouldn't send a colony group to some random desert planet 50ly away without knowing what's there, and they probably shouldn't either. At the very least, they could be limited to planets with preliminary surveys (so that sneaky players don't go around leaving every <125% hazard planet they find only partially surveyed). I think this would make their expansion feel a bit more organic as they expand outward from the core into recently surveyed systems rather than randomly targeting systems at the far edge of the sector. Plus, this should reduce their chances of settling special worlds that they really shouldn't be able to colonize - like ones completely surrounded by REDACTED forces. For that matter, could they currently grab the red planet and break that quest?

Shouldn't there be more reasons for the expedition to fail aside from the player simply destroying their fleet? For example, in one instance I captured the staging market for the expedition before it spawned but it still gathered two weeks later anyway. For that matter, would saturation bombing the staging market stop them? I admit I haven't tried this, so I don't know if it would or not. As for other things I have actually tried, the planet already being colonized (and possessing a couple of completed buildings) by the time they arrive at their destination should definitely stop them. Instead, they just magically "colonized" right over the top of my existing colony resulting in a buggy state where the planet still appeared in my colony list but I couldn't edit the colony and the spaceport/patrol HQ I'd previously built were gone. Needless to say, I reloaded a previous save and "properly" prevented them from taking my planet.

Anyway, this is just some food for thought and I look forward to seeing how this feature evolves over time.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Blothorn on March 04, 2019, 10:48:04 AM
I don't see a reason to limit them to player-surveyed worlds, and that would give the player odd incentives (e.g. don't survey an area unless you are ready to colonize it). Having them send survey fleets ahead of colonization expeditions would be interesting, though.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on March 04, 2019, 01:41:17 PM
I've been playing around a bit with the colonial competitors and I think they're a pretty cool addition. They basically do for the outer systems what Nexerelin does for the core in terms of making the sector feel more dynamic and alive. Given that this feature is still in its relative infancy, I wanted to offer up a few questions/observations/suggestions:

How frequently are these events supposed to occur? I've literally had factions launch a second colonial expedition before their first one arrived at its destination. And I'm only a few months into cycle 210 and they've launched almost a dozen total (with an 8 of 11 success rate). It seems like this is a bit too often and should be limited to 2-3 per cycle (like how vanilla's expeditions are getting limited in 0.9.1a). At the very least, each specific faction should probably be limited to a single active expedition.

Should the fledgling factions be limited to surveyed planets for their targets? I wouldn't send a colony group to some random desert planet 50ly away without knowing what's there, and they probably shouldn't either. At the very least, they could be limited to planets with preliminary surveys (so that sneaky players don't go around leaving every <125% hazard planet they find only partially surveyed). I think this would make their expansion feel a bit more organic as they expand outward from the core into recently surveyed systems rather than randomly targeting systems at the far edge of the sector. Plus, this should reduce their chances of settling special worlds that they really shouldn't be able to colonize - like ones completely surrounded by REDACTED forces. For that matter, could they currently grab the red planet and break that quest?

Shouldn't there be more reasons for the expedition to fail aside from the player simply destroying their fleet? For example, in one instance I captured the staging market for the expedition before it spawned but it still gathered two weeks later anyway. For that matter, would saturation bombing the staging market stop them? I admit I haven't tried this, so I don't know if it would or not. As for other things I have actually tried, the planet already being colonized (and possessing a couple of completed buildings) by the time they arrive at their destination should definitely stop them. Instead, they just magically "colonized" right over the top of my existing colony resulting in a buggy state where the planet still appeared in my colony list but I couldn't edit the colony and the spaceport/patrol HQ I'd previously built were gone. Needless to say, I reloaded a previous save and "properly" prevented them from taking my planet.

Anyway, this is just some food for thought and I look forward to seeing how this feature evolves over time.

Thanks for this! Some really good feedback in here.

- re: frequency, there's a "roll" every 30-60 days (random interval between those values) and a 35% chance of an expedition every roll. I'll bump the interval up, reduce the percentage, and maybe look into putting in some other limits...

- re: planet targets and limiting them to surveyed planets, i don't think so, but i would like to add a little more background here. maybe a higher chance of them going for a class V that the player has surveyed IF the player sold that survey data to their parent faction, etc. this is more of a long-term goal.

there's already an exclusion for red beacon systems, maybe I'll stick in a couple more, like one for yellow beacons as well -- and i'll definitely put in a catch to make sure they don't colonize the red planet, haha! I'm also planning on cutting in some distance weighting, so they should prefer to colonize a "bubble" of space rather than spreading out across the whole sector -- or at least some of them should.

- re: expedition failure conditions, that's really weird that they just colonized "over" you... I swear to god there's a check in the colonization script right before actually doing the thing that should abort it if the target already has the "population" industry... WTF! I'll add another, separate check to see if the market is player-owned. I'll also add in some sanity checks to make sure they still control the market they're assembling at, hahaha.

Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Blothorn on March 04, 2019, 02:12:53 PM
Unfortunately, I am pretty sure you can't track which planets' survey data has been sold--the survey data cargo are generic (the API doesn't support attaching any information to stacking items).

It could be interesting to have the other factions send survey fleets ahead of their colonization fleets, though.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on March 04, 2019, 02:39:11 PM
Unfortunately, I am pretty sure you can't track which planets' survey data has been sold--the survey data cargo are generic (the API doesn't support attaching any information to stacking items).

It could be interesting to have the other factions send survey fleets ahead of their colonization fleets, though.

This one'll have to be a long-term goal because man, dealing with routes is a PAIN. But I agree it's a cool idea -- on the list! :P
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Morathar on March 04, 2019, 04:42:54 PM
For the record, the frequency may not be quite as bad as I originally thought - I just went through most of cycle 210 without any new expeditions until the Warhawks finally launched one in December. Previously, I must have just had multiple successful rolls on the lower end of that 30-60 day range so the factions managed to get several expeditions going simultaneously. (At least one of the expeditions was 100+ days long, so the RNG could have theoretically made three other success rolls while it was active.)

And, as if to highlight the flaws with my partial survey suggestion, the Warhawks targeted a REDACTED system where I didn't manage to fully survey all the planets because I, umm, "strategically retreated." Regardless, adding a "red planet" check and some distance weighting should address most of my concerns anyway. The only other problem I could foresee would be colonization of special planets/systems from other mods. The survey idea was also my attempt at creating a generic check that would prevent (or at least limit) expeditions to systems like those overrun/claimed by mod factions (like the Blade Breakers, the Sanguinary Anarchistic Defectors, or the IXth Battlegroups for example). Oh well, back to the drawing board on that one.

The sanity checks you've proposed sound great - that should take care of any other oddities I experienced with the expeditions. I can't explain the "population" check failing though - I colonized the planet several weeks before the expedition arrived in the hopes of completing the patrol HQ to get help defending the planet. Of course, it never produced any patrols in the brief time between its completion and their arrival, but it seemed like a good idea at the time...
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: FreedomFighter on March 07, 2019, 11:25:51 AM
Just pitching in, Varya, I like the way you implement third-party colonization even it pretty minimal, it makes the sector feel more alive. And the fact that they all in the fringe just make my exploration mission easier due to access to fuel and supplies. And one last evil part, if they happen to set up in a nice place, it will become my place  :D
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on March 07, 2019, 12:33:34 PM
For the record, the frequency may not be quite as bad as I originally thought - I just went through most of cycle 210 without any new expeditions until the Warhawks finally launched one in December. Previously, I must have just had multiple successful rolls on the lower end of that 30-60 day range so the factions managed to get several expeditions going simultaneously. (At least one of the expeditions was 100+ days long, so the RNG could have theoretically made three other success rolls while it was active.)

And, as if to highlight the flaws with my partial survey suggestion, the Warhawks targeted a REDACTED system where I didn't manage to fully survey all the planets because I, umm, "strategically retreated." Regardless, adding a "red planet" check and some distance weighting should address most of my concerns anyway. The only other problem I could foresee would be colonization of special planets/systems from other mods. The survey idea was also my attempt at creating a generic check that would prevent (or at least limit) expeditions to systems like those overrun/claimed by mod factions (like the Blade Breakers, the Sanguinary Anarchistic Defectors, or the IXth Battlegroups for example). Oh well, back to the drawing board on that one.

The sanity checks you've proposed sound great - that should take care of any other oddities I experienced with the expeditions. I can't explain the "population" check failing though - I colonized the planet several weeks before the expedition arrived in the hopes of completing the patrol HQ to get help defending the planet. Of course, it never produced any patrols in the brief time between its completion and their arrival, but it seemed like a good idea at the time...


They do also have a cap at <player colonies> + 1 per faction (though existing expeditions will finish, which can put them over the cap), so it's possible that they eventually hit it, heh. Anyway this is definitely on my list to take a look at -- maybe I'll make them less random (i.e. more likely to happen when the conditions are met) but on a longer timeout and limit each faction to 1 active expedition at a time.

Also, I just found a bug in the way I was checking for beacons on targets, heh. Turns out Alex gives the beacon level tag to the BEACON, not to the SYSTEM. I'm gonna move to a whitelist instead of a blacklist for colonizable system types, so that should work better in the future. I think I've got a better population check in the final stage now too. We can hope, anyway. :P

Just pitching in, Varya, I like the way you implement third-party colonization even it pretty minimal, it makes the sector feel more alive. And the fact that they all in the fringe just make my exploration mission easier due to access to fuel and supplies. And one last evil part, if they happen to set up in a nice place, it will become my place  :D

Thanks! Glad you're enjoying it -- these are gonna get a lot more "alive" in the next update!
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on March 07, 2019, 05:13:10 PM
Fun bug: Infinite Luddic Path cells in intel menu (probably pirate raider and Kadur crusader activity, too) when the faction in question controls no non-hidden markets. No actual in-game effect beyond a little spam and the cells/raider activity not going away like it's meant to.

The raider base reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...

Anyway, it's not a Nexerelin issue (figured this would be worth bolding since people seemed to assume that) and will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: StahnAileron on March 08, 2019, 03:17:00 PM
Fun bug: Infinite Luddic Path cells in intel menu (probably pirate raider and Kadur crusader activity, too) when the faction in question controls no non-hidden markets. No actual in-game effect beyond a little spam and the cells/raider activity not going away like it's meant to.

The raider base reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...

Anyway, it's not a Nexerelin issue (figured this would be worth bolding since people seemed to assume that) and will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.

Any advice on how to clear it out in affected saves? (Seems to just be the intel log not clearing out properly. Though I still get new Pather bases spawning, I think...) Also, I forgot I eliminated the Pathers from my current game; that actually was about when this started happening, now that I think about it.
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on March 08, 2019, 04:01:02 PM
Yeah, it'll only happen when you eliminate all their (regular, non-hidden) markets -- it will prevent it from spawning any more bases until and unless they get another market (as designed), but unfortunately it also prevents the script from cleaning them up.  :-\

As for a fix for existing saves, hmm. Giving them a market (either with Nexerelin or Console Commands) should(?) allow the intel to get cleaned up but it'll also allow them to spawn more bases. I think that might be the best I got. Fortunately it's just spammy, not necessarily gamebreaking...
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: StahnAileron on March 09, 2019, 12:58:19 PM
Yeah, it'll only happen when you eliminate all their (regular, non-hidden) markets -- it will prevent it from spawning any more bases until and unless they get another market (as designed), but unfortunately it also prevents the script from cleaning them up.  :-\

As for a fix for existing saves, hmm. Giving them a market (either with Nexerelin or Console Commands) should(?) allow the intel to get cleaned up but it'll also allow them to spawn more bases. I think that might be the best I got. Fortunately it's just spammy, not necessarily gamebreaking...
Hmm... You think giving them a market and then immediately eliminating them again (hopefully before the game spawns them some bases) would work?
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Grizzlyadamz on March 14, 2019, 10:56:50 PM
This Badger is almost scratching an itch but it can't quite reach- mostly because of 2 things: First, the speed/agility of a capital ship might keep it out of trouble in a line, but if it's being used as an anchor in a small fleet (it's so close to being ideal for this) any frigates assigned to escort duty are unable to capitalize on strike opportunities- even incapped enemies tend to float faster than this guy moves (or aims). Something like a Mule (P) doesn't have this problem & can form a little wolfpack with its escorts. Second, it lacks the flux capacity to make use of those two beautiful medium mining mounts. I'd be fine with a hullmod that handicapped max-flux-dissipation & a narrower shield arc if it meant the Badger could actually let off a double-shot or two from some of these super-flux-heavy mining modules that're always laying around. If the shield gets "too" tanky you could just double the damage coefficient & it'll be back to normal. Hmm, though other weapons would still benefit just the same and could be imba..not sure how to ensure they wouldn't be.

Also holy cow militarized subsystems pushes crew req to 160. I mean scav/survey fleets are going to be stacking crew anyway & the wages aren't a real concern but it feels excessive, especially for a drone-boat.

What's the (P) version like? And what kind of fleet lets the default shine?

I really like the concept & the aesthetics btw, three wings of mining drones + medium mounts + the low top speed can let it live up to the name (especially with a couple of shepherds throwing their borers into the mix lol)

-edit
I'm literally pushing my test copy out of a bad station-assault so that it can keep up with the fuel tankers & collossi  ;D
Spoiler
(https://i.imgur.com/VwajqB3.png)
[close]
Title: Re: [0.9a] Kadur Remnant v2.2.2 (updated Jan 23rd 2019) - More than a Faction Mod
Post by: Vayra on April 06, 2019, 04:31:16 PM
This Badger is almost scratching an itch but it can't quite reach- mostly because of 2 things: First, the speed/agility of a capital ship might keep it out of trouble in a line, but if it's being used as an anchor in a small fleet (it's so close to being ideal for this) any frigates assigned to escort duty are unable to capitalize on strike opportunities- even incapped enemies tend to float faster than this guy moves (or aims). Something like a Mule (P) doesn't have this problem & can form a little wolfpack with its escorts. Second, it lacks the flux capacity to make use of those two beautiful medium mining mounts. I'd be fine with a hullmod that handicapped max-flux-dissipation & a narrower shield arc if it meant the Badger could actually let off a double-shot or two from some of these super-flux-heavy mining modules that're always laying around. If the shield gets "too" tanky you could just double the damage coefficient & it'll be back to normal. Hmm, though other weapons would still benefit just the same and could be imba..not sure how to ensure they wouldn't be.

Also holy cow militarized subsystems pushes crew req to 160. I mean scav/survey fleets are going to be stacking crew anyway & the wages aren't a real concern but it feels excessive, especially for a drone-boat.

What's the (P) version like? And what kind of fleet lets the default shine?

I really like the concept & the aesthetics btw, three wings of mining drones + medium mounts + the low top speed can let it live up to the name (especially with a couple of shepherds throwing their borers into the mix lol)

-edit
I'm literally pushing my test copy out of a bad station-assault so that it can keep up with the fuel tankers & collossi  ;D
Spoiler
(https://i.imgur.com/VwajqB3.png)
[close]

I'm pretty happy with it all things considered -- it acts best as an earlygame fleet carrier anchor/scavenging and freight hauling helper. You generally want to treat it as an anchor/anvil like you mention, I think the issue there is you're assigning escorts to it and escort AI is a little broken in 0.9.0. I recommend putting it and any other longish-range anchor ships together on a rally waypoint (or even just letting it roam), and then leading the wolfpack yourself to flank enemies against it. :D That said, I will take another look at it, maybe the crew requirement in particular.

The (P) version is more direct-combat oriented, trading the default mixed-strike-craft drones out for a long-range suicide torpedo drone and a central large mount with targeting drones to boost its range, as well as a little more speed. Of course, it keeps the terrible maneuverability and flux-handling...

EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Grizzlyadamz on April 07, 2019, 08:43:31 PM
[snip]
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Oh that's where that was coming from lol
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: cjuicy on April 07, 2019, 09:12:13 PM
[snip]
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Oh that's where that was coming from lol
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?
Not to my knowledge, just misleading and cluttered up the planet survey page
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on April 18, 2019, 12:20:31 PM
Cool as these ships look, this entire mod feels only worth it for the bonus stuff it applies, because the actual faction is an obnoxiously weak, nicheless mess that is effectively free money whenever I feel like raiding. After playing with them for a while, I genuinely feel like these ships were designed from the ground up to force losses during combat, because they are utterly impossible to sustain in any degree. I can reliably take on fleets of them two or three times my own size, knowing full well they have zero ability to survive anything more frightening than a stiff breeze. The only noteworthy "advantage" I've seen yet is that some of their heavier ships takes years to kill. Which is no real solace, since they spend the entire time flared out, guns disabled, just watching the hull bar drain steadily.

It's hilariously stupid how hard countered they are by just mixing in a few salamanders and watching their entire fleet spend the fight spinning.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Vayra on April 18, 2019, 04:06:59 PM
Cool as these ships look, this entire mod feels only worth it for the bonus stuff it applies, because the actual faction is an obnoxiously weak, nicheless mess that is effectively free money whenever I feel like raiding. After playing with them for a while, I genuinely feel like these ships were designed from the ground up to force losses during combat, because they are utterly impossible to sustain in any degree. I can reliably take on fleets of them two or three times my own size, knowing full well they have zero ability to survive anything more frightening than a stiff breeze. The only noteworthy "advantage" I've seen yet is that some of their heavier ships takes years to kill. Which is no real solace, since they spend the entire time flared out, guns disabled, just watching the hull bar drain steadily.

It's hilariously stupid how hard countered they are by just mixing in a few salamanders and watching their entire fleet spend the fight spinning.

Hmm, I think a part of what you might be seeing is the current lack of depth to the faction rather than necessarily the weakness of the individual ships. I do have some additional weapon options and some more ships in the pipe for the next update, including a capital and a more defensive-oriented DD, so I hope those will make them feel like a little less of a pushover. Maybe some less aggressive cruisers would help too...

In any case, I do prefer to set my baseline low and then balance upwards instead of setting it too high and balancing down, so this feedback is much appreciated.  :D
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on April 20, 2019, 09:00:51 AM
At the start, I tried using the ships heavily.

Right now, I actively don't use them even out of desperation. They are utterly outclassed by -everything- else I could possibly use.

I have taken on Kadur fleets six times my size and, even with a maxed Battlestation assisting them, often obliterate them without even a single ship lost. To say Kadur ships are terrible is beyond an understatement. They're just mid-line ships with infinitely worse shields and zero mobility. Why use them over mid-line ships?
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: cjuicy on April 21, 2019, 11:16:37 PM
Why use them over mid-line ships?
Because they are fun  :P.

In all seriousness, the tooltip for the hullmod explains how they should be used. Crush what you can, run what you can't, and don't get caught doing it. They make really good pirate run ships.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Harmful Mechanic on April 22, 2019, 09:52:29 AM
I can't wait for this kid to figure out modding. He's going to be on the receiving end with the rest of us soon enough if he does.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on April 22, 2019, 04:34:31 PM
Oh, boy. He sure got me, calling me kid and all. Still angrily defensive, Soren, or did you learn to take slight criticisms without feeling personally attacked?
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Vayra on April 22, 2019, 08:27:37 PM
take it outside
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on April 24, 2019, 03:53:12 PM
I think if I had to narrow my criticisms to just one point, it's that a lot of the ships just feel like downgrades.

The Eagle(K) is easily the most disappointing ship in the list. I usually get excited when I happen on a debris field from a recent battle and find a cruiser I can salvage out of it. Just not when it's an Eagle(K). In every aspect, it feels like an inferior Eagle. It's not as mobile, it's not as sustained, it's loadout is less varied, it's more vulnerable to engine-bound missiles and strike craft. Hell, I can't even find a build that lets it even fight another Eagle. It almost universally gets fluxed out at the start of the fight and gets all of its guns shot off. I've tried close assault rigs - most Eagles can just pop their jets and drive backwards, out of range and easily out-sustaining me. I've tried sniping builds, and again many can just cruise backwards, especially since Kadur ranged guns are hilariously inaccurate with any sort of volleying.  I never feel any real reason to choose this ship over virtually any other cruise I find.

If it were at least cheaper to deploy, I'd accept that more easily. It'd be a trashcan economy ship. ... But it's actively more expensive to use, even if it's only in the fuel department. It looks cool, it has ballistic mounts, and that's always a plus for me. Beyond that, I have virtually nothing good to say about this ship. The boost in armour and hull is meaningless, they're both objectively terrible defenses for nearly every ship, especially since you can't even use them without winding up de-gunned after two seconds. The burn drive is... there? I guess it's a novel tactic to burn toward vulnerable enemies, but considering how easily this ship is to out-flux and out-maneuver, I question how often I'd ever want to risk doing that. It's a bad escape tool, since you'll surely just get your engine sniped in the five hours it takes to force this turtle around to a safe vector, assuming you weren't already Salamandered six times.

It's a neat looking ship, like the base Eagle, but besides trying to use this thing as a 2400 range sniper-boat, it just feels like a noob-trap designed to screw the poor fool that thought to buy one.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: cjuicy on April 30, 2019, 11:41:30 AM
That's why you run with escorts. An Eagle should never fight another Eagle alone, they're line ships through and through in all iterations. Eagle (K) works especially well in groups of 3 or more, with each covering the other's flanks and keeping up a constant field of fire. The only complaint I see much merit in is the lack of maneuverability, which Aug. Maneuvering Thrusters fixes quite well, along with actually paying attention to the battlefield. Astute players know when to pull out of a fight, and it would do you well to learn that before using a Kadur ship.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on April 30, 2019, 03:48:03 PM
Yeah, I've tried escorts. Usually ends with the Eagle trying to pretend its a battleship, leading the escorts into an area densely packed with enemy ships, resulting in all three being slagged.

I am well aware of how to anticipate trouble and withdraw before I get cut off. It seems to be some sort of rule that any criticism has to be met with "well you just don't know how to play gooder yet". It's a ship with engines made of glass and no way to defend them. Turning quickly isn't the problem. Turning without having the engines instantly disabled by enemy fire is. Nearly every Eagle(K) I've lost has been to Salamanders or getting flared out by weapons fire and being stuck in one spot while the ship's laughably frail systems fail en masse.

While you can argue game balance logic, I seriously question why any military power would design ships so intolerably reliant on a single trait, and then at the same time make it the only part of the ship they devote zero defenses to. Honestly, the total immobility of Kadur ships hurt them the worst. Scy ships have even worse shields, but they at least have the mobility to not just have to sit there and die if anyone breathes on them.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: George S. Patton on May 01, 2019, 03:29:38 AM
After following your behaviour for a while ,Pollie, whilst I do appreciate that you haven't had a great reception for whatever reason, could be your fault could be someone elses, this situation is gravely starting to sound like a YOU problem.

The game is difficult as *** for a traditional approach, but it's proven itself time and time again that it is far from impossible and even through some directions game-breakingly easy. Kadur has some balance outliers, a few on purpose, yet plays perfectly fine. I'd expect to see this thread on fire if it was beyond difficult or outright boring to play.

Not that I wish to attack you, but I do recommend asking for advice on how you are playing the game and doubling that should you have not applied it correctly. I feel your criticisms and statements fall short but only due to the fact that you aren't exploiting what you can (and should) to improve your experience, it's a gritty game that won't serve itself to you.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: MajorTheRed on May 01, 2019, 05:25:17 AM
I played with this mod for some months now. I'm really happy with it, it bring lot of cool stuff to the vanilla. I especially love the alternative start, each one posing new challenges.

As for the balance thing of Kadur ships, I found them tricky to use, but it's fine. With a little bit of practice they make great harasser and even close-to-Safety-Overdrive ships thanks to their ship system. I had some great success with the destroyer, and the heavy cruiser makes a great line anchor (and is even quite a sight as a missile-cruiser).

So far I only struggle with their weapons, but with some practices they could be fun to use.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Vayra on May 01, 2019, 10:46:45 AM
After following your behaviour for a while ,Pollie, whilst I do appreciate that you haven't had a great reception for whatever reason, could be your fault could be someone elses, this situation is gravely starting to sound like a YOU problem.

The game is difficult as *** for a traditional approach, but it's proven itself time and time again that it is far from impossible and even through some directions game-breakingly easy. Kadur has some balance outliers, a few on purpose, yet plays perfectly fine. I'd expect to see this thread on fire if it was beyond difficult or outright boring to play.

Not that I wish to attack you, but I do recommend asking for advice on how you are playing the game and doubling that should you have not applied it correctly. I feel your criticisms and statements fall short but only due to the fact that you aren't exploiting what you can (and should) to improve your experience, it's a gritty game that won't serve itself to you.

Thanks George, loved your work in France.  :)
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Flunky on May 02, 2019, 10:13:00 AM
I find that Kadur weapons do have a nice niche, but don't seem to mesh that well with the larger Kadur ships - a more rearwardly-mobile ship can take advantage of their standoff ability, but there are too many ships that can quickly get in the faces of AI-piloted Kadur ships. The weapons are (sensibly so, given their other advantages) not good at the close-range punches that Kadur ship systems often are geared to do.

That said, I'm currently running with a 4 jezail / 2 heavy mortar Falchion that works decently well. The smaller Kadur ships still have enough maneuverability to take advantage of their top speed for skirmishing.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: MajorTheRed on May 02, 2019, 01:10:17 PM
I did some test on my side to found interesting variant. In brief, I separated Kadur ships in two categories :
-the small "in your face" ships, Camel and Falchion. Their system allow to go close and personnal, yet conserve some manoeuvrability. They work well if you can put PD weapons with high PDS or kinetic damage like vulcan or machine guns.
-the second category are cruisers. They often have interesting speed but turn like a brick. They have to stay out of range and this is where Jezails weapons shines. It tried a Falcon (K) with two Maulers and two HVP and they work very well. Burn drive allow to redeploy quickly but in the end this ships are not made to close-in with the ennemy.
I think the tricky part of Kadur ships is that they are not intended to be played like their vanilla counterpart.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Vayra on May 02, 2019, 01:27:06 PM
I did some test on my side to found interesting variant. In brief, I separated Kadur ships in two categories :
-the small "in your face" ships, Camel and Falchion. Their system allow to go close and personnal, yet conserve some manoeuvrability. They work well if you can put PD weapons with high PDS or kinetic damage like vulcan or machine guns.
-the second category are cruisers. They often have interesting speed but turn like a brick. They have to stay out of range and this is where Jezails weapons shines. It tried a Falcon (K) with two Maulers and two HVP and they work very well. Burn drive allow to redeploy quickly but in the end this ships are not made to close-in with the ennemy.
I think the tricky part of Kadur ships is that they are not intended to be played like their vanilla counterpart.

This is very true - and why the hullmod description is so long! ;D I had to pop that in there as people in the Discord were getting confused by the different playstyle, heh. It's not so much that you have to stay out of range, it's that you only want to dive in when you're sure you can win. The weapon capabilities are tweaked for this, with long-range kinetics to pressure shielding, and close-range guns with lots of burst to crush your enemies quickly once you have an opening.

It is also worth noting that the (K) skins are intended to be downgrades from the standard ship models -- or sidegrades at best, depending on how much you value ballistic slots and straight-line speed. They're produced from the corrupted MPCs the Kadur were able to recover from the Domain star fortress they seized in c.00 and have degraded over the years along with the Kadur's manufacturing capabilities, so winning a fight against a base-model Eagle or Falcon in a (K) one should definitely be a difficult task.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: NNTeslaNN on May 02, 2019, 01:57:48 PM
It Sphinx, but it pizza time

plz add as Anubis

[attachment deleted by admin]
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Flunky on May 02, 2019, 02:03:39 PM
When fighting (and using but not piloting) larger Kadur ships myself, I find that AI ships that have enough shielding to shrug off the initial kinetics and enough speed to close in at the first clash of a battle (when the Kadur ships are still moving forward to engage) can end up a nightmare for those larger Kadur ships.

Makes it pretty easy to take down Kadur opponents if one has nice high-tech ships, or especially a good strike vessel in the player's hands. Just pounce 'em while your flux is low and bob's your uncle. (Not always that easy, of course.) Since high-tech seems to be a pretty popular option among players (I think?) that means Kadur seems weak.

It's a viable and interesting playing style linked to the ship system, but I don't really trust the AI to use it that well.

There's also the issue of how well they handle fighter spam, but arguably most factions are weak to fighter spam these days.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: ThePollie on May 02, 2019, 02:12:49 PM
The game is difficult as *** for a traditional approach, but it's proven itself time and time again that it is far from impossible and even through some directions game-breakingly easy. Kadur has some balance outliers, a few on purpose, yet plays perfectly fine. I'd expect to see this thread on fire if it was beyond difficult or outright boring to play.

Not that I wish to attack you, but I do recommend asking for advice on how you are playing the game and doubling that should you have not applied it correctly. I feel your criticisms and statements fall short but only due to the fact that you aren't exploiting what you can (and should) to improve your experience, it's a gritty game that won't serve itself to you.

I wouldn't call the game difficult. CoD:MW on Insane was hard, but not difficult. I frankly wouldn't expect this thread to set aflame. Why would it? There are plenty of things in this world that are atrociously awful, but still fiercely defended by their communities. I wouldn't expect this to be any different. As for exploitation, unless this is some weird way of saying "git gud", I don't think cheesing the AI or abusing broken mechanics to be a viable playstyle. I shouldn't have to effectively cheat to make up for something's shortcomings.


After following your behaviour for a while ,Pollie, whilst I do appreciate that you haven't had a great reception for whatever reason, could be your fault could be someone elses, this situation is gravely starting to sound like a YOU problem.

That said - Still probably the most respectful response to criticism this community has ever and will likely ever give me.
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: MajorTheRed on May 08, 2019, 08:34:00 AM
Hey Vayra,

I tried another run starting with Kadur Remnant. I do love the difficulty associated with it, as always. This time I decided to play a true fanatic and "convince" Luddic worlds they were wrong, so I needed a strong fleet based on what I can buy from Requiem station and what I could scavenge amd see how far I could go. In short, probably one of my best runs, I managed to use some pretty nice combo for weapons and ship from Kadur Remnants:

-The most important thing, their ships have incredible synergy with there Vanilla counter-parts: an Falcon (K) + Eagle, Falchion + Hammerhead, Rukh + its vanilla buddy. It work incredibly well, the (K) ship is the hammer, the vanilla the Anvil thanks to better shield and flux handling.
-The Sphinx is a monster thanks to its ship system. Others ships put shield pressure, the Sphinx go close and deliver the killing blow (frontal Torpedoes launcher, but could probably work with assault chainguns). I like it so much I no longer use capitals when assaulting orbital station.
-Sirocco is great for raiding thans to its storage.
-Javelins missile are great with wings. So many targets on the field that PDs are unable to stop the incoming waves of bombers

I cannot say much about the weapons, I was unable to get enough of them.

A couple of comment/suggestions:
-The burn drive is interesting on the Eagle and Falcon (K), but the AI don't know how to use them and often ends ramming it in orbital station... Maybe they could benefit from little changes in AI hints, or from the same system than the Camel?
-The Kadur Remnant could probably benefit from a third world or system. So far they are not easy to deal with and feel isolated. I know it's probably what you intended but gameplay-wise it's easy to just forget them and deal with other factions which is a shame as their backstory is great IMO
-On the other hand, others factions are a little bit overcrowding both systems: too much factions in Mirage, and definitively too much pirates in general: 3 new markets, with military, and 2 Heavy Industries! Maybe it's tipping the balance a little bit too much for them? Especially considering the presence of the star fortress.

Anyway, these are just little details, 'cause overall the greatest thing the mod is giving new way to play the game with the start options. They add needed variety to the base game.

Thank you
Title: Re: [0.9a] Kadur Remnant v2.2.2a (updated Apr 6th 2019) - More than a Faction Mod
Post by: Vayra on May 08, 2019, 12:05:03 PM
Hey Vayra,

I tried another run starting with Kadur Remnant. I do love the difficulty associated with it, as always. This time I decided to play a true fanatic and "convince" Luddic worlds they were wrong, so I needed a strong fleet based on what I can buy from Requiem station and what I could scavenge amd see how far I could go. In short, probably one of my best runs, I managed to use some pretty nice combo for weapons and ship from Kadur Remnants:

-The most important thing, their ships have incredible synergy with there Vanilla counter-parts: an Falcon (K) + Eagle, Falchion + Hammerhead, Rukh + its vanilla buddy. It work incredibly well, the (K) ship is the hammer, the vanilla the Anvil thanks to better shield and flux handling.
-The Sphinx is a monster thanks to its ship system. Others ships put shield pressure, the Sphinx go close and deliver the killing blow (frontal Torpedoes launcher, but could probably work with assault chainguns). I like it so much I no longer use capitals when assaulting orbital station.
-Sirocco is great for raiding thans to its storage.
-Javelins missile are great with wings. So many targets on the field that PDs are unable to stop the incoming waves of bombers

I cannot say much about the weapons, I was unable to get enough of them.

A couple of comment/suggestions:
-The burn drive is interesting on the Eagle and Falcon (K), but the AI don't know how to use them and often ends ramming it in orbital station... Maybe they could benefit from little changes in AI hints, or from the same system than the Camel?
-The Kadur Remnant could probably benefit from a third world or system. So far they are not easy to deal with and feel isolated. I know it's probably what you intended but gameplay-wise it's easy to just forget them and deal with other factions which is a shame as their backstory is great IMO
-On the other hand, others factions are a little bit overcrowding both systems: too much factions in Mirage, and definitively too much pirates in general: 3 new markets, with military, and 2 Heavy Industries! Maybe it's tipping the balance a little bit too much for them? Especially considering the presence of the star fortress.

Anyway, these are just little details, 'cause overall the greatest thing the mod is giving new way to play the game with the start options. They add needed variety to the base game.

Thank you

Thanks for the feedback, and I'm really glad you're enjoying the mod! I'll address some of your points here:

- I'm glad that that strategy works! All of the new ships I'm introducing to flesh out the Kadur are designed for that anvil/fleet anchor role. If it works well with vanilla, it should work well with their new toys as well, which will make them much more of a complete faction.  ;D
- The Sphinx is indeed an excellent assault craft -- try it with a ton of Assault Chainguns, Machine Guns of various sizes, and Safety Overrides! It's so strong in fact that it'll be getting a (small) nerf in the next update which will be releasing shortly after 0.9.1 -- a slight increase in supply cost/deployment points.
- I need to come up with some other logistics ships to support the Sirocco, heh, as it starts to get a bit silly in bigger fleets... So many of the same hull. I am happy you like it though. I find I often need something like it in my fleets -- a mid-sized logistics ship to carry both fuel and cargo for a smaller fleet of destroyers and frigates.
- Javelin is the old name  ;) Interstellar Imperium took it for their LRMs while I was away between 2013-2018, so I had to rename mine to Jerichos and Janissaries.

- Burn drive on the (K) hulls is meant to be a downgrade, but hmm, maybe I'll take a look at it and just give them a simply less powerful Maneuvering Jets or something.
- I don't think I'll be adding a third system, at least in the traditional (core, inhabited) sense, but I might look at doing more procgen content! I definitely want them to feel like a presence in the sector, but I don't really want to add any more "static" markets or otherwise compromise the feeling of them being a faction of exiles and refugees. The raider bases are an attempt at this currently, though that's still pretty barebones.  :)
- On "too many factions in Mirage", we'll have to agree to disagree, heh. I love big, chaotic systems, maybe because I remember when Corvus was all we had and every mod added a station or an exoplanet or a moon or something...

Thanks again for taking the time to write all this out! I'll definitely keep this stuff in mind while I'm working on the mod.
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Vayra on May 23, 2019, 06:56:13 PM
Quick patch for 0.9.1a ship pricing and crashfix. (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download)

Real update still about a week out. Sorry!
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: eidolad on May 31, 2019, 02:13:32 PM
Got this mod on my to-do list: 

anyone find any other mods that mesh really well, or not really well with with Kadur Remnant?

....sometimes me wonder if I am starting to stuff too many mods into a single game instance...
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Shoat on May 31, 2019, 04:55:55 PM
....sometimes me wonder if I am starting to stuff too many mods into a single game instance...

Nah, "too many mods" is not really a thing. If the game boots up and doesn't crash, you should feel free to add any mod that looks or sounds neat.

There was a time (back when we were still playing just in corvus) when it was common for me to play with literally every released mod on the entire forum active all at once (plus plenty of my own hackjob modifications). It was ... "lively", let's call it that, but entirely playable and fun.

Most current-day mods tend to be a lot more stable (both in terms of not crashing the game or creating bugs, and in terms of game balance being close-ish to each other and to vanilla content) and since the new content from them is going to be spread out over many systems you won't feel as overcrowded either.
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Hrothgar on June 01, 2019, 12:55:54 AM
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Hussar on June 01, 2019, 11:45:11 AM
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Midnight Kitsune on June 01, 2019, 03:51:19 PM
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yes
Title: Re: [0.9a] Kadur Remnant v2.2.2b (updated May 23rd 2019) - More than a Faction Mod
Post by: Hussar on June 01, 2019, 04:34:50 PM
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yes

One can also merge plugins (mods) together ;)
But I've made my point :P
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0 (Dev build available 2019-06-09)
Post by: Morathar on June 10, 2019, 07:44:34 AM
After a few battles of cursing at my Sphinx allies for repeatedly ignoring my retreat orders, I decided to watch one of them more closely in the next fight. What I discovered is that they constantly fire their drive system while attempting to retreat. While this is a perfectly valid tactic when doing a direct retreat facing away from the enemy, it is a fatal strategy when trying to do a tactical retreat with the ship's frontal shields facing towards the enemy. (Basically, the ship just keeps charging back towards the enemy ships faster than it can back away...)

Out of curiosity, I glanced at the AI logic in Kadur_RamJetsAI.java and I think I've discovered the cause - while the retreating AI correctly checks the direction the ship is facing before activating the drive system, it doesn't exit to prevent any other checks from potentially activating the system when facing the wrong direction. My proposed solution is to simply add a return statement after the AI has determined the ship is facing the wrong way:

Spoiler
Code: java
        if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
            if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
            } else {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
            }
            if (rightDirection(ship, targetLocation)) {
                ship.useSystem();
                return;  // This line can be safely removed after adding the new line below
            }

            return;  // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
        }
[close]

This should drastically increase the Sphinx's chance of surviving a tactical retreat...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0 (Dev build available 2019-06-09)
Post by: Vayra on June 10, 2019, 09:21:32 PM
After a few battles of cursing at my Sphinx allies for repeatedly ignoring my retreat orders, I decided to watch one of them more closely in the next fight. What I discovered is that they constantly fire their drive system while attempting to retreat. While this is a perfectly valid tactic when doing a direct retreat facing away from the enemy, it is a fatal strategy when trying to do a tactical retreat with the ship's frontal shields facing towards the enemy. (Basically, the ship just keeps charging back towards the enemy ships faster than it can back away...)

Out of curiosity, I glanced at the AI logic in Kadur_RamJetsAI.java and I think I've discovered the cause - while the retreating AI correctly checks the direction the ship is facing before activating the drive system, it doesn't exit to prevent any other checks from potentially activating the system when facing the wrong direction. My proposed solution is to simply add a return statement after the AI has determined the ship is facing the wrong way:

Code: java

        if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
            if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
            } else {
                targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
            }
            if (rightDirection(ship, targetLocation)) {
                ship.useSystem();
                return;  // This line can be safely removed after adding the new line below
            }

            return;  // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
        }

This should drastically increase the Sphinx's chance of surviving a tactical retreat...


Oh, good call. I'll throw that in there. Thanks!
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Hrothgar on June 11, 2019, 12:52:09 AM
Fix for spawning stations of pirates/ludd/kadur if they're wiped out is... bootiful.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Grizzlyadamz on June 13, 2019, 07:54:43 PM
If that works it'll be good for other mods too- the combat freighter in diable suffers from the same issue.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: HuoShengdi on June 13, 2019, 10:37:02 PM
Are Kadur camp stations supposed to proliferate in-system? I'm seeing like 5 different Kadur stations all in this one system...
(https://i.imgur.com/BE29MMx.png)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: StarsectorForumLurkerGuy on June 14, 2019, 06:12:42 AM
Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: KailaRaZhu on June 14, 2019, 02:05:37 PM
Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

yeah both the java and the entry in the hull_mods.csv is missing for that one, i guess it was simply missed  :)

I'm sure Vayra will have it fixed in no time, but until then just add an entry to the hull_mods.csv for that to point to, (you can just copy/paste another mod and change the ID)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Morathar on June 15, 2019, 07:51:58 AM
Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

yeah both the java and the entry in the hull_mods.csv is missing for that one, i guess it was simply missed  :)

I'm sure Vayra will have it fixed in no time, but until then just add an entry to the hull_mods.csv for that to point to, (you can just copy/paste another mod and change the ID)

From looking at the code, I think it's designed to add a faction-specific hullmod to Red Guard ships created by other game mods. For example, it would add something like the built-in People's Armada hullmod to the special Red Guard variants added by the Shadowyards mod. Unfortunately, the "communist_clouds" hullmod it attempts to add doesn't actually exist so the game crashes. Anyway, I can confirm that the temporary workaround mentioned above will prevent the crash if you just copy/paste the existing "People's Armada" entry and change the id from "vayra_red_army" to "communist_clouds" in the copied version.

I should probably note that this workaround doesn't seem to actually add the "People's Armada" hullmod to Shadowyards-based hulls as I expected though - not sure what's up with that...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Hrothgar on June 17, 2019, 06:14:28 AM
what is a Red Guard ? I did not see them, they're a secretive-ish like Draco Group from HMI mod, or just some type of hullmods floating everywhere?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Morathar on June 17, 2019, 07:41:04 AM
The Red Guard is the variant name used by the "Persean Democratic People's Revolutionary Council" (i.e. the "communist_clouds") faction's ships. Their fleets frequently consist of ship variants like the Red Guard Hammerhead - which is basically a normal Hammerhead with a new red paint job. The faction itself is one of the colonial competitors that occasionally sends out fleets to colonize other planets. The colonial competitors feature is optional though, so you have to enable it for a chance to see them and their Red Guard ships. (And that feature was disabled by default in older builds of this mod, so you might have never seen them before...)

With that being said, I'm not sure the "Red Guard" name is actually used anywhere other than in the ship variant's name, so I probably should have called them "Revolutionary Council ships" for clarity. Sorry for any confusion...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Vayra on June 17, 2019, 12:42:51 PM
Hey, sorry about that -- I'll make sure to clean that up tonight. It should also be applying the relevant hullmods to the other colony faction ships, since I think some modders were planning on making some for the Stormhawk Republic and Ashen Keepers as well. :)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: vorpal+5 on June 18, 2019, 01:14:51 AM
I have 2 Revolutionary SB in deep space 3 LY away from each other, is that expected? I fear that they will spawn more and more as the game progress.

How can I destroy or capture them?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0a (Dev build available 2019-06-10)
Post by: Vayra on June 18, 2019, 11:06:45 AM
I have 2 Revolutionary SB in deep space 3 LY away from each other, is that expected? I fear that they will spawn more and more as the game progress.

How can I destroy or capture them?

Depends. What's an SB?

EDIT:

Crash from earlier should be fixed with 2.3.0b, btw. Please redownload. :)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Recklessimpulse on June 18, 2019, 08:59:47 PM
Thanks for the fix. I read SB as Star Base, but it could be something else.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: vorpal+5 on June 19, 2019, 08:16:45 AM
The Revenant Gelstat in my game is a black hole of shortages. I don't know if this is specific to my game, but if I want to make money, they will happily buy for hundreds of thousands of all possible trade goods in Star sector...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Vayra on June 19, 2019, 10:00:02 AM
The Revenant Gelstat in my game is a black hole of shortages. I don't know if this is specific to my game, but if I want to make money, they will happily buy for hundreds of thousands of all possible trade goods in Star sector...

This seems thematic for a dying faction with no internal resource generation capacity, tbh. ;)

Is it enough to be disruptive, though? I could give them another outpost somewhere... Maybe a hidden one... Or add something to the Hardened Populace condition to make it minimize their needs.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: vorpal+5 on June 19, 2019, 09:26:21 PM
Well thematic sure, but then questions are (1) how they manage to buy the gazillions of stuff I dump into them to make easy money and (2) how the hell they burn so fast in the quantities I dump without doing anything with them?

 ;)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: sinani210 on June 20, 2019, 12:35:41 AM
Two Quick Things:
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Hrothgar on June 20, 2019, 08:26:12 AM
1. Most of time, but Odin i did get only once for 3 times.
2. They sometimes spawn in one place. But there is actually several places where they spawn.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Vayra on June 20, 2019, 12:20:12 PM
1. IBB is a part of Ship/Weapon Pack
2. see 1.  ;)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: baboracus on June 20, 2019, 11:51:23 PM
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: vorpal+5 on June 21, 2019, 01:03:13 AM
I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.

How can I destroy them, they can't be captured?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Kitfox88 on June 22, 2019, 08:51:28 PM
Docked at L'Interstellaire, had to take a break cause I started laughing too hard
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Vayra on June 22, 2019, 10:03:14 PM
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?

You would need to start a new game I think, sorry. :(

I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.

How can I destroy them, they can't be captured?

Can you take a screenshot? I'm not 100% sure I understand what's going on here.

Docked at L'Interstellaire, had to take a break cause I started laughing too hard

 ;D ;D ;D <3
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Morathar on June 23, 2019, 09:11:44 PM
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?

You would need to start a new game I think, sorry. :(

I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.

How can I destroy them, they can't be captured?

Can you take a screenshot? I'm not 100% sure I understand what's going on here.

Docked at L'Interstellaire, had to take a break cause I started laughing too hard

 ;D ;D ;D <3

I can confirm the multiple instances of L'Interstellaire stations floating around in hyperspace. When I was playing the other day I was surprised to discover a second L'Interstellaire station on my way to eliminating a random pirate base. Out of curiosity, I used the console commands to enter DevMode and hit CTRL-Z to reveal the entire hyperspace map. It revealed several more instances of the station (I think there were like five or six total), all with the same name. Oddly, the faction directory ('Z' from Nexerelin) only listed the Persean Democratic People's Revolutionary Council as having "1 hidden market" despite all of the stations. I should mention that this was with v2.3.0a (and my fake "communist_clouds" hullmod fix I mentioned previously) and I no longer have that save file to get any screenshots. And I've got the Popular Front disabled in my latest campaign, so I can't say whether it's still an issue with v2.3.0b. (I'd seen mention of a save file bloat issue, and disabled that particular feature thinking whatever was spawning more and more stations might be part of the problem...)

On a side note, I nearly did a spit-take on my monitor the first time I heard the communist_clouds theme...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Ishman on June 23, 2019, 10:53:10 PM
It's a garbage collection bug; open up your save and ctrl f for asteroid. Things aren't getting despawned properly and are being saved as entities when they should be being generated on the fly.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Vayra on June 24, 2019, 11:22:33 AM
I can confirm the multiple instances of L'Interstellaire stations floating around in hyperspace. When I was playing the other day I was surprised to discover a second L'Interstellaire station on my way to eliminating a random pirate base. Out of curiosity, I used the console commands to enter DevMode and hit CTRL-Z to reveal the entire hyperspace map. It revealed several more instances of the station (I think there were like five or six total), all with the same name. Oddly, the faction directory ('Z' from Nexerelin) only listed the Persean Democratic People's Revolutionary Council as having "1 hidden market" despite all of the stations. I should mention that this was with v2.3.0a (and my fake "communist_clouds" hullmod fix I mentioned previously) and I no longer have that save file to get any screenshots. And I've got the Popular Front disabled in my latest campaign, so I can't say whether it's still an issue with v2.3.0b. (I'd seen mention of a save file bloat issue, and disabled that particular feature thinking whatever was spawning more and more stations might be part of the problem...)

On a side note, I nearly did a spit-take on my monitor the first time I heard the communist_clouds theme...

Ahhh, hmm. Okay, I'll take a look at that... I think I can figure it out from that info. Thanks!

It's a garbage collection bug; open up your save and ctrl f for asteroid. Things aren't getting despawned properly and are being saved as entities when they should be being generated on the fly.

To be clear, this is the save bloat you're referring to right?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Ronald Klein on June 24, 2019, 02:40:18 PM

  Crash due to the bounty manager it seems.


1445981 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:539)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:220)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:249)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:211)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Alphascrub on June 24, 2019, 06:33:39 PM
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?

You would need to start a new game I think, sorry. :(

I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.

How can I destroy them, they can't be captured?

Can you take a screenshot? I'm not 100% sure I understand what's going on here.

Docked at L'Interstellaire, had to take a break cause I started laughing too hard

 ;D ;D ;D <3

I think I might have and issue kind of related to this. Here are some screen shots.
https://gyazo.com/838b78c7a55c049d0a83a4818803decf

The screen I get after killing the station.

https://gyazo.com/60c3bc04f24bdea8b127b24e96933e50

My station and my colony, Kaldur Rem station still orbiting.

Keep in mind I'm running Nex with a lots of other mod factions. I cannot target the station with fleets, spys, ingame directories, or console commands. Sorry if this isn't related to you. I don't want to point fingers just trying to bug report.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Dostya on June 24, 2019, 11:24:52 PM
There are stations, such as Arigato in the Underworld mod, that have a flag that Nexerelin respects as uninvadable. Your only option to get rid of it is to decivilize it in some way. Repeated raids into -20 stability or a couple saturation bombardments.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Alphascrub on June 25, 2019, 03:51:51 AM
There are stations, such as Arigato in the Underworld mod, that have a flag that Nexerelin respects as uninvadable. Your only option to get rid of it is to decivilize it in some way. Repeated raids into -20 stability or a couple saturation bombardments.

Hmm is this possibly for farming BPs? Anyway thanks for the info, I will give it a shot next time I run into this issue.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Hrothgar on June 25, 2019, 03:55:36 AM
BP are extremely rare to drop from raids. I tried to get Shadowsword bp if it exist, but no cigar after multiple attempts in 3 games.
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Shad on June 25, 2019, 10:09:55 AM
I think the AI does not undestand how to use the mobility system on the Sphinx. It uses it like ram drive, catapulting the poor thing right into the middle of the enemy pileup. Which is typically suicide for a stand-off cruiser with a missile have armament and very inefficient shield.

It's sad, since in player hands the ship is really nice and flexible sub-capital
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: OhNoesBunnies on June 26, 2019, 06:29:24 AM
1445981 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:539)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:220)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:249)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:211)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Getting this same error whenever I try to use this mod! D:
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Transuni on June 26, 2019, 07:29:30 AM
I think the bigest ship maybe.....maybe should remove or change the red color...
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Hrothgar on June 26, 2019, 08:32:22 AM
... but... but red go fasta ;-;
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Eidam on June 27, 2019, 09:15:26 AM
Is it possible to somehow get the Caliph Dreadnought in the Campaign (outside of cheats)? Like with the Nexerelin Prism Freeport rare ship store or finding it on a blueprint?
Title: Re: [0.9.1a] Vayra's Sector v.2.3.0b (Dev build available 2019-06-18)
Post by: Vayra on June 27, 2019, 10:46:46 AM
Is it possible to somehow get the Caliph Dreadnought in the Campaign (outside of cheats)? Like with the Nexerelin Prism Freeport rare ship store or finding it on a blueprint?

(Very rare, event-based) campaign implementation will come in this next update, along with a fix for the save bloat. I'm just testing it now to make sure I didn't break anything else. :)
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Offensive_Name on June 28, 2019, 01:27:56 PM
java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
   at data.scripts.campaign.VayraAdminAssigner.advance(VayraAdminAssigner.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



How do I fix this
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Vayra on June 28, 2019, 02:12:34 PM
that script doesn't exist anymore

delete your Vayra's Sector mod folder and redownload
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Offensive_Name on June 28, 2019, 11:57:59 PM
Sadly that didn't work, but I just used the previous version I had downloaded to continue me save.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: HeartofDiscord on June 29, 2019, 07:27:36 AM
Just had this happen, on version 2.4.1

java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.spawnFleet(VayraUniqueBountyIntel.java:455)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:127)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:318)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:298)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: gun&drink on June 30, 2019, 07:11:44 AM
I just had the FIX_ADMINS_ENABLED crash when changing to 2.4.1:
87270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
   at data.scripts.campaign.VayraAdminAssigner.advance(VayraAdminAssigner.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
87397 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
87397 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]



besides that, from the version before that I'm liking the parts of the mod I'm getting to see, but I think I'm doing something wrong due to how rarely some of the stuff shows up:
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: KailaRaZhu on June 30, 2019, 07:44:42 AM
I just had the FIX_ADMINS_ENABLED crash when changing to 2.4.1:
87270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
   at data.scripts.campaign.VayraAdminAssigner.advance(VayraAdminAssigner.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
87397 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
87397 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]



besides that, from the version before that I'm liking the parts of the mod I'm getting to see, but I think I'm doing something wrong due to how rarely some of the stuff shows up:
  • is it intended that I cannot raid or destroy the kadur and l'Interstellaire stations? is there a way currently to obtain blueprints?
  • what's the best way to obtain faction ships and weapons currently? I have only gotten them so far from salvaging

I fixed this by deleting the event entry for VayraAdminAssigner (3 lines) in the save file with notepad++
This however reveals another incompatibility between 2.4.1 as a public variable has been made private in KadurBlueprintStocker, simply adding the entry for <stocked z="######"></stocked> to it will resolve that issue.

Spoiler
<data.scripts.campaign.VayraAdminAssigner z="1189478">
<timer z="1189479" i="2.0" a="3.0" c="2.5695434" e="2.4979413" ie="false"></timer>
</data.scripts.campaign.VayraAdminAssigner>


DELETED 3 LINES
[close]

Spoiler
<data.scripts.campaign.KadurBlueprintStocker z="1189536">
<timer z="1189537" i="2.0" a="3.0" c="2.5530486" e="1.888107" ie="false"></timer>
</data.scripts.campaign.KadurBlueprintStocker>

CHANGED TO

<data.scripts.campaign.KadurBlueprintStocker z="1189536">
<stocked z="1189999"></stocked>
<timer z="1189537" i="2.0" a="3.0" c="2.5530486" e="1.888107" ie="false"></timer>
</data.scripts.campaign.KadurBlueprintStocker>
[close]

Disclaimer, the numbers above will not match yours, you will have to make sure the z index you use for 'stocked' is not already used, and understand i am merely a dabbler of files with no experience or deeper understanding of what the scripts are actually doing, but this fix has worked for me on two save games and multiple hours of gameplay post-edits.

These edits are not guaranteed to fix your game and are in no way sponsored by Vayra. And are likely the work of dirty pirates privateers who ultimately want your supplies continued contributions.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Vayra on June 30, 2019, 01:38:32 PM
Oh, I see -- you're trying to port a previous save over. I have a warning in the OP that updating the mod will generally break saves, and I can't condone this course of action, but I'm glad you figured out a way to make it work for you!  :D
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: KailaRaZhu on July 01, 2019, 03:42:18 AM
Oh, I see -- you're trying to port a previous save over. I have a warning in the OP that updating the mod will generally break saves, and I can't condone this course of action, but I'm glad you figured out a way to make it work for you!  :D

Yarr just a bit of save butchering surgery to finish a playthrough with vayra's newest recipe.

While appreciating the fact it says 'Dev Build' should be enough information to abandon hope, ye who update here.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Ronald Klein on July 01, 2019, 09:31:45 AM
 
    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...



Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: KailaRaZhu on July 01, 2019, 09:52:14 AM

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Morathar on July 01, 2019, 02:57:02 PM
It looks like I've discovered another station duplication bug in the latest version - this time with the procgen entities. Unlike the earlier communist_cloud station issue (which seemed to continuously create new stations during my campaign) this one just potentially creates extra copies at the start of a new campaign. The number of extra copies is based on how many times you've started a new campaign during the current gaming session.

For example, when I started my latest campaign, I actually started a new game twice because I didn't like the first sector that was generated. (I'm using Nexerelin's random sector, which can sometimes spread the starting colonies way beyond the core if the random core constellation it generates doesn't contain enough viable systems...) The end result of my starting a new game twice is that I have two "Blessed Reach" stations in my game. And had I tried a few more new games before getting a sector I liked, then I would have had that many more "Blessed Reach" stations.

I believe the problem is related to the static ENTITY_DATA List in VayraProcgenEntityFramework.java. Because it's static, it only gets cleared/reinitialized when the Starsector application itself is restarted. And because it's a simple List of complex objects (rather than a Map or some other collection with a key), it only appends new copies of the entity entries to the list (rather than updating existing entries) every time a new game is started. Anyway, if my theory is correct, then fixing the problem should just be a matter of either removing the static keyword on ENTITY_DATA or using a Map/HashMap (with the entity id string as a key) instead of a List.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Vayra on July 01, 2019, 10:27:20 PM
First things first: Update out! Should fix the duplicate bounties. Download from the OP!

It looks like I've discovered another station duplication bug in the latest version - this time with the procgen entities. Unlike the earlier communist_cloud station issue (which seemed to continuously create new stations during my campaign) this one just potentially creates extra copies at the start of a new campaign. The number of extra copies is based on how many times you've started a new campaign during the current gaming session.

For example, when I started my latest campaign, I actually started a new game twice because I didn't like the first sector that was generated. (I'm using Nexerelin's random sector, which can sometimes spread the starting colonies way beyond the core if the random core constellation it generates doesn't contain enough viable systems...) The end result of my starting a new game twice is that I have two "Blessed Reach" stations in my game. And had I tried a few more new games before getting a sector I liked, then I would have had that many more "Blessed Reach" stations.

I believe the problem is related to the static ENTITY_DATA List in VayraProcgenEntityFramework.java. Because it's static, it only gets cleared/reinitialized when the Starsector application itself is restarted. And because it's a simple List of complex objects (rather than a Map or some other collection with a key), it only appends new copies of the entity entries to the list (rather than updating existing entries) every time a new game is started. Anyway, if my theory is correct, then fixing the problem should just be a matter of either removing the static keyword on ENTITY_DATA or using a Map/HashMap (with the entity id string as a key) instead of a List.

God... Damn it! Okay, on to this bug I guess, heh. Seems simple enough -- I really appreciate that you did some of the troubleshooting for me.  ;) When can we expect to see a Morathar mod?
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.2 available 2019-07-01)
Post by: NightfallGemini on July 02, 2019, 04:06:27 AM
Getting a crash on a fresh save:

Spoiler
6824627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
6825459 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from raesvelg, 20 total available
6825531 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty interval elapsed, 0 unique bounties active of 3
6825531 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
6825532 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [vayra_caliph_bounty, vayra_test_unique_bounty]
6825534 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
6825534 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: vayra_test_unique_bounty
6825535 [Thread-4] ERROR data.scripts.campaign.intel.VayraUniqueBountyIntel  - some kind of error, aborting
6825536 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6825548 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Atmospheric_Rise.ogg]
6825943 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:122)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:355)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:292)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
6826048 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6826048 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Ronald Klein on July 02, 2019, 04:12:39 AM

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.

  You're right. It is a little harsh. I was rather frustrated due to losing all that work. I did follow the guidelines exactly and I'm not exactly a novice when it comes to editing files that way but in my case it did not work.

  Appreciate the offer, but I've already deleted everything and started a fresh game without this mod.
 
  Like I said, most of it is great but I'll wait until it's more stable.
Title: Re: [0.9.1a] Vayra's Sector v.2.4.1 (Dev build available 2019-06-27)
Post by: Ravenholme on July 02, 2019, 09:42:14 AM

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.

  You're right. It is a little harsh. I was rather frustrated due to losing all that work. I did follow the guidelines exactly and I'm not exactly a novice when it comes to editing files that way but in my case it did not work.

  Appreciate the offer, but I've already deleted everything and started a fresh game without this mod.
 
  Like I said, most of it is great but I'll wait until it's more stable.

Aye, the warnings about the dev versions are there for a reason. Never start a serious game when running a dev version of something because ultimately you are beta testing it in the truest sense of the term.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.2 available 2019-07-01)
Post by: Vayra on July 02, 2019, 10:03:02 AM
Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.

I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then.  :D
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.2 available 2019-07-01)
Post by: KailaRaZhu on July 03, 2019, 08:59:57 AM
Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.

I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then.  :D

Doesn't Dev Build just mean installing Safety Overrides in your Starsector mod load out?  ::)

Honestly some people are just addicts who consider this mod to be part of the core experience now. Dev Build?! pah! Some mandatory duct tape here and there and it'll be safe to fly.

...er not that I'd know anyone like that. Yup.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Bastion.Systems on July 03, 2019, 11:48:26 AM
How well does this mod work with nex random sector? Right now the colonial factions all get equal share of planets with the others, maybe custom spawn weights would make it better?

Seems like nex now also lets factions establish colonies, will the scripts clash?



Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Eidam on July 03, 2019, 02:17:35 PM
Quick question about the Caliph (again *shrug*), what are the conditions to make the bounty happen? Does it happen at a certain cycle, does the Remnant need to be eliminated or is it simply just very, very rare? I managed to go through four campaigns, one up to cycle 221 and still haven't seen it.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 03, 2019, 02:29:16 PM
How well does this mod work with nex random sector? Right now the colonial factions all get equal share of planets with the others, maybe custom spawn weights would make it better?

Seems like nex now also lets factions establish colonies, will the scripts clash?

They already have a 0.3 (30%) spawn weight (except Ashen Keepers, oops, fixing that now) -- if it doesn't seem to be working, that might be an issue to raise in the Nexerelin thread.

The Nex colonies shouldn't cause any issues at all.

Quick question about the Caliph (again *shrug*), what are the conditions to make the bounty happen? Does it happen at a certain cycle, does the Remnant need to be eliminated or is it simply just very, very rare? I managed to go through four campaigns, one up to cycle 221 and still haven't seen it.

You can review the requirements (or change them!) in the .csv file under data/config/vayraBounties/unique_bounty_data.csv -- i believe they are:
- cycle at least 208
- player character level at least 30
- current player fleet strength at time of check at least 60 Fleet Points
- Hegemony not hostile to player
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Dostya on July 06, 2019, 07:53:23 PM
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 06, 2019, 11:49:04 PM
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.

Hmm, probably just an effect of its ridiculous (station-level) mass. I'll drop it some for the next release, we'll see if that changes anything!
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Eidam on July 07, 2019, 12:37:58 PM
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.

I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 07, 2019, 09:31:32 PM
I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.

Hmm, that's really weird. It bears asking: did you have this save before the update that added the Caliph campaign integration and unique bounty system?
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Eidam on July 08, 2019, 03:48:30 AM
I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.

Hmm, that's really weird. It bears asking: did you have this save before the update that added the Caliph campaign integration and unique bounty system?

I've done several saves since then, over a dozen at least. I'm not sure if one of the other mods are interfering somehow but I only use Nexelerin and a couple faction mods. The first bounty for the Eagle spawns in the very first month almost every time but I haven't managed to get the Caliph even after editing the bounty file to make it appear in cycle 206 with level 1 player and 1 fleet point requirement.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Selbin on July 10, 2019, 02:02:59 PM
Greetings! A couple of quick things.
Thing the first: I've had to disable the mod due to issues with certain factions -always- being aggressive. This is especially upsetting when starting as, say, a member of the Ashen Keepers, who immediately annul my commission due to starting at minus 50+ standing with me and slaughter me immediately upon starting the game.

Where can one find older, stable versions of Vayra's Sector? All I can locate is the Dev version.

Edit: I use the most recent version of all the 'Lib mods, Nexerelin, Dassault-Mikoyan Engineering, Interstellar Imperium, Console Commands 3, Fix All Empty Planets 1.0, Sylphon R&D, and Missile and Sundry.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 10, 2019, 07:37:58 PM
Greetings! A couple of quick things.
Thing the first: I've had to disable the mod due to issues with certain factions -always- being aggressive. This is especially upsetting when starting as, say, a member of the Ashen Keepers, who immediately annul my commission due to starting at minus 50+ standing with me and slaughter me immediately upon starting the game.

This is a really weird one. Just to be clear, this is the Nex start? With Random Sector, so they have planets and fleets on game start? Or do I have it wrong?
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Selbin on July 11, 2019, 11:15:53 AM
Aye. My usual setup is:
Random core worlds
Enable Prism Freeport
Enable random faction standings at start (this might be the cause)

Whatever I choose, most standings are at least semi-random, but the Ashen Keepers are always super angry.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: HuoShengdi on July 12, 2019, 09:48:47 PM
Not sure I like how Nexerelin interacts with the colonizing factions from this mod - half of them get hit by an invasion fleet and crushed before they can get going
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Selbin on July 16, 2019, 11:29:28 AM
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

Apologies for the language, and thanks to Mendonica for correcting it. It was late and I was tired, but that's hardly an excuse.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: KailaRaZhu on July 17, 2019, 05:19:24 AM
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Hrothgar on July 17, 2019, 01:24:32 PM
*Hear one of best version of anthem in revolutionary council base*
-Dies.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Shad on July 17, 2019, 01:47:27 PM
I'm torn between doing 2 things:

1. Disable the faction altogether (since the space station appears indestructible and that theme is something my brain can not handle too often).

2. Replace theme music with real anthem and do an RG playthrough.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Dostya on July 19, 2019, 04:02:02 PM
Since I'm using an old save I want to check, was there a bug that got fixed that when after you got rid of a faction and the end-raider bases script was turned on that the game would continually spawn normal space stations for that faction in various star systems? Example screenshot below, this is what a bunch of systems look like.

(https://i.imgur.com/ecU54c0.png)
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Selbin on July 24, 2019, 06:07:31 AM
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.

And what's the Discord server's info? I cannot seem to find it anywhere, including a variety of searches on Discord itself.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: KailaRaZhu on July 25, 2019, 03:57:31 AM
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.

And what's the Discord server's info? I cannot seem to find it anywhere, including a variety of searches on Discord itself.

Tartiflette's Post ~ Discord Thread (https://fractalsoftworks.com/forum/index.php?topic=11488.0)

Found via sticky in General Discussion (https://fractalsoftworks.com/forum/index.php?board=2.0)
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 25, 2019, 12:28:22 PM
Hey all, sorry I haven't been around for a little bit - got busy with IRL stuff, can't work on the mod 24/7 no matter how much I want to.  ;)

My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

Apologies for the language, and thanks to Mendonica for correcting it. It was late and I was tired, but that's hardly an excuse.

There is no "stable version", unfortunately - it's a work in progress. I do have some archived old versions, but all have their own issues so I'd really rather not post them. Once I deem the mod stable, I'll remove the "Dev" line from the title and update the OP as such. :)

Since I'm using an old save I want to check, was there a bug that got fixed that when after you got rid of a faction and the end-raider bases script was turned on that the game would continually spawn normal space stations for that faction in various star systems? Example screenshot below, this is what a bunch of systems look like.

(https://i.imgur.com/ecU54c0.png)

Yep, should be fixed as of... *checks changelog* 2.4.0, 2.4.1, or 2.4.3.

Stay tuned... Big things coming!  ;D
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Sinigr on July 27, 2019, 08:06:08 PM
bounties expire two times faster, one day takes away two days of bounty timer.
used modes:
(https://i.imgur.com/cCgGF8Z.png)
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Clibanarius on July 28, 2019, 01:45:08 AM
bounties expire two times faster, one day takes away two days of bounty timer.
Seeing the same issue on my end. Modlist:
Quote
Blackrock Drive Yards, Dassault-Mikoyan, Diable Avionics, the three mandatory libraries <3, Interstellar Imperium, Junk Pirates+ASP+PACK, Lightshow, Trailer Moments, SpeedUp, Starship Legends, Underworld, Vesperon, Tahlan, Sylphon, Ship and Weapon Pack, Shadowyards, SCY, ORA, Nexerelin, and, obviously, Vayra's Sector
edit: Aaaaaaaaand I disabled all the other mods and went ahead to check if Vayra alone would do the same thing, where you can start a new game, advance time by 5 days, and see 90-day timered bounties with 80ish remaining. Hopefully this helps!
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on July 29, 2019, 10:00:00 AM
Hmm, that's a weird one. Not as simple as I was hoping - but somehow they're getting advanced both on their own and by their event manager. Oops. Should have that cleaned up for the next release - thanks for the heads up.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Zalpha on August 09, 2019, 10:40:52 AM
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Rohzdear on August 09, 2019, 02:02:05 PM
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?

Same issue here. Version Checker telling me 3.0 is out but I don't see it.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: DDevil on August 09, 2019, 02:33:41 PM
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?

Version checker uses changelog, as I believe. On top of changelog, there is a note:
"Changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP."

So, that is why, I guess.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Clibanarius on August 09, 2019, 03:11:19 PM
Not to spoil anything, but some news regarding this is on the Discord.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Mekkakak on August 11, 2019, 10:46:21 AM
Spoiler
I installed quite a few mods, but was this the one that added the quest that begins with you sharing war stories with other pilots, then they tell you about a run down ship in a random system and it's called "a promise" or something?

Because if so, do you have an explanation for why it spawned in the center of a sun?
[close]
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Inventor Raccoon on August 11, 2019, 11:23:12 AM
Spoiler
I installed quite a few mods, but was this the one that added the quest that begins with you sharing war stories with other pilots, then they tell you about a run down ship in a random system and it's called "a promise" or something?

Because if so, do you have an explanation for why it spawned in the center of a sun?
[close]
That would be Arsenal Expansion, my mod. I'll investigate.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Mekkakak on August 12, 2019, 08:23:16 PM
Right, this was the mod that added the revolutionaries. Thanks for that by the way, nothing can make me feel quite the same as being stranded next to a supergiant star in the middle of nowhere, finally seeing my rescue come in, but it’s the revolutionaries, naturally inhospitable from the start, they laugh in my face, and I’m left staring at the screen in disbelief as a recorder rendition of the Russian anthem plays.
Don’t go changing a thing.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Clibanarius on August 12, 2019, 10:05:43 PM
My flagship, the Kropotkin, would agree with this.
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Peanut Man on August 14, 2019, 01:30:52 AM
Hallo! I recently installed your mod. And it's extremely beautiful! I've managed to get most of the accessible ships for research through blueprints, and I love em! Although I am quite confused as how to start it in general? I should say I'm extremely sorry if this is an elementary question compared to what you get. But I do want to try out all there is enjoy! With that in mind. How would I go about doing so? Would a mission tooltip pop up at some point in the game? Should I get a commission from some particular faction? Perhaps someone over comms or sitting around a bar? Or would it show up normally via the blunt system? Again. I am quite sorry for the bother with such a silly question. But I do wish to enjoy what the mod has to offer! And I suppose I can be a bit dull!
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 14, 2019, 09:59:04 PM
(https://i.imgur.com/cJgZ6pIh.png)

BIG RELEASE! The mods have been SPLIT!!!
You can find Vayra's Sector HERE (http://fractalsoftworks.com/forum/index.php?topic=16058.0).
You can find Vayra's Ship Pack HERE (http://fractalsoftworks.com/forum/index.php?topic=16059.0).
You can find Kadur Remnant HERE. RIGHT HERE. IN THIS THREAD.

This was always the Kadur thread. This has always been the Kadur thread. We have always been at war with Eastasia.  :-X

Unfortunately I don't have a complete changelog because I changed too many things in the process of splitting them. As a rule, though, Kadur faction content including star systems is now in this mod, campaign mechanic changes and mod frameworks are in Vayra's Sector, and miscellaneous mostly-vanilla-friendly ships are in Vayra's Ship Pack. Notable exceptions are ships designed as test cases for Vayra's Sector content (i.e. colony faction skins, the Galleon, and the Black Talon), which continue to live in Vayra's Sector.

I don't believe Kadur itself got any new content in the interim, though some have been added to both Vayra's Sector (player-targeted bounties! bug fixes!) and Vayra's Ship Pack (Low Tech ships and Luddic skins!).

As always, you can get the mod from the link in the OP. :D
Title: Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
Post by: Vayra on August 14, 2019, 10:09:34 PM
Hallo! I recently installed your mod. And it's extremely beautiful! I've managed to get most of the accessible ships for research through blueprints, and I love em! Although I am quite confused as how to start it in general? I should say I'm extremely sorry if this is an elementary question compared to what you get. But I do want to try out all there is enjoy! With that in mind. How would I go about doing so? Would a mission tooltip pop up at some point in the game? Should I get a commission from some particular faction? Perhaps someone over comms or sitting around a bar? Or would it show up normally via the blunt system? Again. I am quite sorry for the bother with such a silly question. But I do wish to enjoy what the mod has to offer! And I suppose I can be a bit dull!

I'm sorry, but I don't understand this post at all! Any events that my mods add should trigger in normal play, and if you started the game with it active then the Kadur systems and faction should just... be there.  :)
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Zalpha on August 15, 2019, 01:20:00 AM
Just using the 3 Vayras mods, Nexerelin with its custom starts and the required Lib mods (not using graphics Lib) the random star system start as Kadur Remnant crashes to desktop on the start once it is done loading. It says it is a null error and to check the logs. I do not understand the log and it is a 30mb file. If you need it I can find a place to upload it and link it to you but I think you could just load them up yourself and check if the Nexerelin custom start as the Kadur Remnant crashes the game for you too.
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: mrpeters on August 15, 2019, 08:02:04 AM
Same crash-issue as Zalpha. Default New Game settings were used, no random core system, and started in Kadur Remnant faction.

This is the error in my log

Code
86029 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
at exerelin.utilities.ExerelinFactionConfig$SpecialItemSet.pickItemsAndAddToCargo(ExerelinFactionConfig.java:1127)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:179)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:394)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Code
{"enabledMods": [
  "lw_autosave",
  "CombatAnalytics",
  "lw_radar",
  "lw_console",
  "kadur_remnant",
  "lw_lazylib",
  "MagicLib",
  "sun_new_beginnings",
  "nexerelin",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker"
]}
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Agile on August 15, 2019, 08:08:38 AM
Would not updating break anything?

I like all three mods being in a massive mod pack like it was before instead of this tbh, so if updating it splits the mods in 3 id rather not.
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 15, 2019, 12:06:33 PM
Just using the 3 Vayras mods, Nexerelin with its custom starts and the required Lib mods (not using graphics Lib) the random star system start as Kadur Remnant crashes to desktop on the start once it is done loading. It says it is a null error and to check the logs. I do not understand the log and it is a 30mb file. If you need it I can find a place to upload it and link it to you but I think you could just load them up yourself and check if the Nexerelin custom start as the Kadur Remnant crashes the game for you too.

Same crash-issue as Zalpha. Default New Game settings were used, no random core system, and started in Kadur Remnant faction.

Oopsie, removed a blueprint and forgot to cut it from their exerelinFactionConfig file  :-[

Fixed now with 3.0.2 update, redownload from the OP! Should be save-compatible, though since it fixes a crash with new games I guess that doesn't really matter.

Would not updating break anything?

I like all three mods being in a massive mod pack like it was before instead of this tbh, so if updating it splits the mods in 3 id rather not.

You can continue to use the old version for as long as you like, but I won't provide download links or support for it - and running all three of these mods should provide an identical gameplay experience (with the exception of any bugfixes/new content added since i split it) anyway. :P
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Zalpha on August 15, 2019, 01:24:20 PM

I got two of each of the schematics blueprints, so I learned all of them then sold the extra second copies for a nice starting bonus, lol.

(https://i.imgur.com/128PzLP.png)


I am not too sure if this was a bug or just the actual (troll) name of the ship as the others of the same make didn't show any errors but it could possibly be an error with the actual naming choices causing an error there.

(https://i.imgur.com/vAfI2jt.png)
Title: Re: [0.9.1a] Kadur Remnant v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: mrpeters on August 15, 2019, 02:06:14 PM

Oopsie, removed a blueprint and forgot to cut it from their exerelinFactionConfig file  :-[

Fixed now with 3.0.2 update, redownload from the OP! Should be save-compatible, though since it fixes a crash with new games I guess that doesn't really matter.



Alright, thank you :)
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Ass-Haggis on August 15, 2019, 02:59:06 PM
Can I just say that I am in love with this mod? The combination of such long-range standoff fleet options with the hey-this-is-actually-a-compelling-faction-i-am-rooting-for vibe is just incredibly pleasant! It's givin' me a little bit of like, Homeworld vibes almost, only it's the Hegemony who are the Taiidan and lowdown motherfuckers! (the Hegemony were always lowdown motherfuckers)
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Vayra on August 15, 2019, 04:01:42 PM
Can I just say that I am in love with this mod? The combination of such long-range standoff fleet options with the hey-this-is-actually-a-compelling-faction-i-am-rooting-for vibe is just incredibly pleasant! It's givin' me a little bit of like, Homeworld vibes almost, only it's the Hegemony who are the Taiidan and lowdown motherfuckers! (the Hegemony were always lowdown motherfuckers)

Thanks! That's exactly what I aim for, so I'm glad it's coming across.

I got two of each of the schematics blueprints, so I learned all of them then sold the extra second copies for a nice starting bonus, lol.

I am not too sure if this was a bug or just the actual (troll) name of the ship as the others of the same make didn't show any errors but it could possibly be an error with the actual naming choices causing an error there.

HAH, GOTTEM  :D

Re: the blueprints, I'm asking the Nexerelin author about it since I have no idea what I'm doing wrong.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Zalpha on August 15, 2019, 07:16:51 PM

HAH, GOTTEM  :D

Re: the blueprints, I'm asking the Nexerelin author about it since I have no idea what I'm doing wrong.

Haha, not sure I will be the last to report that then. It makes sense seeing the ;, as that doesn't make much sense for a null error to be labeled as such (I think, I do not know any coding).

Although the double blueprints give you 1 million in credits it is also kind of cool to get duplicates.

As what you can do with them is sell them to a faction. I heard that if you sell blueprints to the pirate faction. In a few months, they will be making them and using them in their fleets and that is a good way to get those ships and weapons for defeating them. I am not sure if it only works for them but it could perhaps work for them all.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Peanut Man on August 16, 2019, 02:03:51 AM
Hello! Sorry I didn't word is correctly! What I ment to say, how would I receive these bounties? Would it appear as a normal bounty? Or would I get some kind of mission or transmission? Edit: Would this question fit better ok the vayra sector page? Not too sure after the split!
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Vayra on August 16, 2019, 10:57:15 AM
Hello! Sorry I didn't word is correctly! What I ment to say, how would I receive these bounties? Would it appear as a normal bounty? Or would I get some kind of mission or transmission? Edit: Would this question fit better ok the vayra sector page? Not too sure after the split!

Ah, okay! It fits alright here too, because Kadur Remnant includes one. They appear much like normal bounties, in the Intel panel and as a notification. They'll look slightly different - Unique bounties will all have the title "High-Value Bounty - <target name>" or something like that.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: pat212 on August 16, 2019, 12:48:19 PM
Hey hey Vayra, new player here.

I was wondering if there is a bug you can shed some light on, not sure if its just the game itself or your mod that's doing this.

Bug: When the Kadur Remnants infiltrate a colony (like the Luddic Path does), Visiting the bar on said colony will give you a NullpointerException: null error, leaving my game soft locked since it doesn't give me any options to get out of the bar. I was wondering if you set a new "quest" dialogue to appear in order to find the Kadur Remnant base.

If this has been addressed before I apologize.

Thanks for the help!
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Zalpha on August 16, 2019, 02:31:29 PM
The icons are maybe too large and miss-aligned and moving out of the UI.   

(https://i.imgur.com/QFhXkbJ.jpg)     

(https://i.imgur.com/nJoQYyh.jpg)

As far as I understand for the cargo graphic elements, they should be well aligned within an 80x80 pixel png image.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Offensive_Name on August 16, 2019, 08:41:29 PM
Do the new split mods break saves, and what was added besides splitting them.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Vayra on August 16, 2019, 09:14:54 PM
Bug: When the Kadur Remnants infiltrate a colony (like the Luddic Path does), Visiting the bar on said colony will give you a NullpointerException: null error, leaving my game soft locked since it doesn't give me any options to get out of the bar. I was wondering if you set a new "quest" dialogue to appear in order to find the Kadur Remnant base.

Hmm, I thought this was a Vesperon bug but it being related to the Kadur bar event makes me suspect it might be my fault after all. Can you tell me, do you have Vesperon Combine enabled? I'll look into it regardless - thanks for the report.

EDIT: Actually, something that could help a lot - can you find your starsector.log file in the /starsector-core/ directory and dump it into a pastebin, or put it in a .zip file and send it to me?

Do the new split mods break saves, and what was added besides splitting them.

Yes, they absolutely do break saves. Not a ton was added to Kadur Remnant, but the Ship Pack in particular got a bunch of new Low Tech ships and Vayra's Sector got player-targeted bounties. Besides that, it's been a lot of bugfixes.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: ThePinkPanzer on August 17, 2019, 02:50:14 PM
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.

Any advice on the matter? Intentional behavior?
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Offensive_Name on August 17, 2019, 07:31:45 PM
What are the player targeted bounties like? I am wondering if I Need to start a new game.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: Vayra on August 18, 2019, 09:31:01 PM
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.

Any advice on the matter? Intentional behavior?

Can you get me a screenshot of the colony? If it's a Kadur raider base, then hmm - I'll get that in the next update. If it's something else, I either have no idea why it's doing that or have possibly already fixed it - heh.

What are the player targeted bounties like? I am wondering if I Need to start a new game.

It's quite a complex system behind the scenes but the short version is: *** people off enough and you'll get a bounty put on your head. If you hang out too close to the core for too long with too big of a bounty and they, or their allies, might send bounty hunters after you - their strength scaling relative to the price on your head.

It's a pretty minor system, probably not worth starting a new game over IMO, but I am proud of it and do think it adds a little flavor and sense of consequence to the game. Plus, it's fun trying to rack up a big bounty like a terrible and fearsome pirate.

Speaking of which: Updated to 3.0.2!!!
Just some simple bug fixes. Download and full changelog in the OP, as always. :)
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Offensive_Name on August 18, 2019, 10:15:08 PM
I restarted and just used console commands to get back to where I used to be. I have not got a bounty on my head yet(though the hegemony is vengeful.) but I have a question about when do factions start colonizing in nexerelin.
 
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 18, 2019, 10:42:44 PM
I restarted and just used console commands to get back to where I used to be. I have not got a bounty on my head yet(though the hegemony is vengeful.) but I have a question about when do factions start colonizing in nexerelin.

My colony factions will work the same regardless of Nex or not - they'll start colonizing after a certain cycle, if they have a planet of their parent faction to set off from. As for existing faction colonies, those are a Nex thing so probably better to ask Histidine in their thread.  ;)
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Offensive_Name on August 18, 2019, 11:05:43 PM
Is it normal for colony factions to spawn with planets at the start of a nex game?
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 19, 2019, 10:33:47 AM
Is it normal for colony factions to spawn with planets at the start of a nex game?

If you're playing on Random Sector, yeah. It doesn't look like there's any real way for me to prevent it right now.

EDIT: Dropped the 3.0.3 update, btw. Download and changelog in OP.
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Offensive_Name on August 19, 2019, 12:39:33 PM
Is it normal for colony factions to spawn with planets at the start of a nex game?

If you're playing on Random Sector, yeah. It doesn't look like there's any real way for me to prevent it right now.

That's fine, just wanted to make sure nothing is broken. hopefully they will go about colonizing anyway.
Title: Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
Post by: ThePinkPanzer on August 25, 2019, 05:33:38 PM
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.

Any advice on the matter? Intentional behavior?

Can you get me a screenshot of the colony? If it's a Kadur raider base, then hmm - I'll get that in the next update. If it's something else, I either have no idea why it's doing that or have possibly already fixed it - heh.
Sorry, was a hot minute ago. I'm 90% sure it was a raider base I stumbled upon however.
Title: Re: [0.9.1a] Kadur Remnant v3.0.3 cleanup & bugfixes 2019-08-18
Post by: Morathar on August 27, 2019, 01:33:42 PM
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. I don't think the outdated version of the file is currently causing any problems (or at least it wasn't related to bug I was tracking), but I figured I should let you know just in case...
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Vayra on August 29, 2019, 08:35:16 PM
Hi y'all! Update to 3.0.4 is out now! Download and changelog in the OP.

Fixed a slowdown bug with the Caliph when in combat, that's the main thing.

I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. I don't think the outdated version of the file is currently causing any problems (or at least it wasn't related to bug I was tracking), but I figured I should let you know just in case...

Thanks for pointing this out - didn't get around to fixing it up just now, but since it hasn't been causing issues... :)
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Semondice on August 31, 2019, 09:03:26 AM
Downloaded the new version, performance is waaaaaaaay better now. Time to see how much havoc the beaut' can bring on!
Thanks, keep up with the good stuff!
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: matveich on September 01, 2019, 10:19:29 AM
Is it possible to tone down Caliph shield generator? The ship is already very strong due to weapon range, no need to make it immortal. The only time my shields went down when I was fighting 7-8 ordo fleets at the same time. Here are a few possible nerfs:
1) Reduce arcs of rotating shields to 90 degrees. Assuming all other numbers stay the same this should give AI ships enough time to overload generator via skinshield.
2) Reduce rotating shield flux/flux dissipation. You need about 8 capital ships focusing one shield to bring it down. At the same time the shield is rotating so it spreads damage across hull/skin shield and another shield arc. Not to mention Caliph will suppress/overload all ships around her before they even get into firing range.
3) Reduce flux on skinshield. Due to how rotating shields are strong, enemy ships do not have enough dps to overload the generator.

Without any officer perks the ship is more or less fine. But with max level officer or player it literary becomes the I win button.
I have tested Caliph with shield generator and shield emitter flux/dissipation set to 10000/200 and it is much better.

Also, could you adjust drive system to kill rotation when it ends? AI is crazy when using this system and ends up spinning around.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: DarkOmegaMK2 on September 12, 2019, 03:21:46 AM
Hello, i have a question.

Is it normal that i cannot recover the caliph from the bounty after the battle? I ask this cuz i've won several times by now and i've had no luck recovering it, i can recover any other ship except that one, i just assumed i could reclaim it if i defeated it.

Thanks!
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Hrothgar on September 12, 2019, 04:21:50 AM
Vayra said he will get all unique ships droppable all time , not from time to time as now it is.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: DarkOmegaMK2 on September 12, 2019, 10:34:00 AM
Vayra said he will get all unique ships droppable all time , not from time to time as now it is.

I didn't understand what you said, does that mean the caliph can be obtained after battle right now?
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Hrothgar on September 12, 2019, 10:40:06 AM
If you met him ,  it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: DarkOmegaMK2 on September 12, 2019, 10:42:59 AM
If you met him ,  it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.

IBB ships are from Ship and Weapon Pack thought :/
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Vayra on September 13, 2019, 11:27:32 AM
If you met him ,  it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.

IBB ships are from Ship and Weapon Pack thought :/

What Hrothgar is trying to say is:

Currently, Vayra's Sector unique bounties have an increased drop chance but are not 100% recoverable.
In the future, Vayra's Sector unique bounties will work more like SWP IBBs, with forced recovery - unless set otherwise by the modmaker creating the bounty.

Any further discussion should go to the VS thread though :P since it's kind of beyond the scope of just the Caliph
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: DarkOmegaMK2 on September 13, 2019, 08:59:22 PM
If you met him ,  it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.

IBB ships are from Ship and Weapon Pack thought :/

What Hrothgar is trying to say is:

Currently, Vayra's Sector unique bounties have an increased drop chance but are not 100% recoverable.
In the future, Vayra's Sector unique bounties will work more like SWP IBBs, with forced recovery - unless set otherwise by the modmaker creating the bounty.

Any further discussion should go to the VS thread though :P since it's kind of beyond the scope of just the Caliph

Ok thanks for that, i got my ship shortly after my last response, now i have a question regarding the ship itself, so i think it is valid that i ask here still:

1.- Does the caliph benefit from having "Auxiliary Thrusters" on it's core section?
2.- Anyone has any suggestions for a more effective loadout on the caliph? it is very powerful by default, but on the core i took advantage of the autoforge and set up some high damage single torpedos to use that remaining OP for mods and vents.

Thanks!
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Hrothgar on September 14, 2019, 12:31:47 AM
I think that this sweeper beams can be replaced with tachyons or even Eradicator Pirate lasers, anything but not them. They're not really that usefull.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: DarkOmegaMK2 on September 14, 2019, 12:39:12 AM
I think that this sweeper beams can be replaced with tachyons or even Eradicator Pirate lasers, anything but not them. They're not really that usefull.

I found that the sweepers on the frontal hard points are actually very good, cuz they make up for the ships inability to maneuver with a wide arc of shield negating destruction. The ones on the sides i took off right away as they would very often friendly fire, replace them with plasma cannons instead for massive side ways dps. Also added to the sides the "Gunnery Control AI" module from ships and weapons pack, but that's another story.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Xevecx1 on September 21, 2019, 11:04:11 PM
If anyone else out there is having trouble with the caliph because they run a potato so they need to keep the fleet size small like me,
Spoiler
if you run ship/weapon pack the SO onslaught(from nedd ludd IBB) with all kinetics(mostly heavy machineguns) and typhoon reaper launchers will get you there
[close]
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Vayra on September 24, 2019, 10:11:45 PM
If anyone else out there is having trouble with the caliph because they run a potato so they need to keep the fleet size small like me,
Spoiler
if you run ship/weapon pack the SO onslaught(from nedd ludd IBB) with all kinetics(mostly heavy machineguns) and typhoon reaper launchers will get you there
[close]

Awesome, I didn't actually know it could be killed with a capital or small capital fleet! It's designed to play like a bullet hell boss, so what I would actually recommend is bringing a handful of Harbingers and Afflictors (and the IBB Harbinger if you have it) and chain-deploying them while using a capital or two as cannon fodder to draw its fire.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Xevecx1 on September 24, 2019, 11:06:37 PM
yeah i was having a tough time (play at 150dep) but managed to beat it
Spoiler
with a conquest onslaught and some cruisers just kill all the adds then retreat to 45 points bring the SO onslaught in and fluctuate your shield(being mindful of the main gun overloading you) and it should die or close to die with 25 reapers placed decently
[close]

but yeah i do understand how your to do the starwars thing thread the needle and take out the shield generator
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: StanT101 on October 31, 2019, 11:00:47 AM
I have a question.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: braciszek on October 31, 2019, 01:06:45 PM
I have a question.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?
It appears as a high value bounty, part of Varya's sector.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: puffzor on October 31, 2019, 11:53:32 PM
Awesome, I didn't actually know it could be killed with a capital or small capital fleet! It's designed to play like a bullet hell boss, so what I would actually recommend is bringing a handful of Harbingers and Afflictors (and the IBB Harbinger if you have it) and chain-deploying them while using a capital or two as cannon fodder to draw its fire.
 

Yeah I actually managed to kill the thing pretty easily with only 3 capitals in my fleet (2 conquests and a victory). I brought it down by flanking it with missile cruisers and destroyers and some carriers and shooting at the engines through the shield gaps. I did lose the 2 conquests though. If I had a criticism of its AI behavior which made it a lot less threatening, the aiming of its main cannon is pretty finicky and it missed 90% of its shots.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Supplius Maximus on December 15, 2019, 01:18:27 PM
During the Caliph battle I get a "fatal crash: -1"

This is the console error:

464466 [Thread-11] INFO  sound.H  - Playing music with id [steel_rain.ogg]
466015 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at com.fs.starfarer.combat.entities.ship.A.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Any ideas as to why this is happening? Alex said that this is likely an incorrect weapon definition error, possibly regarding a weapon animation.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: xucthclu on December 16, 2019, 01:26:43 PM
Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: truecore on December 19, 2019, 01:24:33 AM
Hi there Vayra,

New to the forum, came to say I love your mod but also have a simple problem I've wondered if you've noticed... so first things first, I like the theme. The Kadur faction is incredibly difficult to play, which is actually quite fun. I like the themes and I also like the weapons, I also like how the blueprints are actually available. Thematically, it feels a lot like Israel, past or present I can't tell, but the struggle is real. I also like that the faction is Cruiser focused. The graphics for the weapons are fantastic, and I can't help but trying to put them on all my HiTech ships projectile slots.

Now, my issue is mostly with how the AI is handling the Kadur ships. Kadur comes with some of the longest range projectile weaponry in the game, yet even with Cautious captains, the Falchion and Sphinx are very, very prone to committing suicide. I think it's because the AI does not understand that their Mass Aug Ram Jets ability kills them, similar to how Burn Drive does, rather than being a proper defensive ability, and so while I've fit my ships with long range weaponry and officers to support them, they Ram Jet right into the face of any Onslaughts they see. Needless to say, this doesn't end well. They often even use the ability to ram me when I assign them to Heavy Escort, particularly in minor situations like when the AI would normally be using shields to avoid damage on collision. Since Kadur is a Cruiser-focused faction, I can't really perform well in campaign without being able to rely on the AI - right now I'm having to avoid using the Falchion and Sphinx in the campaign and focus on Eagles and Targe's instead, or use the Sphinx as a heavy flanker, which is a bit order intensive.

I have a few mods, but aside from Nexerelin they're all ship mods that shouldn't be messing with AI. Maybe you could let me know if you've had this experience?
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: Vayra on December 21, 2019, 08:55:39 PM
During the Caliph battle I get a "fatal crash: -1"

This is the console error:

464466 [Thread-11] INFO  sound.H  - Playing music with id [steel_rain.ogg]
466015 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at com.fs.starfarer.combat.entities.ship.A.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Any ideas as to why this is happening? Alex said that this is likely an incorrect weapon definition error, possibly regarding a weapon animation.

Never experienced this and can't reproduce it :( I'll double check but I think it might be caused by something else - how many mods are you running?

Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.

You shouldn't be colonizing Kadur, it's got the plague!

Hi there Vayra,

New to the forum, came to say I love your mod but also have a simple problem I've wondered if you've noticed... so first things first, I like the theme. The Kadur faction is incredibly difficult to play, which is actually quite fun. I like the themes and I also like the weapons, I also like how the blueprints are actually available. Thematically, it feels a lot like Israel, past or present I can't tell, but the struggle is real. I also like that the faction is Cruiser focused. The graphics for the weapons are fantastic, and I can't help but trying to put them on all my HiTech ships projectile slots.

Now, my issue is mostly with how the AI is handling the Kadur ships. Kadur comes with some of the longest range projectile weaponry in the game, yet even with Cautious captains, the Falchion and Sphinx are very, very prone to committing suicide. I think it's because the AI does not understand that their Mass Aug Ram Jets ability kills them, similar to how Burn Drive does, rather than being a proper defensive ability, and so while I've fit my ships with long range weaponry and officers to support them, they Ram Jet right into the face of any Onslaughts they see. Needless to say, this doesn't end well. They often even use the ability to ram me when I assign them to Heavy Escort, particularly in minor situations like when the AI would normally be using shields to avoid damage on collision. Since Kadur is a Cruiser-focused faction, I can't really perform well in campaign without being able to rely on the AI - right now I'm having to avoid using the Falchion and Sphinx in the campaign and focus on Eagles and Targe's instead, or use the Sphinx as a heavy flanker, which is a bit order intensive.

I have a few mods, but aside from Nexerelin they're all ship mods that shouldn't be messing with AI. Maybe you could let me know if you've had this experience?

Hey, thanks! I'm glad you're enjoying the mod, haha. RE: Ram Jet suicide, this is a known issue, yeah. I'm working on better Ram Jets AI, so hopefully the next update will make them slightly less suicidal...  :-[

EDIT: The next update will also add some more diversity in the ship lineup, so regardless of Ram Jet usage you'll have a few more options for playing as Kadur, heh.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: xucthclu on December 22, 2019, 02:36:40 AM
I don't care that it's got the plague, it's got vast ruins, which means I should be able to tech mine it for chance of blueprints.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: n3xuiz on December 29, 2019, 04:01:03 AM
by far my favorite ship in the game is the caliph ever since i captured one in the 1mio. kadur bounty. at first i was sad because taking down that fleet killed most of my onslaughts and my then flagship paragon but soon i'd make the caliph my flagship (after repairing 2.3mio worth of d-mods)

now i want to produce them in my fleet composition. i know it goes against the canon of the mod and it would be insanely OP but still..

i've seen it on a list somewhere aka not eligible for blueprint or some such. can i remove it from that list and then find / spawn in a blueprint for it? or would i have to make more complex modding for this to work?

Vayra if you read this you surely know how right?
anyone else?

edit: also if i did make the necessary changes to allow the caliph blueprint to exist could i use this in my existing savegame?

edit2: managed to find the relevant file \mods\Kadur Remnant\data\hulls\ship_data.csv and edit it so you get the caliph with the kadur capital blueprint. also added it to prism freeport but in over 100 refreshes it never spawned. the ship costs 3mio to construct which is ok since i'm swimming in money anyway in the endgame.
Title: Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
Post by: celloist on January 12, 2020, 10:33:49 AM
Your links seems to be broken  both kadur remnant and vayras sector keep failing saying network error yet other mods download fine
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Vayra on January 14, 2020, 07:27:42 PM
(https://i.imgur.com/zzrXuDr.png)

MAJOR UPDATE! v3.1.0 (http://fractalsoftworks.com/forum/index.php?topic=6649.0)

The changelog is like 70 lines, go get it from the OP. This will definitely break saves, unless you had the dev test build, in which case it will only maybe break saves!

Highlights:
- a ton of new weapons
- 1 new frigate
- 3 new destroyers
- 2 new cruisers
- 2 new capitals
- more than 10 new fighters and bombers
- extensive reworks to most existing ships and strike craft
- 2 new subfactions, for now only present as design types, patrols, and 2 frigate skins..
- 2 new HVBs with more on the way.
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: DarkOmegaMK2 on January 15, 2020, 01:49:59 AM
This update is everything i ever wanted for the Kadur and more!

I'm so happy!
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: tindrli on January 15, 2020, 04:58:14 AM
wile im fuckin amazed and happy with update im kind of unhappy because its great and big update and i need to start a new game. again. like 20 times in last month!"!!!"

still thank you sir for updating and keeping all this alive!
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Hushed on January 15, 2020, 09:08:15 AM
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: GlenSkunk on January 15, 2020, 10:08:12 AM
Did a little digging in the files between the old and new versions of the mod, and I think I know the problem - the .wpn designations for the VLRM systems in the mod got renamed, or else the older VLRMs got removed from the mod. The new version has vayra_vlrms_med and vayra_vlrms_large instead of the vayra_vlrms_2/4/8 designations. This does consequently mean that older saves will be looking for those older weapons, and since they're no longer in the folder the save no longer loads. You COULD add those old weapons back in manually but I have no idea how that'd affect the game - would that create duplicate VLRM entries?

Also, this is my first post on this forum, but that's not exactly important in this context, but still, hello!
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: tindrli on January 15, 2020, 11:52:12 AM
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i believe that you should delete kadur mod folder. and extract that new version to a same place. never overwrite. all mods
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: majorfreak on January 15, 2020, 03:18:54 PM
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i believe that you should delete kadur mod folder. and extract that new version to a same place. never overwrite. all mods
well, i'll be damned...
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Hushed on January 15, 2020, 05:08:06 PM
That was it, I had overwritten instead of deleting first.

Cheers
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Hellya on January 15, 2020, 06:25:28 PM
Is it intentional that capital sized weapons fire at fighters and missiles with this mode?
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Cyber Von Cyberus on January 16, 2020, 07:23:28 AM
Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.

Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info

Below is the log.

Spoiler
https://drive.google.com/open?id=1ISObeX6JfmMwvbOeQxlHGipKsQDXf-SR
[close]
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: dantesrb on January 16, 2020, 09:30:26 AM
I played like 30 mins and I found derelict of about 1 mil good ships, and without a flow!!! (maybe few..)  WTF?
Is there a normal mod here without "here is best ships, so u don't need to bother, this is what wanted, right?"
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: asahibiiru on January 16, 2020, 12:08:51 PM
Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Vayra on January 16, 2020, 01:17:53 PM
Is it intentional that capital sized weapons fire at fighters and missiles with this mode?

Hmmm. For some, yes. I'll see if I can make it so Jahannams and Joachims don't in the next release.

Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.

Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info

Below is the log.

Spoiler
https://drive.google.com/open?id=1ISObeX6JfmMwvbOeQxlHGipKsQDXf-SR
[close]

Oh bother. That's a bug - I included a reference to a VS script. I'll try to have an update for this out today.

I played like 30 mins and I found derelict of about 1 mil good ships, and without a flow!!! (maybe few..)  WTF?
Is there a normal mod here without "here is best ships, so u don't need to bother, this is what wanted, right?"

Where did you find these? This mod adds very few pregenerated recoverable derelicts, and they're only 2 frigates, 1 destroyer, and a logistics ship... and only the frigates are guaranteed to be recoverable. Hardly 1 mil.

Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?

This one's interesting. I suspect it's just not spawning the bar event due to RNG, but I'll check it out.

Thanks for the feedback, all!
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Kneight on January 16, 2020, 01:35:13 PM

MAJOR UPDATE! v3.1.0 (http://fractalsoftworks.com/forum/index.php?topic=6649.0)

- added Capacitive Rod Driver medium antishield/EMP strike weapon


You just ruined my game and my life. It's unhealthy how much I wanna punch pirates and everything into the Sun with it. Haven't tried all of the other weapons yet, but wanted to let you know that I LOVE this thing ;D
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: DarkOmegaMK2 on January 17, 2020, 12:50:56 PM
After some messing around with the stuff, my favorite ship is definitely the Prophet. I just appreciate that it's basically a miniature Caliph in terms of how it feels and handles.

Also those Chem Rails man... that Ultracaliber Heavy Chemrail has won me over, i just like that it shoots very fast, constantly, it's not too bad in terms of flux economy and it makes short work of anything (so long as you have some shield/armor piercing, obviously).
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: LtRazgriz on January 23, 2020, 10:35:41 PM
hey I'm running into a vayra_vlrms spec missing issue after I updated, any tips on how to fix this?
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Vayra on January 24, 2020, 09:12:13 PM
You just ruined my game and my life. It's unhealthy how much I wanna punch pirates and everything into the Sun with it. Haven't tried all of the other weapons yet, but wanted to let you know that I LOVE this thing ;D

Hah! Glad you're liking it.  ;D

After some messing around with the stuff, my favorite ship is definitely the Prophet. I just appreciate that it's basically a miniature Caliph in terms of how it feels and handles.

Also those Chem Rails man... that Ultracaliber Heavy Chemrail has won me over, i just like that it shoots very fast, constantly, it's not too bad in terms of flux economy and it makes short work of anything (so long as you have some shield/armor piercing, obviously).

The chemrails were just a little strong, heh, so I've brought them back in line - the small one turns much slower, the large does slightly less damage at slightly less range, and they're all just a touch less accurate - but should still be very effective.

Minor update - 3.1.1, get it from the OP
3.1.1
- fixed accidental dependency issue (again)
- halved light chemrail turn speed
- lowered all chemrail accuracy and projectile speed slightly
- lowered heavy chemrail damage to 450, was 500
- lowered heavy chemrail range to 1000, was 1100
- lowered hauberk CIWS range to 400, was 450
- lowered Jaya VLRMS sprint speed
- switched sozzer's drones to BOMBER AI
- a few typos excised
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: DarkOmegaMK2 on January 24, 2020, 09:30:51 PM
The chemrails were just a little strong, heh, so I've brought them back in line - the small one turns much slower, the large does slightly less damage at slightly less range, and they're all just a touch less accurate - but should still be very effective.

While it does make me a bit bummed that the chem rails got nerfed, i will agree that the large variant was in fact pretty powerful, even on it's own without armor/shield breaking. (which i still have anyway cuz i'm paranoid.)

Btw, quick question, while i'm here:

Can you get the blueprints for the Qamar Insurgency stuff? Namely: the medicant, the camel and the laser weapon (Which i forgot the name of, but i am missing it as a BP.)

Also i haven't seen Qamar themed ships at all in my games, i only know they exist cuz they are referenced in the changelog.
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Vayra on January 28, 2020, 01:40:19 AM
quick question, while i'm here:

Can you get the blueprints for the Qamar Insurgency stuff? Namely: the medicant, the camel and the laser weapon (Which i forgot the name of, but i am missing it as a BP.)

Also i haven't seen Qamar themed ships at all in my games, i only know they exist cuz they are referenced in the changelog.

You can't get the blueprints, no - they will eventually be part of a quest. You should be able to find the ships as patrols around the Revenant Gestalt.
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: DarkOmegaMK2 on January 28, 2020, 12:28:38 PM
You should be able to find the ships as patrols around the Revenant Gestalt.

You're right, i spent a bit more time in the mirage system and those fleets do spawn every now and then.

Can't wait for that quest! ;D
Title: Re: [0.9.1a] Kadur Remnant 3.1.1 - Balance Patch 2020-01-24
Post by: Satirical on February 10, 2020, 04:58:03 PM
Does flux capacity and dissipation on the main hull even do anything for the Caliph? cool ship btw
Title: Re: [0.9.1a] Kadur Remnant 3.1.1 - Balance Patch 2020-01-24
Post by: DarkOmegaMK2 on February 10, 2020, 05:17:32 PM
Does flux capacity and dissipation on the main hull even do anything for the Caliph? cool ship btw

When you use the special ability or fire the built-in gun it builds flux on the central hull, which only really matters for the zero flux boost, which you'll really want on the Caliph.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Vayra on February 11, 2020, 02:15:35 AM
Minor update - fixing an issue with Commissioned Crews, minor Prophet nerfs

Download is in the OP as always. MAY BREAK SAVES. HONESTLY IT SHOULDN'T BUT I DIDN'T TEST OR ANYTHING (I NEVER DO)

3.1.2
- Prophet weapon arcs nerfed very slightly
- Armor from Kadur faction hullmods reduced, most ships' base armor increased to compensate
- devoted martyrs will no longer be utterly incapable of being martyred
- TECHPRIEST YOU NERD I TRUSTED YOU
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Cyber Von Cyberus on February 11, 2020, 02:35:02 AM
- devoted martyrs will no longer be utterly incapable of being martyred
Aww, no more selling my soul to the Kadur to achieve immortality.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: SukmaZaki on February 11, 2020, 02:58:37 AM
yeah, i kinda agree about removing the "tips". I know you include the tips about how to remove them manually but a think average joe will having hard time finding that. Let's keep the meme alive in Discord instead.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Vayra on February 11, 2020, 09:26:03 AM
yeah, i kinda agree about removing the "tips". I know you include the tips about how to remove them manually but a think average joe will having hard time finding that. Let's keep the meme alive in Discord instead.

You're, uh, several major versions behind.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: mora on February 11, 2020, 10:02:16 AM
The (Q) version of the Medicant has a minor problem. The first letter isn't capitalized and has been like this since the rework(which was very good). Surely this is a mistake?
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: DarkOmegaMK2 on February 11, 2020, 12:41:27 PM
- Prophet weapon arcs nerfed very slightly

My heart cries very slightly

Edit: J/K, I wouldn't have noticed it if you hadn't mentioned it... in fact, i don't notice the change even AFTER the mention.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Vayra on February 11, 2020, 02:32:43 PM
The (Q) version of the Medicant has a minor problem. The first letter isn't capitalized and has been like this since the rework(which was very good). Surely this is a mistake?

Whoops! I'll clean that up for the next update, thanks for pointing it out.

- Prophet weapon arcs nerfed very slightly

My heart cries very slightly

Edit: J/K, I wouldn't have noticed it if you hadn't mentioned it... in fact, i don't notice the change even AFTER the mention.

I don't remember actually doing it and the discord post about it appears to either have mysteriously disappeared or never existed in the first place so even I'm not sure anymore.  :-\
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: DarkOmegaMK2 on February 11, 2020, 03:03:07 PM
The (Q) version of the Medicant has a minor problem. The first letter isn't capitalized and has been like this since the rework(which was very good). Surely this is a mistake?

Whoops! I'll clean that up for the next update, thanks for pointing it out.

- Prophet weapon arcs nerfed very slightly

My heart cries very slightly

Edit: J/K, I wouldn't have noticed it if you hadn't mentioned it... in fact, i don't notice the change even AFTER the mention.

I don't remember actually doing it and the discord post about it appears to either have mysteriously disappeared or never existed in the first place so even I'm not sure anymore.  :-\

Maybe it was all a dream, maybe you're dreaming RIGHT NOW.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: DarkOmegaMK2 on February 12, 2020, 11:43:46 PM
On a more serious note, i would like to ask everyone for advice on the fighters if they've been using them.

So far the only thing i've tried is, of course, the Myrmidon, who's MASSIVE punch literally blows a whole through any ship, i have a Seraph with full myrmidons, the fact that they are pretty hard to kill is a plus to me. (or at least hey seem to survive very unlikely scenarios) Downsides include: lack of tracking and the fact that, rarely, a missile can bounce out of control and they may end up hitting your own ships.

I haven't been able to try the other fighters because i've been sitting too comfortably with the Shen from Tiandong as my "general purpose" fighter. I do get a kick on the Neferi from what little i've seen it in action, because it is the most "kadur" of all the fighters "super fast and basically suicidal".
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Vayra on February 13, 2020, 05:19:25 PM
On a more serious note, i would like to ask everyone for advice on the fighters if they've been using them.

So far the only thing i've tried is, of course, the Myrmidon, who's MASSIVE punch literally blows a whole through any ship, i have a Seraph with full myrmidons, the fact that they are pretty hard to kill is a plus to me. (or at least hey seem to survive very unlikely scenarios) Downsides include: lack of tracking and the fact that, rarely, a missile can bounce out of control and they may end up hitting your own ships.

I haven't been able to try the other fighters because i've been sitting too comfortably with the Shen from Tiandong as my "general purpose" fighter. I do get a kick on the Neferi from what little i've seen it in action, because it is the most "kadur" of all the fighters "super fast and basically suicidal".

I'd be very interested in more feedback on the fighters in general, but here's what I was thinking while designing them:

Interceptors:
Dervish - Basic interceptor. Frag missiles and proximity-fuzed gun make it less effective against warships than massed Talons, but better at actually being an interceptor.
Neferi - Hyperspecialized elite/heavy interceptor. Best against enemy elite or low-count fighters/bombers, especially garbage against destroyer+ ships, not great against heavily shielded anything.

Assault
Martyr (HE) and Termite (KE) - (very) Cheap damage, good for converted hangars or when you're out of OP because you filled up on expensive Kadur guns and Myrmidons. Termite also offers (ineffective) point defense.
Phalanx - Heavy kinetic assault fighter and bomber leader. Slightly faster and burst-ier than a Broadsword, but also more fragile and lower sustained DPS. Microspike missiles give it some effectiveness against light armor.
Ghulam - Tough-as-nails HE/EMP assault fighter. Wants to loiter around enemy warships and has the armor to do it. Not great against shields.
Immortal - Superfighters are never a good idea but I made one anyway. Big, tough, expensive, mostly HE weapons but kinda good at everything.

Bomber
Mamluk - Light bomber, payload is lower damage than most and susceptible to PD but guided and fairly long-ranged. Good finisher.
Veles - Energy rockets. Flashy, all-purpose, and somewhat expensive.
Hoplite - Kinetic bomber to lead your HE bombers. Quite safe for a bomber on account of being fast, long-ranged, and shielded.
Abid - Piranha analogue, useful for same purpose - killing stations, massed lowtech or derelict ships, et cetera. Tough and carries its own PD, which is surprisingly effective at clearing waves of missiles and light interceptors when massed.
Myrmidon - Abid's big sister, sort of a Cobra analogue if you jammed two of them together in a single slot, made them even tougher, and covered them in light PD guns. Tough as hell, so slow as to be borderline useless against most warships, deadly to stations and slow capital ships.

Support
Dirk and Arquebusier - Both fairly long-ranged and somewhat fragile support fighters, better on gunline ships than brawly battlecarriers.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: DarkOmegaMK2 on February 13, 2020, 07:24:23 PM
Neferi - Hyperspecialized elite/heavy interceptor. Best against enemy elite or low-count fighters/bombers, especially garbage against destroyer+ ships, not great against heavily shielded anything.
Oh yeah, it is the most quintessential Kadur fighter imo.

Ghulam - Tough-as-nails HE/EMP assault fighter. Wants to loiter around enemy warships and has the armor to do it. Not great against shields.
I've considered using this one instead of Tiandong's Shen as my "general purpose harassment fighter", but the Shen won my heart first... that's basically it. To be fair i haven't seen it much in action, so i don't have a good comparison yet.

Immortal - Superfighters are never a good idea but I made one anyway. Big, tough, expensive, mostly HE weapons but kinda good at everything.
Myrmidon - Abid's big sister, sort of a Cobra analogue if you jammed two of them together in a single slot, made them even tougher, and covered them in light PD guns. Tough as hell, so slow as to be borderline useless against most warships, deadly to stations and slow capital ships.
While Super Fighters might not be ok, Super Bombers certainly are, there is very little that a squad of 4 myrmidons can't take down, provided the enemy shields are down or mostly down, i'm probably overkilling it with 4 myrmidons but man... it is so satisfying to watch even if my Seraph is left with scraps of OP.

Dirk and Arquebusier - Both fairly long-ranged and somewhat fragile support fighters, better on gunline ships than brawly battlecarriers.

I tried using these ones one time, but they didn't click with me, they seem ok for the price thought, specially the arquebusier.

------------------------------------

For the rest i can't really say, if someone else wants to fill in, please do. :)
Title: Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
Post by: Allstar13521 on March 01, 2020, 05:41:40 PM
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I had the same issue as the above user, but implementing the solution that worked for them only seems to have resulted in the following error message upon attempting to load a save
Spoiler
Fatal: Weapon spec [vayra_vlrmms_8] not found!
Check starsector.log for more info
[close]
Assuming that it could have been another mod causing the error, I proceeded to delete every mod I had just updated and installed the newest versions in their place, but this had no effect.

I'd be very grateful if someone could point me towards a solution.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Cyber Von Cyberus on March 06, 2020, 05:13:00 PM
I'm curious, what is with your obsession with Jangla ? What has the Hegemony ever done to yo.... Well actually they've caused everyone a lot of grief and deserve every canister of antimatter I dropped on them, but why Jangla specifically ?


Also I adore the Prophet, it's amazing and when using the mod that let's me put safety overrides on it it's one of the most broken thing I've ever played with.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Zen on March 06, 2020, 07:27:38 PM
Jangala has lots of wood for burning.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Viking8008 on March 12, 2020, 10:58:42 AM
Why can't I turn in AI cores to KR?
UPD.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Kheben on March 17, 2020, 10:29:53 PM
when trying to download i get an error page not exist...any idea?
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: Some random guy on April 15, 2020, 10:19:05 AM
hi Vayra, i like the new capital, it's actually on pair with the onslaught and viable in the end game unlike the previous one.
what i want to say is that there is a specific new weapon that i feel is too.... overpowered, the shockweb launcher, it's a powerful kinetic weapon that balances it's damage with being a shotgun, drastically reducing it's effectiveness after 300 units however...

since there is a faction called the remnants that uses tough shields and loves to go melee this weapon makes it look like it's made to eradicate them, farming Remnants became 5 times easier with that weapon mounted everywhere possible and i think the reason being is that it deals massive kinetic and EMP damage giving the remnants no chance against it, i highly recommend you to change it's type to energy (while keeping it ballistic) to balance it's effectiveness against all targets and stopping people from abusing it to farm Alpha cores easily.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: HeartofDiscord on May 20, 2020, 05:21:25 PM
I really think something needs to give with the crystal splintergun. Its one of the most expensive medium mounts at 15 OP, has garbage flux ratio, and finicky execution. I know the explosion can reach staggering levels with several of them, but theres so many things that make it very hard to actually execute that on top of the AI being essentially unable to use it due to how much finesse it needs. The fact that the explosion only amps in quantities of 7 and how incredibly easy they are to shoot down lends to only a handful landing out of the 21 shots. I think the crystals need a lot more health or possibly just be untargetable, and maybe a reduction in OP to go with it. Its such a unique weapon but It barely ever feels worth using.
Title: Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
Post by: esciron on June 11, 2020, 06:17:47 AM
I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?