Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on January 26, 2014, 12:08:21 AM

Title: [0.8a] Starsector+ 3.7.0
Post by: Dark.Revenant on January 26, 2014, 12:08:21 AM
BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.



Download Starsector+ 3.7.0 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.7.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.7.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated))
(Requires GraphicsLib 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Main Features
- Balance changes
- Overhauled bounty system
- Vengeance fleets
- Campaign improvements
- Not compatible with total conversions



Other Features
  • Your officers can die in battle
  • Crew requires salary payments
  • Fixes to some vanilla bugs


Change Log
Version 3.7.0 (May 6, 2017)

Version 3.6.2 (April 11, 2017)

Version 3.6.1 (February 6, 2017)

Version 3.6.0

Version 3.5.2

Version 3.5.1

Version 3.5.0

(Older versions included in internal change log)


Credits
Dark.Revenant for general development
Tartiflette for in-battle jump point artwork, and some misc. icons/splashes
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
Post by: Sleepyfish on January 26, 2014, 12:34:05 AM
Not bad. Keep up the good work!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
Post by: c plus one on January 26, 2014, 09:10:44 AM
Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes minor tweaks to gameplay and metagame mechanics to solve common complaints about Starsector, and is purposed to look and feel like vanilla Starsector, enhancing your experience with the game.

The above is something i've been thinking about for a while. i dont have the leisure time or the l33t skillz for this sort of thing, so i'm quite relieved that you're going ahead with this project. if your new Phase DD (so useful! ;D ) plus the changes to cargo haulage are any clue, this is going to be a very helpful mod.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 05, 2014, 03:32:20 AM
Updated.  New stuff!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 05, 2014, 06:49:58 AM
I'm not that much of a fan of the Revenant, the connections between each parts are kinda weird... The Achille look much more interesting with its odd shape. Also, the Trebuchet sprite is lovely! I'll try to play it when i'll have some time.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 06, 2014, 09:12:23 PM
Added a youtube video demonstration: Youtube video here! (http://youtu.be/yZEemyiu4uQ)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Uomoz on February 06, 2014, 09:34:02 PM
Looks very good! All those new toys sure look very powerful in a lot of situations.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 07, 2014, 09:21:26 AM
Haven't really tried the Revenant, however the Achilles seems very powerful, especially the long range variant. You can lob a massive amount of lrms across the map on a target, even a lone Achilles can take down without a scratch big meanies like the Dominator. It remind me a bit of Kadur's ships, low tech missiles boats that can swarm the screen with lrms. It's pretty much unstoppable unless you are largely outnumbered.

I have yet to try a missile based fleet with those in the campaign but i'm pretty sure it will be very powerful. That's going to be fun.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 07, 2014, 04:11:12 PM
It's a hard counter to the Dominator, but ships like the Aurora are pretty much immune to LRM spam.  If you have proper shielding and/or point defense systems, dealing with a fire-support Achilles is not a problem.

I had to do several takes with the Achilles to get it to succeed against that frigate fleet, by the way.  It's really easy to mess up and get creamed since it has terrible armor coverage.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 07, 2014, 04:25:48 PM
After trying going mass Achilles in campaign, it's not as OP as i thought. Good thing. Its biggest weakness is that it's a Cruiser and it cost a lot of logistics points to deploy it. also, other than its 8 missiles turrets, it's a pretty terrible ship stat wise.

So disregard what i said earlier, it seems balanced.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 07, 2014, 07:10:28 PM
Look dude! I don't know how to integrate it with LazyLib.

I'm being crucial here so please be honest.  :P

I have no idea what you were trying to say, but in order to make the mod work you need to download LazyLib and activate it (it's a mod) along with Starsector+.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: ValkyriaL on February 07, 2014, 08:11:21 PM
Seems like mister Liquidstang made a new account... or we just received a new member that reminds of him. ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 06:29:48 AM
After much toil and trouble, I have finished the next update.  No new ships or weapons, but there is a lot of content nonetheless.

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Pazuzu on February 16, 2014, 09:29:59 AM
looks good, but can't download from that link
403: forbidden
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: HELMUT on February 16, 2014, 10:30:49 AM
If there was be a new update for Starsector, this mod would probably be the closest thing that looks like it. I really like all the small yet important changes of this mod, i especially like the revamped skill tree, the logistic branch is now much more interesting rather than just more fleet points. Also, the new variants make each fight a completely new kind of battle, i love it. I'm currently trying to fly a TT carrier based fleet to see how the new Trident and Longbow feels.

You should ask Zaphide for an eventual Exerelin add-on.

Pazuzu, i don't have this error, something with you firewall maybe?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: SpaceRiceBowl on February 16, 2014, 11:28:54 AM
Getting this crash while playing with a couple of mods
Spoiler
185901 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
   at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.rasht_HegemonySpawnPoint.spawnFleet(rasht_HegemonySpawnPoint.java:41)
   at data.scripts.world.rasht.generate(rasht.java:129)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.I.dismiss(Unknown Source)
   at
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 12:23:40 PM
@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.

@Pazuzu
I added a mirror to the OP.

@HELMUT
Making this mod compatible with Exerelin is very difficult.  There is no way to do it without making a separate, cut-down version of Starsector+ for each update while rewriting several portions of Exerelin to make room.  Starsector+ modifies the core too much.

If I did make an Exerelin-compatible distribution, it would lack the randomized variants and the current fleet skill system, and require edits to Exerelin itself, specific to Starsector+.  This process is simpler if Zaphide for whatever reasons wants to permanently include the Achilles, Revenant, Hornet, Tornado, and Trebuchet in his mod, but that would go against his mission statement.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Chronosfear on February 16, 2014, 12:30:36 PM
WoW.
Sound great.

Will try that one.
Thank you!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: TimeDiver on February 16, 2014, 12:34:45 PM
@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.
kazi's Mayorate mod is the originator of the Rasht system; however, Uomoz's Sector (which includes Mayorate) should definitely NOT be enabled alongside Starsector+.

Both implement arcibalde's Vanilla AddOn (and not quite using the same methodology) and implement aptitudes/skills for NPC fleets; again, through different methods.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: SpaceRiceBowl on February 16, 2014, 12:40:56 PM
Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Pazuzu on February 16, 2014, 12:41:37 PM
thanks, mirror worked a charm
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 12:51:54 PM
Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Are you using a pilot from the 0.2 version of the mod?

Edit: Found the error; it was in the simulator list using an old variant I had renamed.  Uploading a hotfix; just redownload the mod.  It'll be compatible with other 0.3 pilot files, so don't delete your saves.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.1
Post by: SpaceRiceBowl on February 16, 2014, 01:58:27 PM
Erm, you might wanna recheck the simulator names for all your ships, cause the Achilles also has this problem.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 16, 2014, 02:21:25 PM
Very well.  I shall commit harakiri.

P.S. Updated.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 16, 2014, 10:27:58 PM
Anyway, on the topic of compatibility with Uomoz's Sector and Exerelin: I give free permission for any modder to take and use my ships/weapons/scripts if credit is given.  However, I will not be making my own compatibility packages for those mods; the mission statement of Starsector+ is that it should look and feel like vanilla Starsector, which those two mods are most definitely not.  Plus, I don't really have the time to do that sort of thing.

For the player... Choose the mod according to your tastes.
From close...
Starsector+: A few new features and additions; fixes up balance and patches holes in the game.  Feels like vanilla.
Uomoz's Sector: New features, factions, ships, and weapons.  Bears some likeness to vanilla but breaks away significantly.
Exerelin: Starsector becomes a faction strategy game.  Barely resembles vanilla; some ships, weapons, and mechanics will be familiar.
Vacuum: Completely breaks away from vanilla Starsector and goes even further down the combat strategy route.  A new game entirely.
... to far.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: SpaceRiceBowl on February 17, 2014, 06:23:43 AM
How about compatibility with the Mayorate, since there seems to be some conflictions with it
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: HELMUT on February 17, 2014, 03:06:33 PM
Ok so i finished my carrier campaign and... Still don't find use for the longbow. Wasting precious fleet logistic, money and supply for a mediocre shield breaker isn't worth it in my opinion unless you are fighting some modded faction with overly powerful shields (like P9 and Purifiers.) But other than this, nope, better investing into actual bombers.

The Trident is better but still inferior to the Dagger. The main problem come from the Atropos that is very easy to intercepted, one flak shot is usually enough to take both down as they are fired close to each other. I didn't really noticed the additional sabot on the Trident but i didn't have the occasion to fight enemies with very powerful shields and when i did, i just overwhelmed their defense with swarm of fighters.

The Atropos seems flawed in my opinion. Maybe replacing them with reapers will give better results?

I also tried to spam Wasps in my fleet, didn't worked out very well. Then again, they are interceptors and that's the only job they can properly fill. I usually prefer the Talon as a cannon fodder fighter, the hard flux produced by the Vulcan is very good.

Piranhas are pretty scary now, it's maybe because i encounter more of them but i think they are definitely more viable. They tend to bypass enemy shields by dropping their loadout when they fly over the ship, my Tarsus freighter remember it.

Mining drones are still worthless but can tank an absurd amount of firepower. Not sure if it was needed as they're not really supposed to be used in battle anyway.

Xyphos were already pretty good, they usually seems worthless because they're alone. When massed, they become really scary.

The Warthog speed boost is very good, it badly needed it. Not sure about the Gladius buff as it was already one of big boys with the Thunder, didn't tried that much though.

The Condor is still vastly inferior to the Gemini. Its rival have more OP, better mounts and PD drones.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 04:16:45 PM
Thanks for the insight!

I think I'll give the Longbow a full sabot rack.  That should make them really dangerous to ships that rely on shields.  In turn I'll change those Trident sabots to harpoons (which will give the Trident a real DPS edge over the Dagger).  Also, in general I think that I should give Atropos torps *more* HP than Reaper torps so that they're truly dangerous against ships that rely on point defense.

Wasps are meant to be used for point capture, interception, and defending capital ships.  Spamming them will not work.

I'll probably buff the cargo capacity of the Condor and raise the logistics cost of the Gemini.

@SpaceRiceBowl
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.



P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: c plus one on February 17, 2014, 05:23:02 PM
P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 

Wellll.....  :-\

For my part, I'm thoroughly stuck with a pre-2009 computer that uses 667MHz DDR2 ram and a 256MB NVIDIA GeForce 7300 GT video card. I do have two 2.66GHz Dual-Core Intel Xeon CPUs, but I'm seriously limited by the narrow ram bandwidth of the mainboard and the overall weak gpu.

I have absolutely no cash to upgrade what I have or to buy a newer computer (no matter how crappy but "still modern"), so i'm very leery of anything mod-wise that boasts Moar Shiny Purely For Shiny's Sake. :'(

Dark.Revenant, please go easy on us who are unable to use the latest and greatest; thanks. The #1 reason I use (and enjoy! :) ) this mod of yours is because it extends vanilla in very useful & tactics-extending ways while also not stressing my paleo-hardware.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: TimeDiver on February 17, 2014, 06:30:23 PM
P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing?  

Running a Core 2 Duo E8xxx series CPU, DDR2 800Mhz RAM here. Video card is fairly recent, but pretty much budget-level (AMD R7770/1GB); then again, Starsector is vastly more CPU/RAM dependent, as opposed to strictly GPU limited.

Even though upgrading to a Haswell series CPU + motherboard + RAM is long-past due, my current rig from 2008 still works well enough, even after upgrading to Windows 7 (damn, I put that off for practically forever).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 07:04:04 PM
I have no middle-ground computer to test on; my desktop is way too overpowered for performance testing and my laptop can't run the game at a playable rate in the first place.  What I'll probably do is include a file link in the mod so people with weaker machines can delete the graphics-boosting plugins.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Sleepyfish on February 17, 2014, 07:28:24 PM
I have a decent PC that can adequately run starsector. Big battles make it suffer though, the engines are quite intensive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Toxcity on February 17, 2014, 07:48:30 PM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 08:20:04 PM
Either way, it's not possible with the current state of the API to make it compatible with mods that do that.  It's up to individual faction developers or the end user to merge the faction files.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 11:43:44 AM
Alright.  Download this mod (http://www.sc2mafia.com/Starsector/Graphics.zip) and activate it.  Tell me how it runs on your computers.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 18, 2014, 11:47:12 AM
Hey, I've seen those plugins somewhere... :D

Testing them right now!

EDIT: a lot of cool stuff! The emp arcs are a bit too long imho (or maybe it was some form of interference between mods). 0 fps hit, by my pc is pretty beastly..
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 12:50:35 PM
The EMP arc plugin is unchanged from the version in your mod (it's credited in the OP).  I could modify it to clamp the arc length to a particular maximum length, though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 18, 2014, 12:59:53 PM
The EMP arc plugin is unchanged from the version in your mod (it's credited in the OP).  I could modify it to clamp the arc length to a particular maximum length, though.

I did a bunch of tweaks, like making the smoke actually visible in WeaponDamageSmoke:

Spoiler
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.WeaponAPI.WeaponSize;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import org.lwjgl.util.vector.Vector2f;

public class WeaponDamageSmoke implements EveryFrameCombatPlugin
{

    private CombatEngineAPI engine;
    private static final Map mag = new HashMap();
    static
    {
        mag.put(WeaponSize.SMALL, 1f);
        mag.put(WeaponSize.MEDIUM, 1.5f);
        mag.put(WeaponSize.LARGE, 2.5f);
    }

    private final float smokeSize = 0.8f + 0.4f * (float)Math.random();

    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }

    private final IntervalUtil interval = new IntervalUtil(0.1f, 0.1f);

    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
      
      interval.advance(amount);
      
        if (interval.intervalElapsed())
        {
            List ships = engine.getShips();
            Iterator it = ships.iterator();
            while (it.hasNext())
            {
                ShipAPI ship = (ShipAPI) it.next();      
                List weapons = ship.getAllWeapons();
                Iterator it2 = weapons.iterator();
                
                while (it2.hasNext())
                {
                    WeaponAPI weapon = (WeaponAPI) it2.next();
                    
                    if(weapon.isDisabled())// -only happening on weapon disable since your explosion stuff is way better anyway
                    {
                        float smokeSizeValue = (Float)mag.get(weapon.getSize());

                        float velX = (float)Math.random() * 10f - 5f;
                        float velY = (float)Math.sqrt(25f - velX * velX);
                        if((float)Math.random() >= 0.5f)
                        {
                            velY = -velY;
                        }
                        
                        engine.addSmokeParticle(weapon.getLocation(), new Vector2f(velX,velY), 40f * this.smokeSize * smokeSizeValue, 0.05f, 4f, new Color(25,25,25,80));// -less transparency here
                        engine.addSmokeParticle(weapon.getLocation(), new Vector2f(velX,velY), 20f * this.smokeSize * smokeSizeValue, 0.05f, 3f, new Color(90,90,90,80));// -less transparency here
                    }
                }
            }
        }
    }
}
[close]

And some changes to the Arc as well:

Spoiler
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.Iterator;
import java.util.List;
import org.lwjgl.util.vector.Vector2f;

public class ArcEffectOnOverload implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    
    public void init(CombatEngineAPI engine) {
        this.engine = engine;
    }

   private IntervalUtil interval = new IntervalUtil(0.25f, 0.5f); //set the time you want the arc to happen
        
    public void advance(float amount, List events)
   {
      if (engine.isPaused()) {
         return;
      }

      //Advances the interval.
      interval.advance(amount);   

      //When the interval has elapsed...
      if (interval.intervalElapsed())
      {
         List ships = engine.getShips();
         Iterator it = ships.iterator();

         while (it.hasNext())
         {
            ShipAPI ship = (ShipAPI) it.next();
            
            if (ship.isHulk()) {
               continue;
            }
            
            if (ship.getFluxTracker().isOverloaded())
            {
               Vector2f point = new Vector2f(ship.getLocation());         
   
               point.x += (ship.getCollisionRadius() / 3f) * (((float) Math.random() * 2f) - 1);
               point.y += (ship.getCollisionRadius() / 3f) * (((float) Math.random() * 2f) - 1);
               
               //spawns one arc.
               engine.spawnEmpArc(ship,point,ship,ship,DamageType.OTHER,0f,0f,ship.getCollisionRadius()*2,"hit_shield_beam_loop",12f,new Color(55,170,245,255),new Color(255,255,255,255));// -made its max length equal to the ship diameter
            }
         }
      }
   }
}
[close]

EDIT: maybe I made the smoke a little bit to visible, need to tone it back down. Still:

(http://www.ultraimg.com/images/w3Qmf.gif)

This is amazing. Maybe some hull parts flying away and debris would complete this masterpiece.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 03:28:39 PM
Unfortunately, hull parts and debris are impossible to add.  Unless Alex allows us to spawn custom asteroid-tier objects and have user-defined particle sprites, it's just not going to happen.

A simulacrum can be done with projectiles, but it's laggy and ultimately buggy due to the fact that ballistic projectiles have fadeout crap.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Tecrys on February 18, 2014, 03:36:35 PM
Now that looks pretty neat!

I am working on giving BGE some custom damage decals/effects and this stuff happens to be exactly what I would need for that.
Would you mind if I use that plugin for my mod? (After I repurposed it a bit)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 03:54:12 PM
Quote
I give free permission for any modder to take and use my ships/weapons/scripts if credit is given.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 19, 2014, 01:10:11 AM
Unfortunately, hull parts and debris are impossible to add.  Unless Alex allows us to spawn custom asteroid-tier objects and have user-defined particle sprites, it's just not going to happen.

A simulacrum can be done with projectiles, but it's laggy and ultimately buggy due to the fact that ballistic projectiles have fadeout crap.

What about projectile like flares popping out from the explosions like fiery debris? Those could be cool!

EDIT: fairly inconsistent null in the title screen (maybe related to the fact that ships get despawned before getting killed there)

Spoiler
com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatEngine.addHitParticle(Unknown Source)
   at data.scripts.plugins.ShipDestructionEffects.advance(ShipDestructionEffects.java:163)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 19, 2014, 03:47:30 AM
See: Laggy.  It's not optimal at all to create that many projectiles.

Also, the current effect for ship destruction is sufficient enough.  It's got a LOT of effects on it and frankly it's bordering on excessive due to all the smoke and fire and lights.

When the ship is vaporized, that's a different story.  Ideally I would want to spawn a few flaming chunks but that's a tall order with the current projectile system as it is.  I've experimented with it and there's really no way to get an acceptable result.  They all fade away at the same time, point defense turrets fire upon them, they sometimes have missile outlines, they are a huge performance hit, etc.  It's just not worth it unless Alex adds a way to spawn custom objects into the world.

By the way, that crash may be a bug on Alex's part.  I've noticed that if you use scripts to spawn missiles, they do not get cleaned up when you switch battle screens from the title.  They'll still be there, floating around!

Edit: I think I managed to fix it on my end.  Title screen ran for an hour without crashing.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4
Post by: Dark.Revenant on February 19, 2014, 04:28:42 AM
I might as well announce Version 0.4, which includes this graphics update and a few more balance changes.  Have fun!

If you are having performance issues, delete the Starsector Plus/data/scripts/plugins folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: TimeDiver on February 21, 2014, 07:02:34 PM
Kind of hilarious bug with the 'Small Unit Tactics' skill as of v0.4.1:

Instead of decreasing CR loss by 5% per level on ships that have a Peak Readiness timer (once the timer runs hits zero), CR loss is increased by 5% per level.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: HELMUT on February 26, 2014, 04:28:46 PM
I found something weird lately. When you start a battle, their's always some random huge silent explosion at the beginning somewhere on the map with the flash lingering for several seconds. Not gamebreaking but still strange.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: Nanao-kun on February 26, 2014, 07:18:15 PM
I found something weird lately. When you start a battle, their's always some random huge silent explosion at the beginning somewhere on the map with the flash lingering for several seconds. Not gamebreaking but still strange.
I think that's a leftover from a previous battle due to the extra effects for disabled ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: Dark.Revenant on February 27, 2014, 05:20:18 AM
That's fixed in the next version.

Speaking of, the next version will have four new fighter wings, two new weapons, and a whole bunch of improvements to AI fleets.  I'll likely be using a modified version of Uomoz' variant randomizer.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 02, 2014, 04:21:41 AM
Major update!

I haven't added the variant randomization, so that'll be in 0.6.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: TimeDiver on March 02, 2014, 09:28:19 PM
Well, now. One hell of an update, all things considered. The four additional fighter wings and two newly-added weapons are... entertaining, to be sure.

Looks like the component scripts got one heck of an overhaul, though. And perhaps may lead to unintended hilarity (on my PC, only) as follows:

On a lark, I'd ended up modding a number of other mods' various '_SpawnPoint.java' files to implement Stasector+'s brand of leveling (to quite amusing results) for v0.4.1; took some degree of editing to get them updated for v0.5, but they compiled... and seem to work as intended.

No clue on how to properly implement the 'populate' routine from 'FleetManager.java' for other mods though, so I have the suspicion that any newly spawned (modded) fleets are completely lacking in supplies, fuel, crew, marines, and so on...

...unless, by omitting the following lines (I ended up merging quite a few lines from 'FleetManager.java' into 'LevelUpper.java', then renamed the latter/all appropriate references), I managed to avoid that potential source of face-palming:

Code
		data.clear();
fleet.getCargo().clear();
fleet.getCargo().addSupplies(1f);
fleet.getCommanderStats().getLogistics().unmodify();

Well, here's to crossing my fingers on nothing too horrific going down in the long-term. *knocks on wood*
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 12:34:55 AM
You don't implement Populate, you call it.  For example, when generating the Lion's Guard:

Code
	private static void guard(CampaignFleetAPI fleet)
{
fleet.setName("Lion's Guard");
fleet.getCommanderStats().addXP((long)((float)Math.random() * 600000f + 200000f));
LevelUpper.levelUp(fleet.getCommander(), 2, 0, 3);
FleetManager.populate(fleet, "guard",
(float)Math.random()*0.1f + 0.8f, // logistics rating
(float)Math.random()*0f + 0.1f, // logistics rating range
(float)Math.random()*20f + 30f, // supply days
(float)Math.random()*20f + 40f, // fuel ly
(float)Math.random()*0.2f + 0f, // crew %
(float)Math.random()*0.1f + 0f); // marines %
LevelUpper.levelCrew(fleet,
(float)Math.random()*0.25f + 0f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f);
}

Anyway, messing with those lines will cause problems for vanilla fleets that I've modded since it will include duplicates.  I suggest adding a conditional statement there or rearranging the code to avoid that issue.  The FleetManager is designed such that either a fleet uses all (or most) of its features or none of it, so as to maintain maximum compatibility.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: kazi on March 03, 2014, 01:10:34 AM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).

From that error, I'm guessing that the Mayorate system file is attempting to call a fleet from the hegemony.faction file and not finding it. The easiest way to fix this would be to add in fleets named "heg_scout", "heg_flotilla", "heg_patrol2", and "invasion" to whatever you are using to spawn fleets (just so that the Rasht.gen file can call them without an error).

But yeah, the purpose of that edit to the core files was so that I could create Hegemony fleets of small and medium-large strength. The vanilla Hegemony fleets come in two flavors: Hegemony patrol and SDF steamroller. There really wasn't any in-between or low-end fleets for you to fight against so I had to make some to give a bit more variety (fighting the same fleets over and over again got a bit boring, plus it gave players a way to play the early game and fight factions besides just the pirates). I'm pretty sure the Junk Pirates mod makes a similar modification for the same reasons.

I can attempt to fix this on my end (making the Hegemony raiders in Rasht into a separate faction would be the easiest way of doing this, although it could be a bit weird if players are hostile to one but not the other), although I think it would be a little "cleaner" if you added those four fleets in somewhere for compatibility.

Also if my mod is giving people crashes, post in the Mayorate mod thread or PM me directly so I can do my best to fix them.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: TimeDiver on March 03, 2014, 02:07:41 AM
You don't implement Populate, you call it.  For example, when generating the Lion's Guard:

*snip Java code*

Anyway, messing with those lines will cause problems for vanilla fleets that I've modded since it will include duplicates.  I suggest adding a conditional statement there or rearranging the code to avoid that issue.  The FleetManager is designed such that either a fleet uses all (or most) of its features or none of it, so as to maintain maximum compatibility.

Er, yeah... that was very poor choice of terminology on my part, there.

What I meant to say, is that I have little idea as to what appropriate numerical values to use for mods, when calling the Populate routine; determining EXP amount and aptitude prioritization were, by comparison, much more straightforward (re: just a lot of copy/pasting b/w the various '_Spawn.java' files, with minor tweaks here and there).

More to the point, I separated the leveling mechanism entirely from 'FleetManager.java' into a stand-alone file, that can be called independently of the Starsector+ implementation (e.g., enabling leveling for normally-unsupported mods in Uomoz's Sector for instance, without enabling SS+ and borking both mods to hell and back).

Ah hell, here's your original code that I butchered together, for said separated leveling mechanism:

Code
package data.scripts.world.SSEPlus;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.*;

public final class LevelUpperX {

public static final Map allSkills;
private static final Random rng = new Random();

static {
Map allSkillsTemp = new HashMap();
allSkillsTemp.put("combat",
createSkillList(new String[] {
"missile_specialization", "ordnance_expert", "damage_control", "target_analysis", "evasive_action", "helmsmanship", "flux_modulation"
})
);
allSkillsTemp.put("leadership",
createSkillList(new String[] {
//"advanced_tactics", "command_experience", "fleet_logistics", "small_unit_tactics", "wing_command", "logistical_oversight"
"advanced_tactics", "command_experience", "fleet_logistics"
})
);
allSkillsTemp.put("technology",
createSkillList(new String[] {
"gunnery_implants", "applied_physics", "flux_dynamics", "computer_systems", "construction", "mechanical_engineering", "field_repairs", "navigation"
})
);
allSkills = Collections.unmodifiableMap(allSkillsTemp);
}

private LevelUpperX() {}

private static List createSkillList(String[] skills) {
return Collections.unmodifiableList(Arrays.asList(skills));
}

public static String getRandomSkill(String aptitude) {
List tmp = (List) allSkills.get(aptitude);
return (String) tmp.get(rng.nextInt(tmp.size()));
}

public static void levelUp(PersonAPI commander, int combat, int leadership, int technology) {
MutableCharacterStatsAPI stats = commander.getStats();
int x = (int)stats.getAptitudeLevel("combat") + (int)stats.getAptitudeLevel("leadership") + (int)stats.getAptitudeLevel("technology");

while (stats.getAptitudePoints() > 0f) {
x++;
if (stats.getAptitudeLevel("combat") == 10 && stats.getAptitudeLevel("leadership") == 10 && stats.getAptitudeLevel("technology") == 10) {
break;
}
if (stats.getAptitudeLevel("combat") == 10 && combat > 0) {
combat = 0;
if (stats.getAptitudeLevel("leadership") < 10) {
leadership++;
}
if (stats.getAptitudeLevel("technology") < 10) {
technology++;
}
}
if (stats.getAptitudeLevel("leadership") == 10 && leadership > 0) {
leadership = 0;
if (stats.getAptitudeLevel("combat") < 10) {
combat++;
}
if (stats.getAptitudeLevel("technology") < 10) {
technology++;
}
}
if (stats.getAptitudeLevel("technology") == 10 && technology > 0) {
technology = 0;
if (stats.getAptitudeLevel("leadership") < 10) {
leadership++;
}
if (stats.getAptitudeLevel("combat") < 10) {
combat++;
}
}
if (x > 0 && x <= combat) {
stats.increaseAptitude("combat");
stats.addAptitudePoints(-1);
} else if (x > combat && x <= combat+leadership) {
stats.increaseAptitude("leadership");
stats.addAptitudePoints(-1);
} else if (x > combat+leadership && x <= combat+leadership+technology) {
stats.increaseAptitude("technology");
stats.addAptitudePoints(-1);
} else {
x -= combat+leadership+technology+1;
}
}

while (stats.getSkillPoints() > 0f) {
if ((int)stats.getSkillLevel("fleet_logistics") < (int)stats.getAptitudeLevel("leadership")) {
stats.increaseSkill("fleet_logistics");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("mechanical_engineering") < (int)stats.getAptitudeLevel("technology")) {
stats.increaseSkill("mechanical_engineering");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("computer_systems") < (int)stats.getAptitudeLevel("technology")) {
stats.increaseSkill("computer_systems");
stats.addSkillPoints(-1);
// } else if ((int)stats.getSkillLevel("wing_command") < (int)(stats.getAptitudeLevel("leadership")*0.75f)) {
// stats.increaseSkill("wing_command");
// stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("missile_specialization") < (int)(stats.getAptitudeLevel("combat")*0.75f)) {
stats.increaseSkill("missile_specialization");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("applied_physics") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("applied_physics");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("construction") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("construction");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("flux_dynamics") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("flux_dynamics");
stats.addSkillPoints(-1);
} else {
float rand = (float) Math.random() * 3f;
String aptitude;
if (rand >= 0f && rand < 1f) {
aptitude = "combat";
} else if (rand >= 1f && rand < 2f) {
aptitude = "leadership";
} else {
aptitude = "technology";
}
String skill = getRandomSkill(aptitude);
if ((int)stats.getSkillLevel(skill) < (int)stats.getAptitudeLevel(aptitude)) {
stats.increaseSkill(skill);
stats.addSkillPoints(-1);
}
}
}

String levelNote = (int)stats.getAptitudeLevel("combat") + "/" + (int)stats.getAptitudeLevel("leadership") + "/" + (int)stats.getAptitudeLevel("technology");

if (stats.getLevel() >= 1 && stats.getLevel() <= 5) {
commander.setRank("Junior Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 6 && stats.getLevel() <= 10) {
commander.setRank("Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 11 && stats.getLevel() <= 15) {
commander.setRank("Senior Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 16 && stats.getLevel() <= 20) {
commander.setRank("Lt. Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 21 && stats.getLevel() <= 25) {
commander.setRank("Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 26 && stats.getLevel() <= 30) {
commander.setRank("Fleet Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 31 && stats.getLevel() <= 40) {
commander.setRank("Rear Admiral (" + levelNote + ")");
} else if (stats.getLevel() >= 41 && stats.getLevel() <= 50) {
commander.setRank("Admiral (" + levelNote + ")");
} else if (stats.getLevel() >= 51 && stats.getLevel() <= 60) {
commander.setRank("Fleet Marshall (" + levelNote + ")");
} else {
commander.setRank("Supreme Commander (" + levelNote + ")");
}
}

public static void levelCrew(CampaignFleetAPI fleet, float green, float regular, float veteran, float elite) {
float eliteCrew = elite;
float veteranCrew = veteran;
float regularCrew = regular;
float greenCrew = green;
eliteCrew = eliteCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
veteranCrew = veteranCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
regularCrew = regularCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
greenCrew = greenCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
int totalCrew = fleet.getCargo().getCrew(CargoAPI.CrewXPLevel.REGULAR);
fleet.getCargo().removeCrew(CargoAPI.CrewXPLevel.REGULAR, (int)((float)totalCrew*(eliteCrew+veteranCrew+greenCrew)));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.ELITE, (int)((float)totalCrew*eliteCrew));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.VETERAN, (int)((float)totalCrew*veteranCrew));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.GREEN, (int)((float)totalCrew*greenCrew));

fleet.setName(fleet.getName() + " [" + (int)fleet.getCommander().getStats().getLevel() + "]");

if (fleet.getFleetData().getMembersListCopy().size() > 0) {
List members = fleet.getFleetData().getMembersListCopy();
List sort = new ArrayList();
Iterator iter = members.iterator();
FleetMemberAPI ship;
while (iter.hasNext()) {
ship = (FleetMemberAPI) iter.next();
ship.getRepairTracker().setCR(ship.getRepairTracker().getMaxCR());
if (sort.size() > 0) {
Iterator iter2 = sort.iterator();
FleetMemberAPI ship2;
int i = 0;
while (iter2.hasNext()) {
ship2 = (FleetMemberAPI) iter2.next();
if (compare(ship, ship2)) {
break;
} else {
i++;
}
}
sort.add(i, ship);
} else {
sort.add(ship);
}
}
if (sort.size() > 0) {
iter = sort.iterator();
while (iter.hasNext()) {
ship = (FleetMemberAPI) iter.next();
fleet.getFleetData().removeFleetMember(ship);
fleet.getFleetData().addFleetMember(ship);
}
}
FleetMemberAPI flagship = (FleetMemberAPI)fleet.getFleetData().getMembersInPriorityOrder().get(0);
for (int i = 0; i < fleet.getFleetData().getMembersInPriorityOrder().size() - 1; i++) {
if (flagship.isFighterWing() == true) {
flagship = (FleetMemberAPI)fleet.getFleetData().getMembersInPriorityOrder().get(i + 1);
}
}
flagship.setFlagship(true);
}
}

private static boolean compare(FleetMemberAPI ship1, FleetMemberAPI ship2) {
if (ship1.isCivilian() == false) {
if (ship2.isCivilian() == true) {
return true;
}
} else {
if (ship2.isCivilian() == false) {
return false;
}
}
if (ship1.isFighterWing() == false) {
if (ship2.isFighterWing() == true) {
return true;
}
} else {
if (ship2.isFighterWing() == false) {
return false;
}
}
if (ship1.isFrigate() == false) {
if (ship2.isFrigate() == true) {
return true;
}
} else {
if (ship2.isFrigate() == false) {
return false;
}
}
if (ship1.isDestroyer() == false) {
if (ship2.isDestroyer() == true) {
return true;
}
} else {
if (ship2.isDestroyer() == false) {
return false;
}
}
if (ship1.isCruiser() == false) {
if (ship2.isCruiser() == true) {
return true;
}
} else {
if (ship2.isCruiser() == false) {
return false;
}
}
if (ship1.isCapital() == false) {
if (ship2.isCapital() == true) {
return true;
}
} else {
if (ship2.isCapital() == false) {
return false;
}
}
if (ship1.getFleetPointCost() > ship2.getFleetPointCost()) {
return true;
} else if (ship1.getFleetPointCost() < ship2.getFleetPointCost()) {
return false;
}
if (ship1.getRepairTracker().isLogisticalPriority() == true) {
if (ship2.getRepairTracker().isLogisticalPriority() == false) {
return true;
}
} else {
if (ship2.getRepairTracker().isLogisticalPriority() == true) {
return false;
}
}
if (ship1.getSpecId().compareTo(ship2.getSpecId()) <= 0) {
return true;
} else {
return false;
}
}

}

Note that the above example comments out SS+'s three added skills, and re-enables the Navigation skill in their place.

Then add the following (example) lines to a mod's _Spawn.java file(s) (including the appropriate 'import' statements):

Code
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import data.scripts.world.SSEPlus.LevelUpperX;
import java.util.*;

...

fleet.getCommanderStats().setAptitudePoints(3);
fleet.getCommanderStats().setSkillPoints(9);
fleet.getCommanderStats().addXP((long)((float)Math.random() * 600000f + 200000f));
LevelUpperX.levelUp(fleet.getCommander(), 2, 0, 3);
LevelUpperX.levelCrew(fleet,
(float)Math.random()*0.25f + 0f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f);

Having typed all that, my worry is that by avoiding calling the Populate routine, any mod-based fleets that are spawned using my bastardized version of your leveling code, will do so with low-to-zero-quantity supply/fuel/crew/marine count(s)...

...unless, by omitting several specific lines from 'FleetManager.java''s 'createFleet' routine (specifically, lines #158-161) I avert that issue altogether, as I (poorly) attempted to request clarification in my previous post.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on March 03, 2014, 02:52:30 AM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).

From that error, I'm guessing that the Mayorate system file is attempting to call a fleet from the hegemony.faction file and not finding it. The easiest way to fix this would be to add in fleets named "heg_scout", "heg_flotilla", "heg_patrol2", and "invasion" to whatever you are using to spawn fleets (just so that the Rasht.gen file can call them without an error).

But yeah, the purpose of that edit to the core files was so that I could create Hegemony fleets of small and medium-large strength. The vanilla Hegemony fleets come in two flavors: Hegemony patrol and SDF steamroller. There really wasn't any in-between or low-end fleets for you to fight against so I had to make some to give a bit more variety (fighting the same fleets over and over again got a bit boring, plus it gave players a way to play the early game and fight factions besides just the pirates). I'm pretty sure the Junk Pirates mod makes a similar modification for the same reasons.

I can attempt to fix this on my end (making the Hegemony raiders in Rasht into a separate faction would be the easiest way of doing this, although it could be a bit weird if players are hostile to one but not the other), although I think it would be a little "cleaner" if you added those four fleets in somewhere for compatibility.

Also if my mod is giving people crashes, post in the Mayorate mod thread or PM me directly so I can do my best to fix them.

Since SS+ uses a completely separate spawning system it should never have faction conflicts from now on; you don't need to do anything on your end unless you edit Corvus or Askonia.


@TimeDiver
There are comments explaining what each of the values do.  Choosing the values and balancing them is not as easy since fleet size will depend on the commander's skills.  You can avoid using Populate but you have to make sure those pieces of code are not run if you do that.  Maybe move them to the front of the Populate function instead of just commenting them out, so you don't break compatibility with the fleets I hardcoded.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: HELMUT on March 03, 2014, 11:50:51 AM
Haven't played the last version, however i found some vanilla things that i think should be fixed.

First is the Buffalo, this ship is worthless in every single aspects compared to the Tarsus. The only thing it can do better is the fuel per light year consumption, 1.25 compared to 2.2 for the Tarsus. Also 5 logistic points against 6 for the Tarsus.

I think it definitely need something to make it at least remotely useful. My idea would be to increase its burn speed to 6 (from 5) and lower the logistic cost to 2 or 3. It would still be useless but would finally provide an eventual alternative to the Tarsus.

Something else i found with some ships that use missiles. The autofire setting for missiles is set on, which means they will go trigger happy at the beginning of the fight and waste all of their missiles.

Also:

Quote
I'll probably buff the cargo capacity of the Condor and raise the logistics cost of the Gemini.

For the weapons, the Thumper is useless right now. If you want frag damage, the dual flak cannon can do the job much better and will also take care of missiles and fighters. The AI also have trouble dealing with the long charge-up of the Thumper, its slow turn rate don't help either. My idea would be to decrease a bit the charge up delay and turn speed, also perhaps increase the ROF and range to make it a bit more viable assault weapon.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 02:55:48 PM
Haven't played the last version, however i found some vanilla things that i think should be fixed.

First is the Buffalo, this ship is worthless in every single aspects compared to the Tarsus. The only thing it can do better is the fuel per light year consumption, 1.25 compared to 2.2 for the Tarsus. Also 5 logistic points against 6 for the Tarsus.

I think it definitely need something to make it at least remotely useful. My idea would be to increase its burn speed to 6 (from 5) and lower the logistic cost to 2 or 3. It would still be useless but would finally provide an eventual alternative to the Tarsus.

Something else i found with some ships that use missiles. The autofire setting for missiles is set on, which means they will go trigger happy at the beginning of the fight and waste all of their missiles.

For the weapons, the Thumper is useless right now. If you want frag damage, the dual flak cannon can do the job much better and will also take care of missiles and fighters. The AI also have trouble dealing with the long charge-up of the Thumper, its slow turn rate don't help either. My idea would be to decrease a bit the charge up delay and turn speed, also perhaps increase the ROF and range to make it a bit more viable assault weapon.

In SS+, the Tarsus and the Buffalo have the same amount of cargo capacity, but the Buffalo costs fewer logistics (1.6 vs. the Tarsus' 2.3) and has a better fuel range.  The Tarsus' sole saving grace is more OP and better weapons (the Buffalo has the worst weapons layout in the entire game not counting unarmed ships), which allows it to be more useful in combat.  So the Buffalo is more efficient and the Tarsus is more dangerous on the off chance you have to actually use it in battle.

That autofire issue is a holdover from that Vanilla Addon mod and is a pain in the ass to fix.  It'll get done eventually.

I'll try some buffs to the Thumper.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: HELMUT on March 03, 2014, 03:14:05 PM
The Tarsus OPs give it the chance to mount the unstable injector hullmod (+1 burn speed) plus cargo and fuel expansion. The Buffalo can either mount the expansions or the injector but not both.

On top of that, the Tarsus is cheaper than the Buffalo, with more fuel and crew capacity.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 04:03:31 PM
The Tarsus OPs give it the chance to mount the unstable injector hullmod (+1 burn speed) plus cargo and fuel expansion. The Buffalo can either mount the expansions or the injector but not both.

On top of that, the Tarsus is cheaper than the Buffalo, with more fuel and crew capacity.

Even with bonus cargo, the Buffalo is still the more efficient freighter, having 375 cargo per logistics point WITHOUT the cargo expansion.  The Tarsus, even WITH the cargo expansion, is only 300 per logistics point.  In terms of carrying capacity the Buffalo is simply better.  Only the Atlas has better efficiency, and that comes at the cost of burn speed.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: ckk185 on March 04, 2014, 04:41:33 AM
The new fighters and some of the ships don't spawn at all, not to mention some of the weapons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 04, 2014, 06:42:46 AM
The new fighters and some of the ships don't spawn at all, not to mention some of the weapons.
That seems odd.  Some of the weapons/ships are a bit uncommon and are difficult to find (like the Lightning Gun or Inferno MIRV Launcher) but you should be able to find all of the fighters.  The Claymore and Halberd are used by the Hegemony, Independents, and Sindrian Diktat; the Sentinel is used by Independents but mostly the Sindrian Diktat, and Claws are used by Independents and Tri-Tachyon.  Plus, they appear in the stations by default.

I will be making the new weapons easier to find in the next version, though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 05, 2014, 06:48:14 PM
New release!  We've got a new ship, some more balance tweaks, some edits to the fleet spawning code, and my custom adaptation of Uomoz' Variant Randomizer!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Chaos Farseer on March 05, 2014, 07:06:43 PM
Man, I've got to try this out at some point. It looks extremely promising.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 09, 2014, 01:47:13 AM
The next version externalizes the variant randomizer databases so you can more easily use it for your own mods.  See the factions folder, once 0.7 is released.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Nanao-kun on March 09, 2014, 10:48:57 AM
Those support ships are awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: SpaceRiceBowl on March 12, 2014, 05:29:10 PM
Hmm, the cathedral class ship's picture is a bit broken for me. Would love to see what it looks like
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 12, 2014, 07:29:12 PM
The sprite isn't finished yet, hence the brokenness.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: TimeDiver on March 13, 2014, 02:02:52 AM
Dark.Revenant, mind elaborating on just what's wrong with the Castle's AI? Something shipsystem or hullmod-related, or missing the 'CIVILIAN' flag in its ship_data.csv entry?

I'm one of those kind of people who sees something bug-related in a mod's changelog, and then try to fix it on their own end just because; but in this case, I'm not sure what's the bug in question.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 13, 2014, 02:43:52 AM
Its system has faulty AI logic.  Once the Cathedral's sprite is done I'll rig it up and upload 0.7.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Dark.Revenant on March 14, 2014, 04:42:09 AM
Starsector+ 0.7 is released!

Introducing the Cathedral-class Grand Capital Ship, with accompanying Redeemer artillery weapon!  Special thanks to HELMUT for the amazing sprites!

Three new factions: Cult of Galactic Redemption, Knights of Ludd, and Luddic Path, with accompanying star system, Omega Serpentis!

A new super-large mission: The Great Schism.

Variant randomization weapon groups and factions are now externalized into JSON files!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Nanao-kun on March 14, 2014, 12:44:54 PM
Awesome. All I need now is a way to use this with other mods.  :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: HELMUT on March 14, 2014, 05:27:19 PM
You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Erick Doe on March 14, 2014, 07:08:40 PM
You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?

Does it actually conflict? TuP has prefixes on its ship IDs so it shouldn't conflict even if this mod doesnt have prefixes.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: SpaceRiceBowl on March 14, 2014, 07:15:10 PM
The Redeemer in my opinion, is extremely underwhelming. It doesn't do much to shields or ships, considering its size and OP
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: TimeDiver on March 14, 2014, 07:40:24 PM
Minor bugs when poking through the .csv files (may be edited/added to as free time permits):

1. Vigilance remains at 150 armor, contrary to changelog (not increased to 250, default is not actually 125)

2. Cerberus' base value reduced from 13000 to 7000, not documented in changelog; reasoning?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Dark.Revenant on March 14, 2014, 08:40:10 PM
It took a lot of time and effort but I edited the 400+ files necessary to have the ssp_ prefix before all the ships and weapons.  You're on your own if someone overwrites a hull mod or ship system.
This completely destroys backwards compatibility with saves, by the way.  You will need to delete your 0.7 saves.

The Church sends out Crusades every once in a while; a Cathedral is the flagship of those fleets.

@SpaceRice the Redeemer is not an assault weapon; it's a fire-support weapon.  2000 energy damage with perfect accuracy and a really fast ballistic shot across the entire map is nothing to scoff at.  If it did more damage it would be too good.  For the record, 2000 energy is the most burst damage a single weapon can deal to shields; only a Reaper torpedo matches it (you can also include the Plasma Cannon if all three shots hit).  For comparison, a sabot SRM (the 2nd place contender) does 1500.  Have you actually had to fight against it at long range?  It essentially forces you to keep your shields up, even in a ship like the Onslaught, and unlike the Tachyon Lance it actually .

Updated, and fixed the stuff TimeDiver mentioned.  (The Cerberus is reduced in cost because it is so overpriced in vanilla)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.1
Post by: Dark.Revenant on March 14, 2014, 10:44:45 PM
Turns out there was a game-breaking problem in the process of changing hundreds of files around: Hornets were broken.  You need to download 0.7.2 if you downloaded 0.7.1.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
Post by: Nanao-kun on March 14, 2014, 10:59:52 PM
The Redeemer seems like a weapon fit only for an AI. I can't even see the end of a 2000 range weapon. :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
Post by: Dark.Revenant on March 14, 2014, 11:16:41 PM
0.7.2 is also broken in various ways.  Use 0.7.3.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.3
Post by: Nanao-kun on March 15, 2014, 12:40:31 AM
So I'd just bought and fitted a pair of Lightning Guns, as was on my way back to the Hegemony Station when I got this error.

Code
4555296 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Weapon spec [lightninggun] not found!
java.lang.RuntimeException: Weapon spec [lightninggun] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:55)
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.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: Dark.Revenant on March 15, 2014, 12:51:19 AM
Updated.


P.S. I am extremely *** off.

You should know that I have very little free time to be doing my modding so adequate testing is a literal impossibility.  Yet these constant updates are causing me to lose every hour of sleep I would normally have, so I'm screwed either way.

Fun fact: I have not played a video game, aside from occasionally testing my mods, in five weeks.  I have had absolutely no time for it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: TimeDiver on March 15, 2014, 03:37:06 AM
Suggestion for a future update (for when free time becomes available):

Relocate the Omega Serpentis system from (4000, -6000) to (3000, -5000); the current coordinates overlap with those of the Gneiss system, from Cycerin's Blackrock Driveyards (4200, -6200).

Also, caught a few errors in descriptions.csv (cases where the mass text replacing added several 'ssp-' prefixes to the flavor/descriptive text; specifically, the Hornet, Tornado, Inferno, and Achilles entries).

Pasting a fixed-up version in a code box, for the extremely few interested/impatient:

Code
id,type,text1,text2,text3,notes
tachyonlance,WEAPON,"Uncanny range and damage capability make this burst operated beam deliver a devastating amount of cascading electronics damage at extreme ranges.

A weapon so rare and powerful that it has achieved mythical status in the Sector, the Tachyon Lance uses the same core technology as all FTL communication systems, but with a twist. Instead of using the hyperdimensional properties of the tachyon particle for communication, n-brane manipulation and anti-plasma generators create a charged tachyon stream that travels in hyperspace. Minimum energy requirements are set at 35 terawatts. This amount of power can only be generated for a few seconds by the largest power capacitors, which are housed within the weapon system.

Unlike the beams fired from normal beam weapons, the tachyon stream is not lensed or altered in any way - in fact once the initial tachyon marker is actuated the reaction takes on a life of its own, rapidly consuming the power stored in the capacitors and unleashing destruction. When normal space is exposed to such high levels of anti-plasma, a combined electro-magnetic, gravitic and thermal cavitation effect shreds anything that stands in its way, while also severely damaging nearby electronics equipment.

Normal tachyon streams used for communication have infinite range. It is not entirely clear why this weapon has limited range, and it is suspected that it is a limit somehow hardcoded into the baryonic emitter assembly by thoughtful and practical Domain weapon designers.

After all, if the weapon had infinite range, how would you know you are not hitting an unintended target thousands of light years away?",Fire Support,,
mjolnir,WEAPON,"A medium range cannon whose EMP shells have a proximity-triggered blast. Extremely powerful, but suffers from prohibitive power requirements.

A very advanced design, the Mjolnir is technically a magneto-gravitic shell projector, not a standard cannon. The micro capacitors within each shell are able to deliver enough energy to create a localized singularity with a Schwarzschild radius of 1.8 millimeters. The built-in gravitic lens devastates all nearby matter, and creates the dreaded electromagnetic pulse (EMP) effect, disabling the target's weapons and systems. This effect also creates a remarkably powerful blast, ripping matter apart in an area around the weapon. The shell's instability causes it to be particularly sensitive to nearby electronics, a property that has been exploited to give it a proximity fuse effect, detonating prematurely near missiles and fighters.",Assault,,
ssp_trebuchet,WEAPON,"A siege-class guided missile that excels at long-range support. Uses an unconventional gamma-pulse warhead dealing EMP damage in a large area.

Developed during the Mastery Epoch, the Trebuchet LRM is the natural answer to dealing with groups of fighters or frigates and other fast targets. With much of the missile's bulk taken up by its powerful vectored thrusters, the Trebuchet's tracking capabilities come second  to none. The price to pay is an exceptionally expensive missile and an enormous target profile, making the launching and housing system suitable only for the largest possible slots.

Despite its advantages, the Trebuchet is weak against massed point defenses and specialized EMP burst systems.  Furthermore, the missile's detonation is dangerous to the launching ship and its allies due to its large blast radius.",Fire Support,,
ssp_hornet,WEAPON,"A rack of average-yield swarming missiles that often avoid point-defense systems and directional shields.

Hornet MRMs are amongst the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornet MRMs are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but nearly useless against larger, more powerful ships.",Assault,,
ssp_tornado,WEAPON,"A launching system that fires volleys of four maneuverable swarming missiles that often avoid point-defense systems and directional shields.

Tornado Hornet Launchers fire the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornets are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but less dangerous to larger, more powerful ships. Massed swarms of Hornets, however, are quite capable of overloading the defense systems of larger ships, making combined missile strikes an effective option if the Hornets are fired first.",Assault,,
ssp_inferno,WEAPON,"These MIRVs each containin a number of swarming missiles that surround and annihilate enemy fighters. Generally ineffective against heavier ships.

The Inferno MIRV is essentially an armored delivery system for the cluster of 127mm ""Swarmer"" missiles held within, extending their range and durability. What it lacks in finesse it makes up for in effectiveness due to the overwhelming torrent of missiles it focuses onto each fighter. Very few fighter craft can survive the onslaught generated by even a single Inferno.",Anti-Fighter,,
ssp_lightninggun,WEAPON,"Featuring long range, competitive damage, and EMP capabilities, this tactical weapon has the properties of both a beam and a projectile.

The T-100 Electron Discharge Cannon, or the ""Lightning Gun"" as it is more widely known, is one of the more unusual weapons found in the sector. This weapon functions in multiple stages. First, it fires a clump of highly-charged exotic ions at immense speed toward its target. If these ions make contact with an object within the Lightning Gun's effective range, then the second stage activates, transferring a devastating torrent of electrons to the target through the ion paint. The precise mechanics by which these stages are achieved are not properly understood, but the results are certainly worthwhile.

Regardless, this weapon's different stages occur so quickly as to appear instantaneous to the untrained eye. Inexperienced captains write off the Lightning Gun as a hokey toy on the level of a Tesla coil, but those who understand its complexities and dangers can use it to great effect in battle.",Close Support,,
ssp_redeemer,WEAPON,"This powerful and immense siege cannon delivers heavy damage at extreme ranges.  Due to its size, it is only mounted by the Cathedral.

Like the Cathedral that mounts it, the Mark II Plasma Accelerator Cannon was renamed simply ""Redeemer"" by the Church of Galactic Redemption, which holds a monopoly over the remaining examples of this weapon. Capable of providing ""redemption"" at relativistic velocities over an unprecedented distance, the Redeemer is integral to the Cathedral's design, allowing the ponderous ship to remain a presence in battle despite its extreme size. It is a rare occasion indeed that a research firm gets their hands on a working Redeemer, so the specifics of its functionality are poorly understood. It is popularly believed that the Redeemer was once a prototype for the Plasma Cannon, utilizing plasma-filled shells and a massive launching system to prove that the concept works as a weapon.

The Redeemer, for all its mystery and sophistication, is employed primarily by the Church of Galactic Redemption, a major faction of the Cult of Ludd. Experts believe that the controversy around the Redeemer and its corresponding Cathedral was a major contributor to the schism that created the Luddic Path.",Fire Support,,
ssp_revenant,SHIP,"An unusually large ship for its classification, this ship is built around a single powerful turret module and a capital-class teleportation system. The Revenant-class destroyer is a staggeringly expensive ship, but enterprising fleet admirals value its versatility and potency.

The Revenant-class can be fitted for most combat roles thanks to its central large universal turret, giving it many possible roles from mobile point defense with a Guardian Point Defense System, long-range bombardment with a Gauss Cannon, or even lightning-fast strike capabilities with a Cyclone Reaper Launcher. The Mark II Advanced Teleporter allows this ship to traverse space and reorient itself quickly despite its size, but its far greater size and mass capacity comes at the price of greater flux generation, shorter range, and a longer recharge period. In addition to this, the super-efficient Mark IV Phase Cloak actuator allows this ship to remain cloaked for an unprecedented length of time.

These advantages come at a steep price, as the cost and logistical strain will make this ship unfieldable in many fleets. It is also highly dependent on the skills of the captain and engineer; a bog-standard or poorly piloted Revenant-class is merely a waste of money. Furthermore, this ship's unusual design results in an awkward and underwhelming secondary weapons layout, and its non-standard power distribution causes it to have a costly Phase Cloak activation; a captain relying on rapid cloaking or teleporting will quickly overload his ship.",,,
ssp_achilles,SHIP,"The Achilles-class missile cruiser offers an unparallelled array of missile slots, allowing it to project a large amount of ordinance at extreme ranges. Its layout is highly configurable for use in other combat roles, as long as ammunition remains. This ship performs poorly outside of its configured role.

The missile-dependent military strategy dictated by the Achilles-class defined Mastery Epoch warfare, as evidenced by the powerful point defense setups seen on most Mastery Epoch ship designs. Its legacy continued on past the hull's lifespan into the Core Epoch when ships fielded more efficient shield generators to counteract the missile swarms seen in mastery epoch combat. Even now, past the Collapse, the venerable Achilles remains a powerful presence in any fleet, capable of inflicting terrible damage upon ships that are occupied with skirmishes elsewhere.

Due to its high degree of possible configuration, the Achilles-class missile cruiser can be adapted to support almost any fleet. However, it cannot satisfy more than one niche at a time; for example, an enterprising captain can slip past the missile screen and unleash a devastating counterattack to an undefended fire support Achilles, damaging or disabling it with little risk involved.",,,
ssp_rook,SHIP,"This unsophisticated support ship forms the backbone for many large fleets, allowing them to last through longer campaigns than would otherwise be possible. The Rook-class can also provide an auxiliary role in combat, due to its assault drones and internal flight deck.

The Rook-class is the most widespread fleet logistics ship in the sector.  With its rapid fleet maintenance capabilities, it can keep a fleet operating at peak capacity even during consecutive battles.  By exploiting its capabilities, this ship can even increase the supply efficiency of a fleet.  However, an individual Rook-class cannot support large fleets; a typical Rook is completely depleted after deploying two capital ships, or five cruisers, or a dozen destroyers.  For large fleets, a single Rook cannot sustain even one full-sized engagement, so multiple Rook-classes must be maintained to support that load.  While they are efficient, they are logistically taxing from an administrative point of view, often causing sacrifices to be made in terms of the number of warships that are employed.",,,
ssp_castle,SHIP,"An integral part of many traditional fleets, the Castle-class command cruiser provides invaluable logistical and strategic support to any flotilla it is a part of.  This cruiser fields mediocre offensive firepower, but is an effective fire support platform due to its high-powered sensors and integrated flight deck.

The Castle-class is capable of performing heavy maintnenace duties for a fleet.  When backed up by Rook-class support ships, it can keep even the largest fleets operating at peak capacity during a long campaign.  A Castle is typically capable of supporting four or more capital ship deployments before requiring resupply, and can otherwise support a full fleet of cruisers and destroyers through one or two heated engagements.",,,
ssp_cathedral,SHIP,"The Cathedral-class capital ship defies classification, acting as the ideal flagship for the largest fleets in the Sector. Combining a massive ordinance package, major carrier capabilities, and invaluable logistical support, this ship is tremendously useful for those who can support its massive operating costs.

The Cathedral-class was once called the Explorer-class by the Domain of Man many cycles ago when it was used during the Expansion epoch as a heavily-armed colonization spearhead, capable of commanding and defending massive fleets of freighters and transports. During the Collapse, the Explorers were decommissioned, most of them scrapped for supplies.

However, the Church of Galactic Redemption came upon a number of decommissioned Explorers, going through great expense to restore them before rechristening their new flagship class ""Cathedral"". The greater Cult of Ludd are apprehensive about these vessels due to the high level of technology and industry that they represent, but the Church defends its actions by citing the many successful Crusades that these ships have led and the humanitarian efforts that are possible with their use.

No matter the rationale, the Cathedral-class is instrumental for the organization of Church Crusade fleets thanks to its awesome powers of logistical oversight.",,,
trident,SHIP,"An advanced, ultra-heavy bomber designed to be able to carry dual Atropos-class torpedoes, two auxillary missiles, and fitted with a top-notch shield generator.",,,
piranha,SHIP,"Deploying conventional and fragmentation bombs en masse, the Piranha also features a short range missile system to fend off interceptor wings. A tough and dangerous strike bomber.",,,
ssp_sentinel,SHIP,"The Sentinel sheds the Piranha's armor strength and secondary weapons to gain numerous modified proximity charges. Dangerous against smaller craft, especially in a support or interception role, but is defenseless against larger craft.",,,
ssp_claw,SHIP,A dependable pulse laser-equipped assault fighter capable of both pressuring larger craft and holding off other fighters. The Claw has a weaker shield generator than most advanced fighters due to its full encapsulation.,,,
ssp_claymore,SHIP,"A slow, heavily-armored assault bomber capable of unloading a withering hail of rockets upon its target. The Claymore is deadly against targets with weaker shields or point defenses, but is slow and expensive to replace.",,,
ssp_halberd,SHIP,"The Halberd is a redesign of the Claymore, exchanging armor strength for a devastating support weapons package. This escort fighter provides excellent defensive capabilities for the commander willing to pay its steep price.",,,
ssp_superhyperion,SHIP,"A one-of-a-kind ship of legendary status. Extremely agile, supports capital-class weaponry, protected with a nearly indestructible shield system, and features the most advanced power core ever constructed.

No blueprints exist for the Helios-class Frigate, an advanced over-engineered prototype of the Hyperion-class Frigate. This ship features an irreplaceable reactor core and the greatest technology the Domain ever offered. Ultimately, the design was scrapped due to the horrifying cost of production adding up to the sum cost of multiple fully-outfitted armadas. However, several of its components and design philosophies were kept along for the Hyperion-class Frigate, which - despite its exhorbitant price - cost manufacturers a pittance in comparison to the Helios-class Frigate.

Despite changing hands countless times, the one and only Helios-class still survives to this day as an Artifact Frigate. Its current owner is the peerless captain and pilot, Hector Lancelot.",,,
advteleporter,SHIP_SYSTEM,"The ship instantly teleports to any desired nearby location. This system has shorter range, longer cooldown, and more flux generated than the Phase Teleporter.",Movement,"The ship instantly teleports to any desired nearby location. Shorter range, longer cooldown, and more flux than the Phase Teleporter.",
fastmissileloader,SHIP_SYSTEM,An integrated central ordinance loading system allow the ship to quickly reload missile weapons. Activating the system generates significant flux and cuts non-weapon power for 5 seconds.,Offensive,Reloads all missile weapons quickly. Generates significant flux when used. Cuts non-weapon power for 5 seconds. Long cooldown.,
drone_assault,SHIP_SYSTEM,Deploys several attack drones armed with IR pulse lasers. The drones can be ordered to closely guard the ship or roam freely around it.,Drones (low tech),Deploys several attack drones armed with IR pulse lasers.,
sensorarray,SHIP_SYSTEM,A high-powered sensors package can be activated to greatly increase sensor and weapon range. Generates constant flux when in use.,Special,Greatly increases sensor and weapon range. Generates constant flux.,
fluxdisturber,SHIP_SYSTEM,"This novelty system disturbs shipboard electronics and forces capacitors to fill with energy, raising the flux levels of all ships in a wide area. Generates massive flux.",Special,Raises the flux levels of all ships in a wide area. Generates massive flux.,
,,,,,
planet_abel,CUSTOM,"Abel is tidally-locked to Cain, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_cain,CUSTOM,"Cain is tidally-locked to Abel, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_hades,CUSTOM,"The closes planet to Omega Serpentis, Hades is appropriately-named for its unlivable surface temperature. Traitors and heretics are sometimes marooned on Hades, ensuring a swift death to those so punished.",,,
planet_eden,CUSTOM,"Eden is the pride and joy of the Church of Galactic Redemption due to it being their greatest ever terraforming success. Hundreds of millions of people now live on Eden, subsisting on its naturalized wildlife and crop fields in an idyllic lifestyle. Ignorant of the conflicts happening above, many of the residents of Eden live in simple bliss. Propagandists often use Eden as an example for their rhetoric, though some factions do not praise the lush planet, considering it to be a waste of resources and a cesspool of backwards thinking.",,,
star_serpentis,PLANET,"A G8III type yellow giant star, a rarity in the galaxy.",,,
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: Dark.Revenant on March 15, 2014, 04:05:11 AM
What the ***.  I specifically went in there and fixed those before uploading 0.7.1 and yet they're still wrong.

I am not fixing this anytime soon, and by that I mean like three or more weeks.  You're on your own because I simply don't have the time to constantly upload frivolous updates.  Unless something really gamebreaking pops up I can't do a thing because I'm too busy.

(A lesser man would have just given up on the idea of adding prefixes to the ships and weapons; I was faced with literally thousands of occurrences of those IDs across hundreds of files.  The fact that I got it working in a day is miraculous.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Dark.Revenant on March 22, 2014, 06:53:43 AM
At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Nanao-kun on March 22, 2014, 12:53:07 PM
At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
Awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: TimeDiver on March 22, 2014, 04:00:35 PM
Hmmm.... This mod seems broken. How do you fix this?

Clarify. What other mods, if any, have you enabled alongside Starsector+?

If it's the likes of Uomoz' Sector or Exerelin those plain won't work with this.

Same applies for total conversions such as Ironclads or Vacuum.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Jazwana on March 26, 2014, 08:08:38 AM
I had this crash (nothing enabled besides LazyLib alongside SS+).   Looks like the script needs to rename tick_Hull to ssp_tick_Hull.




Code
2905891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.addRandomShips$(TriTachyonSupplyFleetSpawnPoint.java:125)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:82)
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.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Dark.Revenant on March 26, 2014, 12:33:14 PM
I already found that a while ago.  I have midterms right now (and I mean almost literally right now) so you'll have to fix that yourself in Starsector Plus/data/scripts/world/corvus/TriTachyonSupplyFleetSpawnPoint.java

It, along with some other stuff, will be fixed in this weekend's 0.9 update.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
Post by: Dark.Revenant on March 29, 2014, 10:03:56 PM
And now we're updated.  Features improved vanilla fleets, some fixes, and three new ships: Vanguard-class Destroyer, Archer-class Destroyer, and Zenith-class Heavy Cruiser.

(http://www.sc2mafia.com/Starsector/Vanguard.png) (http://www.sc2mafia.com/Starsector/Archer.png) (http://www.sc2mafia.com/Starsector/Zenith.png)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
Post by: Uomoz on March 31, 2014, 03:15:55 PM
Added a lot of SS+ stuff to UsS. Pretty great content, and the new ships are very, very cool.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on March 31, 2014, 04:59:06 PM
Cool!  Anyway, 0.9.1 is released with a couple new features and a bunch of fixes of old problems.

Mainly, I added anamorphic flares to ship explosions.  Take a look:
Spoiler
(http://www.sc2mafia.com/Starsector/flareExplosion.png)
[close]
Spoiler
(http://www.sc2mafia.com/Starsector/flareExplosion2.png)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Pentarctagon on April 04, 2014, 08:40:11 PM
I'm consistently getting crashes when fighting the Church Crusade.  From the log file:
Code
14768 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
21935 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 30, FP2: 316, maxFP1: 160, maxFP2: 240
213392 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.scripts.ai.FluxDisturberAI.advance(FluxDisturberAI.java:95)
at com.fs.starfarer.loading.specs.intsuper$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on April 05, 2014, 03:47:55 AM
I imagine it has the Shield Bypass hullmod, which is bizarre.  Were you using a save from a previous version of SS+?

In any case, this should never happen to most people because the cathedral is theoretically flagged as a ship that wont ever have that hullmod.  Just in case, here's a jar with that problem fixed in the first place:

https://www.mediafire.com/?mmo3yo33nd85wnw

Replace the jar in the Starsector Plus/jars/ folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Pentarctagon on April 05, 2014, 01:04:45 PM
Awesome, thanks!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on April 09, 2014, 09:42:04 PM
A heads up: the next version is the 1.0 release and will include faction packs.  Factions packs are optional mod files that you can enable, adding new factions to the game.  The first one will be Cycerin's Blackrock Driveyards.  If you choose not to enable the mod, the game will behave as normal.  However, if you do enable the mod before character creation, then the BRDY system, ships, and weapons will appear in the world and be integrated with certain vanilla fleets and stations.  This dynamic integration will be a feature of all faction packs that I include in the future.
Title: Starsector+ 1.0.1 Release
Post by: Dark.Revenant on April 12, 2014, 06:10:12 PM
New release!

Download Starsector+ 1.0.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.0.1.zip)
Download Mirror (https://www.mediafire.com/?iodc01hkgqtiw9w)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes tweaks and additions to gameplay and metagame mechanics to solve common complaints about Starsector, and improves certain graphics effects.  This mod is meant to look and feel like vanilla Starsector, enhancing your experience with the game.

This mod is not compatible with other mods that modify vanilla components, such as Exerelin, Uomoz' Sector, Vacuum, Project Ironclads.  It is compatible with mods that add factions, but non-integrated factions will be missing several Starsector+ features.

Integrated Factions
Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) by Cycerin

(Integrated factions are optional and are included as separate mod files in the main download.)
(If you include a faction when you create a character, that faction will spawn and its technology will appear in the Sector, including in vanilla/faction fleets.)
(Do not activate the original faction mod with the Starsector Plus version of the faction!)
Title: Re: Starsector+ 1.0.1 Release
Post by: Richyread on April 17, 2014, 04:15:26 AM
New release!
(Integrated factions are optional and are included as separate mod files in the main download.)
(If you include a faction when you create a character, that faction will spawn and its technology will appear in the Sector, including in vanilla/faction fleets.)
(Do not activate the original faction mod with the Starsector Plus version of the faction!)
[/center]

Apologies if I'm being a little 'dense' but I can't seem to get this extra faction working for me.

I have:

- Deleted my original Starsector Plus 0.9 folder from the [/Starsector/Mods] folder.
- Download this latest version and unpacked to the [/Starsector/Mods] folder as usual.
- This has created [/Starsector/Mods/Starsector Plus] and [/Starsector/Mods/Blackrock Driveyards Plus] folders
- Launched the client and I have the option to select Starsector+ 1.0.0+

Game loads and plays fine yet I can't see any of the extra Blackrock content - no faction or planets or ships etc and there isn't an option at character creation that I can see to enable this either.

I do have a standalone folder for [Blackrock Driveyards] which is 0.6 in the mods launch view but this (I believe) is my original pack for the Exerelin Mod.

Do these 'Plus faction mods' folders need to be located inside the root of the [Starsector Plus] folder perhaps?

Many thanks,

Richy.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Linnis on April 17, 2014, 06:47:57 AM
Will you consider balancing some of the black rock ships and weapons?

Phase fighters are awesomely gay, also the maneuvering jet on large ships seem like way to much when you can doge basically any projectile weapon.

Still one of the better balanced mods
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Tecrys on April 17, 2014, 06:55:16 AM
...

I think Cycerin would be the right person to ask about that but BR is quite well balanced, although you're right if you say it's a strong faction.

A hint to outplay BR: engage them and deploy only a few ships you usually don't need in a fight, withdraw your forces and engage them again with fresh ships. By doing that you exploit the fact that they have long CR recovery times and high logistical needs.

Edit: you might have to use that tactic several times in a row to exhaust their fleet and improve the circumstances in your favor to meet them with low CR.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Dark.Revenant on April 17, 2014, 11:09:36 AM
I believe I have done some minor balancing on the BR ships for the next update (including making the phase fighter less flux-efficient), but I can't remember most of it because I've done so much balancing for Citadel.  BR is pretty strong and the logistics costs associated with their ships represent that.

@Richyread
You have to enable Starsector+ and Blackrock Driveyards Plus from the mod menu; if you don't enable Blackrock Driveyards Plus you don't get any of the Blackrock Driveyards content.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: ValkyriaL on April 17, 2014, 11:24:18 AM
pretty much works with any mod, i love seeing my Valk ships explode in pretty colors. =D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Richyread on April 17, 2014, 02:05:06 PM

@Richyread
You have to enable Starsector+ and Blackrock Driveyards Plus from the mod menu; if you don't enable Blackrock Driveyards Plus you don't get any of the Blackrock Driveyards content.

Resolved the issue - having Blackrock Driveyards 0.6 standalone in the mods folder (for Exerelin) does not show the + version. Having deleted both these folders and re-extracted only the '+' version from your zip file, I can now see it listed as an option in the mods menu.

Not a massive issue (will simply replace when want to play Exerelin again) but think it's worth a mention if anyone else is as confused as me!  :D

I'm not sure how the Mods menu picks up the listings but is it a simple naming convention? I.e. maybe if you were to juggle the name of the faction mod slightly perhaps it will play nice with the menu when the standalone version is also present?

E.g. [Plus+] {name of mod} {version} = [Plus+] Blackrock Driveyards 0.6

Just a thought.

Thanks for the assistance.

Richy.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Nanao-kun on April 17, 2014, 02:16:15 PM
Probably has to do with the mod's id. Might want to check the mod_info.json file.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.1.0 (Now with Citadel!)
Post by: Dark.Revenant on April 18, 2014, 02:04:28 AM
New release!

Download Starsector+ 1.1.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.1.0.zip)
Download Blackrock Driveyards+ (http://www.sc2mafia.com/Starsector/Blackrock%20Driveyards%20Plus.zip) (Updated!)
Download Citadel+ (http://www.sc2mafia.com/Starsector/Citadel%20Plus.zip) (New!)
Download Mirror (All Factions Included) (https://www.mediafire.com/?vr4c8igs3tgfehr)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 08:33:25 PM
Major update!

Download Starsector+ 1.2.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.2.0.zip)
Download Mirror (https://www.mediafire.com/?lqnie5zm85lr2j8)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (warning: outdated!)

Version 1.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Nanao-kun on May 11, 2014, 09:21:26 PM
Got an error with 1.2.0. Seems there's a missing weapon. Doesn't happen when I disable this mod.

Code
95688 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Weapon spec [brdy_afmissile] not found!
java.lang.RuntimeException: Weapon spec [brdy_afmissile] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.blackrock.BRGen.initBRCargo(BRGen.java:122)
at data.scripts.world.blackrock.BRGen.generate(BRGen.java:54)
at data.scripts.BRModPlugin.initBR(BRModPlugin.java:19)
at data.scripts.BRModPlugin.onNewGame(BRModPlugin.java:27)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 09:26:55 PM
BRDY has not been updated to the latest version yet in its thread.  Nor has Citadel.  This is nothing I have any control over.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Nanao-kun on May 11, 2014, 09:30:34 PM
Okay. A heads up about 1.2.0 utilizing new, not yet public, versions would've been useful.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 10:27:17 PM
It was now or never.  Anyway, updated the download pages.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.1 (Exigency and more!)
Post by: Dark.Revenant on May 12, 2014, 08:09:02 PM
Small update.  However, all of the integrated mods are now compatible (once Foxer uploads his update)!  Play away!

Download Starsector+ 1.2.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.2.1.zip)
Download Mirror (https://www.mediafire.com/?cb913svy96adu2r)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.2.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 22, 2014, 03:49:52 AM
The long-awaited update is finally here!

Download Starsector+ 1.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.zip)
Download Mirror (https://www.mediafire.com/?aa3kl7c98skxhx2)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.22 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Ranakastrasz on May 22, 2014, 01:32:03 PM
Ship explosion ripples are not centered on the ships for me.

Unsure what feedback assist data to add.
Using Windows 7, several other mods.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 22, 2014, 02:25:31 PM
Ship explosion ripples are not centered on the ships for me.

Unsure what feedback assist data to add.
Using Windows 7, several other mods.

Screenshot?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: TimeDiver on May 23, 2014, 08:02:35 AM
For reasons that escape comprehension, neither Blackrock (v0.6.5) nor Citadel (v0.6.3) spawned fleets are showing as leveled (bug? visual gaffe?) when loaded alongside v1.3 of Starsector+; this issue does not extend to the v1.0 release of Interstellar Imperium, nor the v0.59b release of Exigency Incorporated.

I was able to get around this issue via a rather messy method; I opened up Blackrock's and Citadel's respective .jar(s) with WinRAR and deleted any .class files (in 'data\scripts\world' and associated sub-folders) with *Spawn* in their names, which allowed the *Spawn*.class files in SSP.jar to load instead, without opposition.

Which shouldn't even be an issue normally, as SS+'s mod_info.json has a 'name' field (using a '$' instead of 'S') that should allow it to take top priority over all subsequently-loaded mods, but for some reason(s), that wasn't happening with the *Spawn* files for the Blackrock and Citadel mods. Or else those mods were coded differently, or something.

*shrugs helplessly*
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: HELMUT on May 23, 2014, 09:33:00 AM
Screenshot?

No screenshot either but i can confirm, sometimes (hard to see) the ripple isn't centered.

However i have a screenshot for something else.

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

When ships are lightened, a ghost reflect appear on the background, it looks kinda weird.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: RedHessian on May 23, 2014, 10:45:15 AM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Debido on May 23, 2014, 10:53:50 AM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.

AMD or nVidia card? Card name?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: ttwister on May 23, 2014, 12:45:46 PM
Please... Make me the happiest man alive... Integrate it to exerlin, with all the factions & system.. It would be sooooo awesome...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 23, 2014, 02:21:10 PM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.

Do you also have lighting on? Because the ripples should be much faster than lighting effects.

Please... Make me the happiest man alive... Integrate it to exerlin, with all the factions & system.. It would be sooooo awesome...

All the factions in SS+ are in Exerelin...

No screenshot either but i can confirm, sometimes (hard to see) the ripple isn't centered.

However i have a screenshot for something else.

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

When ships are lightened, a ghost reflect appear on the background, it looks kinda weird.

It sounds to me like everything would be off-center for you in that case, considering the light.  What GPU do you have? What operating system are you on?

Edit: BTW the ripple moves with the ship, unlike the flare.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.1 (Now with more Imperium)
Post by: Dark.Revenant on May 23, 2014, 09:55:46 PM
Fixed a few issues...

Download Starsector+ 1.3.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.1.zip)
Download Mirror (https://www.mediafire.com/?dun6vbv8q3hqzzh)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.1

Version 1.3.0
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.1 (Now with more Imperium)
Post by: spudcosmic on May 24, 2014, 09:25:17 PM
Hey, I've been thinking that the Tri Tachyons are really lacking a lightweight carrier. They have so many good fighters but you can't really use them unless you get another faction's carrier or use the capital sized carrier. Anyway I just wanted to throw that idea out there.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.2 (Now with more Imperium)
Post by: Dark.Revenant on May 25, 2014, 12:46:11 AM
Major fix.  Old saves will probably break.

Download Starsector+ 1.3.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.2.zip)
Download Mirror (https://www.mediafire.com/?5615e7hxxbb1yrh)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.3 (Now with more Imperium)
Post by: Dark.Revenant on May 25, 2014, 05:30:30 PM
Needed update to go along with the Imperium update.

Download Starsector+ 1.3.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.3.zip)
Download Mirror (https://www.mediafire.com/?ssl801je623qw7l)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Dark.Revenant on May 26, 2014, 05:24:15 PM
Minor update, once more for Imperium purposes.  You can keep your saves, too.

Download Starsector+ 1.3.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.4.zip)
Download Mirror (https://www.mediafire.com/?i0jbgdiiudfgzsw)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.4
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Mazuo on May 26, 2014, 07:54:07 PM
Code
java.lang.RuntimeException: Weapon spec [ii_smallballista] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript$GoodInfo.checkRestock(SSP_BabylonStationResupplyScript.java:893)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript.advance(SSP_BabylonStationResupplyScript.java:855)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Crash from save started in 1.3.3.  Expect starting a new campaign will resolve, just thought you should see.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Dark.Revenant on May 26, 2014, 08:54:09 PM
You just need to download the latest Interstellar Imperium, since that update introduces ii_smallballista
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Mazuo on May 26, 2014, 09:19:05 PM
Didn't keep up with the release I see, my bad.  1.0.1 was so recent I thought it was the latest.  I'll correct that, thanks.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Taverius on May 28, 2014, 12:24:58 AM
Found a meatship for sale at Sindrian Diktat HQ :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Sleepyfish on May 28, 2014, 12:31:22 AM
Which one? Also, I think that it is unpreventable to find all ships in Askonia. Meaty goodness, mmh mmh mm!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Taverius on May 28, 2014, 06:26:47 AM
The armored one :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Dark.Revenant on May 29, 2014, 12:06:07 AM
Pirates Plus is now integrated!

Download Starsector+ 1.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.zip)
Download Mirror (http://www.mediafire.com/?2757m3ln9t9n3yt)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.3b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.4
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: CaveBacon on May 29, 2014, 01:24:14 PM
This mod is wonderful, and is fast becoming my preferred way to play the game.
I'm really glad to see Pirates Plus (and Targeting Pip!) integrated.

Are there any plans to integrate Shadowyards Heavy Industries? 
In my experience they play nicely with vanilla balance and are an interesting alternative high-tech faction to Tri-Tachyon.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Dark.Revenant on May 29, 2014, 02:09:07 PM
Yes, they are planned, along with Mayorate.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Sabaton on May 31, 2014, 05:21:57 AM
 Do you plan to add some of the spirites Helmut posted on the Spiral Arms thread?
 Spiky phase ships and custom faction ships are the bees knees.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Doogie on May 31, 2014, 09:06:45 AM
Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

Also, you should add TuP ships :P
(its your call of course)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: The Soldier on May 31, 2014, 09:28:37 AM
I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: ValkyriaL on May 31, 2014, 09:39:03 AM
Quote
                Global.getLogger(IIModPlugin.class).log(Level.ERROR, "Starsector+ and Exerelin not found! Interstellar Imperium will not appear in the campaign!");

There's your answer.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Erick Doe on May 31, 2014, 12:35:27 PM
I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.

Its seems their station does spawn though, and equipment is being delivered:

Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

You might have to ask in the Interstellar Imperium thread.
http://fractalsoftworks.com/forum/index.php?topic=8007.0
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Doogie on May 31, 2014, 01:04:46 PM
^I figured since its the same author and I'm playing this mod (since I was sure it was for this mod only) it was appropriate here.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.1 (Even more ships!)
Post by: Dark.Revenant on May 31, 2014, 02:50:38 PM
It was a JSON error.  Fixed now.

By the way, all the built-in ships now have material maps and normal maps.  Check it out!

Download Starsector+ 1.4.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.1.zip)
Download Mirror (https://www.mediafire.com/?xpzb87bra1mt4ev)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.2 (Even more ships!)
Post by: Dark.Revenant on May 31, 2014, 05:35:26 PM
Quick update to fix the normal maps.

Download Starsector+ 1.4.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.2.zip)
Download Mirror (https://www.mediafire.com/?encp23mgv5n7uu5)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.2 (Even more ships!)
Post by: TimeDiver on June 01, 2014, 02:05:41 AM
Got an occasional crash within a few minutes of gameplay with Starsector+ v1.4.2, ShaderLib v1.45 Full Edition, and all four SS+ supported mods, along with LazyWizard's LazyLib v1.8c, Combat Radar v0.6e, and Console Commands v2.0 WIP 7:

Spoiler
1331588 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.rndSystem(SSP_BRSpawnPoint.java:62)
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.spawnFleet(SSP_BRSpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:42)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I understand that said bug is technically a Blackrock Driveyards-related issue, and that Cycerin has reported that said bug has been fixed for the next release (TBD, stated on page 80 of said mod's thread), but for those of us without access to a DEV release or a Java IDE installed, could the cause of said crash be independently investigated and resolved in a future release of Starsector+?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Dark.Revenant on June 01, 2014, 02:45:56 AM
If this doesn't fix it, I don't know what will.

Download Starsector+ 1.4.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.3.zip)
Download Mirror (https://www.mediafire.com/?4wb7dye1wrt8zre)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Dark.Revenant on June 02, 2014, 02:39:19 AM
Teaser for upcoming Super Starsector Arcade
(http://www.sc2mafia.com/Starsector/Video.png) (http://www.sc2mafia.com/Starsector/What.webm)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Debido on June 02, 2014, 02:54:23 AM
Teaser for upcoming Super Starsector Arcade
 (http://www.sc2mafia.com/Starsector/What.webm)
Spoiler
(http://www.sc2mafia.com/Starsector/Video.png)[/url]
[close]

PREPARE FOR MORTAL KOMBAT!!!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: HELMUT on June 02, 2014, 03:02:25 AM
It doesn't have to make sense to look awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Nanao-kun on June 02, 2014, 09:58:34 AM
I don't understand, why is it spinning.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: ValkyriaL on June 02, 2014, 10:03:35 AM
because its stats were modified by like 1.000.000% from the kill bonus multiplier, which includes its maneuverability.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 09, 2014, 04:54:37 PM
Arcade has been completely redone as a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are drawn from all of the variants in SS+, including integrated factions.

Post your high scores!



(http://www.sc2mafia.com/Starsector/ssp_oberon.png)
Oberon










(http://www.sc2mafia.com/Starsector/ssp_ultron.png)
Ultron
(http://www.sc2mafia.com/Starsector/ssp_zeus.png)
Zeus

 










(http://www.sc2mafia.com/Starsector/ssp_ezekiel.png)
Ezekiel
(http://www.sc2mafia.com/Starsector/ssp_cristarium.png)
(http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png)
Cristarium



(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Hulk Hogan
(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Ultimate Warrior
(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Iron Sheik
 
 
(http://www.sc2mafia.com/Starsector/ssp_zero.png)
Zero

Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. Slow, tough. 2x Points.
Red: Powered. Extra damage, higher rate of fire. 2x Points.
Blue: Elite. Faster, stronger, better. 4x Points.

Make sure floating messages are enabled.

By the way, in the campaign, endgame boss fleets such as the Crusade Fleet and SDFs are now significantly larger and tougher.

Download Starsector+ 1.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.5.zip)
Download Mirror (https://www.mediafire.com/?29qr135g46dmc57)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.5 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.5
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Cycerin on June 09, 2014, 07:05:55 PM
Just posting to say that SS+ Arcade is amazing and you all need to play it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Sleepyfish on June 09, 2014, 09:16:45 PM
Ditto!

Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots. See results below.

Announcer: Double Kill! Triple Kill! Kill-tacular! Killing God! Massacre! Kill Streak! Kill wh*re! Holy Sh*t!!!!<-(x18)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Sabaton on June 10, 2014, 03:46:57 AM
 The boss encounters are awesome! Looking forward for more.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: mendonca on June 10, 2014, 01:08:06 PM
This is so much fun!

Bravo!  :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: HELMUT on June 11, 2014, 03:27:42 AM
Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots.

+1

The pulse beam in particular become very overpowered in that mod. That thing isn't supposed to get more than 1 charge but in this mod, it can load much more shots.

Managed to get a x24 streak with a similar loadout, just switched the ball lightning with AM blasters, PDs are relatively useless in this mod in my opinion.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: ValkyriaL on June 12, 2014, 01:54:29 PM
Spoiler
(http://i.imgur.com/ZQ96ZbY.jpg)
[close]

God dammit Zeus! WHY!?!?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Sleepyfish on June 12, 2014, 02:02:22 PM
Cobra X 2.8 <3

Yeah, Zeus is really nasty. With high armor and a big shield, the only way to get him is from behind. That's assuming he doesnt TP away!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: HELMUT on June 13, 2014, 03:16:28 AM
Surprisingly Zeus is probably the less annoying boss. It's just a teleporting Paragon on steroids, as Foxer said, just stay in its back and unleash all you got until he relocate elsewhere. Also it's huge, almost impossible to miss your shots.

Ultron is much scarier in my opinion, i don't really know how its system work but it managed many times to one hit kill my ship.

Not much to say about Oberon and Ezekiel, they're annoying but not that dangerous. They can't instagib you like Ultron can.

I hate Cristarium, i have no idea how he work. Sometimes your weapons can't scratch its armor, sometimes you can. The main problem is that it's so damn hard to kill.

Also got some problems with the three Helios. Mainly because my weapons were definitely not adapted to destroy fast targets (2 cyclones, 2 typhoons and 2 AM blasters for maximum alpha strike.) I was trying to ram them with my system and throw everything at point blank range.

Zero is pure hax, f**k that ship.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 13, 2014, 03:27:07 AM
Cristarium is getting nerfed and Zero is getting buffed (yes, he's a bit too easy atm, if you know his patterns).

Ultron is pretty easy if you bait his system (get within 1500 units, then go outside range, and whack him).  Hit the overloaded allies for more combo.

The WWF boss requires you to single-out individual wrestlers.  You get an opportunity to bypass their defenses when they use EMP since they overload their allies when they do it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: ValkyriaL on June 13, 2014, 04:42:56 AM
I found Zeus to be the most annoying (since i haven't gotten past him yet, but, it'll happen), but i sure found the best weapon loadout. 2 singularity cannons from HII and the hypermatter from Citadel or some other nasty high damage weapon and no smalls, I one shot both oberon and ultron with this. both of those singularities will hit for 10k a hit. ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: joe130794 on June 13, 2014, 05:38:17 AM
i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: SpaceRiceBowl on June 13, 2014, 08:48:12 AM
Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 13, 2014, 09:13:36 AM
Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.

That's a bit more involved than you'd think.  Many of their AIs are only programmed to work properly against a single opponent and their stats are specifically designed with the arcade in mind.  Plus, it isn't as fun as it sounds to throw a fleet against a single ship only to watch it wreck all of your things.  Even if you win it's not really a matter of skill but rather a question of having enough guns.  Boss fleets should be fleets, which I have some plans for.



i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: TimeDiver on June 13, 2014, 10:27:46 AM

i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?

*shamelessly padding own post count*

I'll go out on a limb and guess that either his own PC's version of ShaderLib isn't updated to at least v1.5, or possibly even installed/enabled at all.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 20, 2014, 06:42:57 AM
Major update!  The Arcade now features three music track by Psiyon, numerous balance and pacing changes, elite fighter wings, a new elite type (Shielded), and two bonus bosses (attained by not using one or both of your super systems during the whole arcade up to that point).

Also: new ships, new weapons!

Tundra-class Transport [0.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_tundra.png)
Oh boy.

I figured that Starsector needs to have more civilian ships, so the Tundra was conceived to add a definitive non-combat civilian transportation vessel to Starsector.  When I say non-combat, I mean it.  This thing takes hits about as effectively as a piece of wet toilet paper.  Aside from that, it hauls cargo and personnel pretty well.  Sprite by Shellster.


Avalon-class Mini-Carrier [2.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_avalon.png)
The short bus carrier.

This is the cheapest method of gaining a flight deck, but has little value beyond that.  It is completely incapable of defending itself and has little value outside of combat beyond its flight deck's contribution.  If you don't need the cargo, crew, or fuel capacities nor the medium missile slot of the Condor, perhaps the Avalon is for you.  Sprite by Shellster.


Sloop-class Yacht [3 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_sloop.png)
For rich city folk.

Flavored as a yacht for wealthy individuals, small corporations, or starting space adventurers, the Sloop is the crap-tier destroyer this game was missing.  It's cheap and it sucks, but it still beats non-combat destroyers like the Condor and has a slight advantage in combat over a Mule.  You can mass a surprising amount of these and collect a few even with zero leadership aptitude.  Sprite by Shellster.


Vista-class Luxury Liner [3.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_vista.png)
Traveling in style.

Nobody wants to be crammed into a sardine can, so this is the upscale alternative to the Valkyrie.  The Vista has a surprising amount of bite to it, so don't get sloppy when taking one down.  Unlike the Sloop, the Vista is not suited for actual combat sorties despite its larger set of weapon slots and marginally higher OP, but is a decent alternative to the Valkyrie if you want more guns and more cargo than the Valkyrie would otherwise offer.  Sprite by Shellster.


Summit-class Cruiser [6 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_summit.png)
A home away from home.

This cruiser is designed to be a purely civilian, but armed and dangerous, general cruiser.  As a result, we have the Summit, a dangerous but somewhat underpowered cruiser that can be bought on the cheap (relative to other cruisers).  Don't let its lack of slots fool you; it has the Astral's drone system and competent flux stats, allowing it to be quite effective in combat for a small logistical impact.  Don't try to do too much with the Summit, however, since it is rather fragile, can't slug it out with larger ships, and is too slow to avoid being flanked.  Sprite by Shellster.


Flare Gun [Small Missile: 1 OP]
(http://www.sc2mafia.com/Starsector/ssp_flaregun_turret_base.png)
Poor-boy point defense.

Due to a lack of low-tier weapons, I saw fit to make a modular "weapon" for the flare launcher system.  Compared to the system, the Flare Gun shoots only half the number of flares per flare port, so some ships' flare systems will totally outclass the Flare Gun.  On the other hand, you can aim the Flare Gun and get more ammo for it via hull mods.  Plus, it only costs 1 OP.  Sprite by Shellster.


Tesla Gun [Small Energy: 4 OP]
(http://www.sc2mafia.com/Starsector/ssp_tesla_turret_base.png)
Call me Nikola.

There are not many EMP weapons, even for energy slots.  I wanted to add a low-cost, low-flux, low-performance alternative to the Ion Cannon, so the Tesla Gun was the result.  It's short-ranged but does quite a bit of EMP damage if you manage to hit.  It can be re-purposed for point defense with the Integrated PD AI hull mod, but its damage output is pretty worthless.  The most noteworthy part of the Tesla Gun is that it costs only 4 OP on an energy slot, which no vanilla weapon can claim.  Sprite by Shellster.


Reliant HMG [Small Ballistic: 1 OP]
(http://www.sc2mafia.com/Starsector/ssp_reliant_turret_base.png)
The weapon of last resort.

This is the ultimate cheapo ballistic weapon.  It pews and it plinks, but never really does much damage.  It's there to fill space if you have OP to spare, since it costs a whopping 1 OP.  If you have enough, it becomes a reasonably effective point defense option and can keep some level of pressure on shields, but that's about it.  Sprite by Shellster.


Contender Cannon [Small Ballistic: 3 OP]
(http://www.sc2mafia.com/Starsector/ssp_contender_turret_base.png)
Size matters not.

This is a small ballistic burst damage option.  Each shot does quite a bit of damage, but its fire rate is so poor that its DPS is even worse than the Light Mortar's.  Still, it is a viable alternative small high explosive damage option if the Light Assault Gun is too much and the Light Mortar isn't enough.  It can also be used to good effect on ships that rely on burst damage.  Sprite by Shellster.


Download Starsector+ 1.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.zip)
Download Mirror (https://www.mediafire.com/?sol4a4qgvw1r33t)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.52 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet!)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet!)

Version 1.6
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: 603bill on June 20, 2014, 09:49:09 PM
Just spent the last few hours kicking ass in the arcade and I have the following to say: HOLY HELL WAS THAT FUN!

My opinions on the bosses: The Oberon is kinda meh (although that has more to do with my loadout), the Ultron is also meh (again loadout), the Zeus got me the first few times with his teleport hax but I got him on round three.  The Ezekiel didn't stand a chance, but f*** the Cristarium and his homing gun, making me use my super shields to take him down.  The WWF bosses took me by surprise when they came but I managed to single them out.  For some reason they kept going to escort the other chumps on the field and that gave me a lot of breathing room to vent.  But I was expecting more out of the Zero (although I did have to use all the rest of my super shields when he did his crazy teleport pew pews).

Definitely the most fun I've had in starsector, and tomorrow will be the time to try and get those hidden bosses!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 21, 2014, 05:51:52 AM
i can only imagine what my ships would be like with the elite stat bonuses. (a blue Vatican Mk.IV anyone?) ;D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: Sabaton on June 21, 2014, 07:47:27 AM
I like the civilian ships. They look good and can perform decent with skills and proper loadouts. Really fond of the Summit, the drone system means I dont have to waste space with PD, and two needlers+mauler can force even other cruisers in a defensive stance that will eventually result in their death, provided they cant burn drive in your face.
I wonder how many of these ships can someone amass in a fleet given their low requirements...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: NCMagic on June 21, 2014, 07:54:23 AM
i can only imagine what my ships would be like with the elite stat bonuses. (a blue Vatican Mk.IV anyone?) ;D
They just become mini bosses. With tons and tons of bullets flying everywhere.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: cardgame on June 23, 2014, 05:48:22 AM
I lost a Hammerhead fighting a lame civilian destroyer variant though

both ai 1v1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: sarducardun on June 23, 2014, 06:18:43 AM
What lame civilian destroyer? Mules and gemini are the only armed 'civilian' destroyers I can think of.

Edit: Ohhh them new ones, I haven't updated as I have a game in progress and forgot about them. They may be civi but with a lucky fit that happens to be specialised against it's target anything is possible, I haven't played around with them but I guess kiting with kinetic weapons an assault chaingun hammerhead would work wonders ect.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: ChairmanK on June 23, 2014, 03:36:17 PM
This mod has been great so far, with one minor issue:

I experienced a crash over a bug, looked at the log, and found (what I think to be) the source of the issue:

KnightsChaplainSpawnPoint.java:
spp_summit_hull (instead of ssp_summit_hull file in data folder)

ChurchConvoySpawnPoint.java:
spp_sloop_hull (instead of ssp_sloop_hull file in data folder)

Also, on related note, how did you compile your .class files? I tried setting the javac -classpath to the starsector-api.jar and starsector-core/data folder, and yet I am apparently still missing some files. More generally, is the solution to put all relevant files in the same directory, or is there a better way of managing this?
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 23, 2014, 03:45:42 PM
I actually use basically all of the jars in the starsector-core folder as imports.

Anyway:

Download Starsector+ 1.6.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.1.zip)
Download Mirror (https://www.mediafire.com/?yxt5291i62kdsz0)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.6 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet!)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet!)

Version 1.6.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 23, 2014, 03:47:44 PM
Quote
Not Found

The requested URL /Starsector/Starsector Plus 1.6.1.zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

=/ BUT I WANT TO DOWNLOAD!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 23, 2014, 04:36:46 PM
Fixed.  I've been writing code all day and all night for several weeks, with no pay, so don't be surprised when I *** up a little.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Lord0Trade on June 24, 2014, 01:13:40 PM
Hey, as the bug with Starsector right now that crashes if you have a ship on a custom variant and you delete said variant, it crashes. I'm getting that though with the sloop ship and its variants from this mod, however I did not create the variant it wanted or deleted a variant. So, a fix for that would be good.

Cheers!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Sleepyfish on June 24, 2014, 01:50:15 PM
Actually, the deleting variant crash is a vanilla bug. It has already been fixed in the next version, according to the dev.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 02:43:43 AM
Hey, as the bug with Starsector right now that crashes if you have a ship on a custom variant and you delete said variant, it crashes. I'm getting that though with the sloop ship and its variants from this mod, however I did not create the variant it wanted or deleted a variant. So, a fix for that would be good.

Cheers!

I looked through the variant files and found no errors.  When and where is the crash happening?  If it's a mission, does resetting the mission help?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: joe130794 on June 25, 2014, 10:59:31 AM
i tried to use this mod and it used to run ok but now i get an error pop up before it finishes loading.
Fatal: java.lang.ArithmeticException: / by zero
Cause: / by zero
Check starsector.log for more info.

i would copy and paste the log but i dont know where it is
does anyone know why it wont work, i have the latest lazylib and shaderlib and didnt try activating anymore mods at the same time
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 01:11:13 PM
I need to know your operating system, CPU, amount of RAM, and your video card.  Also, did it crash when the loading bar was full or somewhere in the middle?

P.S. Try to see if replacing Starsector Plus/data/config/sounds.json with this helps: http://www.sc2mafia.com/Starsector/sounds.json
If you use this you will also need to go into Starsector Plus/sounds/music and rename the music files to Gravity.ogg, Starfarer.ogg, and TheFlagship.ogg
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 04:01:50 PM
Actually, forget it; just going to fix it while I'm ahead:

Download Starsector+ 1.6.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.2.zip)
Download Mirror (https://www.mediafire.com/?11aa4ib2yt5y73n)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.6 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Version 1.6.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: joe130794 on June 26, 2014, 03:11:14 AM
thats sorted it. thank you
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: angrytigerp on June 27, 2014, 07:19:14 PM
So, I've discovered that more is not necessarily better.

After a bit of experimentation with Exerelin (by which I mean, I attempted to drop mods into it, not realizing that I would have to write fleet scripts for EVERY mod faction, not just ones that specifically notated it in their OPs), I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Wyvern on June 28, 2014, 02:13:29 PM
I finally got around to taking a look at this, and I've got a minor suggestions for arcade mode: give the ship a built in hull mod (or something) that boosts energy weapons.  Right now, with the regenerating ammo from killing things, there's simply no reason to even consider using an energy weapon over the more flux-efficient ballistics.

For an example, the Shadowyards Tartarus has a system that increases energy weapon range by 200 (note: that's a flat +200, not percent) and reduces energy weapon flux costs by 20%... and all that accomplishes is making energy weapons competitive in its universal slots.  And even there you can make a good case for storm needler (or gauss cannon) & heavy maulers (or maybe hellbore and heavy needlers) still outperforming, say, autopulse laser and heavy blasters.

So far, I've had my best run using storm needlers, heavy maulers, and vulcan cannons.  Nothing else has even come close.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 02:54:44 PM
I still find that Autopulse Lasers, Typhoon Reapers, and Linear Pulse Guns are the best setup for me.  The thing about energy weapons is that they are effective against all defense types and are the best option when you want to pack torpedoes (which is a GOOD idea).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 03:13:06 PM
Got this in arcade. :'(

Spoiler
Quote
869715 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.giveAssignment(Unknown Source)
   at data.missions.arcade.MissionPlugin.advance(MissionPlugin.java:690)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 03:39:24 PM
FINALLY! i did it. **** me Zero is a god damn hacker ship i swear.

Spoiler
(http://i.imgur.com/indUd39.jpg)
[close]

Ezekiel did kill me twice, no idea how.

the triple hyperion was also "hard" because i was blowing so much stuff up simultaneously that my screen was constantly white, so i couldn't see them, so they took my shield off and almost killed me.

Nuclear burst man... <3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Erick Doe on June 28, 2014, 04:04:08 PM
I am confused. You have to write fleet scrips for mods meant to work with Exerelin? I have never had this issue, unless something changed recently? Or is this something in correlation with Starsector+?

So, I've discovered that more is not necessarily better.

After a bit of experimentation with Exerelin (by which I mean, I attempted to drop mods into it, not realizing that I would have to write fleet scripts for EVERY mod faction, not just ones that specifically notated it in their OPs), I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 04:07:17 PM
Exerelin has nothing to do with Starsector+.  I'm confused by his post too.

@ValkyriaL: Excellent job!  That's an insane score.  I wonder if some day Omega Zero will be defeated...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 04:09:35 PM
Zaphide writes/wrote those himself. thus no need for us to do so, if however, you want to add a faction hes not supporting, then yes, you would have to do that.

No clue about SS+, but i guess DR does that himself as well if hes given a faction thumbs up to avoid complications.

EDIT: Omega Zero? i never got to fight him. =(
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 05:10:51 PM
Zaphide writes/wrote those himself. thus no need for us to do so, if however, you want to add a faction hes not supporting, then yes, you would have to do that.

No clue about SS+, but i guess DR does that himself as well if hes given a faction thumbs up to avoid complications.

EDIT: Omega Zero? i never got to fight him. =(

To get to Omega Zero you have to finish the first six bosses without using shield or EMP.

What shocked me in your screenshot is that you nearly did just that; throughout your entire super zero fight you only used a single mega shield.  I have to burn through all of mine to have a chance to win.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: angrytigerp on June 28, 2014, 05:45:39 PM
Exerelin has nothing to do with Starsector+.  I'm confused by his post too.

So, I've discovered that more is not necessarily better.

I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.

Spoiler
The note on Exerelin was simply me mentioning that I couldn't get it to work, and this was because the game crashed whenever I tried to load a campaign (and yes, using only factions Zaphide had stated were supported).
[close]

But this is not the place to discuss that mod, hence the paragraph above discussing SS+.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 29, 2014, 05:02:41 AM
Hmmm... so there are 3 types of zeroes?

Zero (Normal Final Boss)
Super Zero (don't use more than half of your Mega shields and EMP)
Omega Zero (Don't use any mega shields or EMP)

so i guess Archangel is the ultimate boss? ???

how do i fight him then?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 29, 2014, 11:10:16 AM
Archangel is unfinished and will eventually be an alternative 2nd boss.  Also to get Super Zero, you have to either not use any mega shields or not use any EMP (up until he shows up, of course; after that, you kind of need them).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 29, 2014, 12:30:15 PM
Just got Omega Zero...man...that is unfair... that *** is legit impossible to kill. :-\
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Foss456 on July 02, 2014, 09:21:35 AM
While playing campaign I went to askonia for some tugs and couldn't believe what I found. There was an Archangel for sale. It was 14 400 001 credits which I didn't have but had to try it so I fired up Cheat Engine, got myself some money and bought it. Beat crusade with it and when I went to Corvus again, game crashed.

Is archange evenl supposed to be for sale in Campaign?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Farlarzia on July 02, 2014, 09:43:40 AM
askonia is bugged so any ship (or weapon) can be brought there, or purchased by the player, believe that is being fixed by the next patch though. So no its not, its a known bug however.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: SpaceRiceBowl on July 02, 2014, 04:14:58 PM
Nooo... how will I buy my boss ships then? I've found the ultron, zeus, and the first zero in that broken store  :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: sarducardun on July 02, 2014, 05:41:52 PM
The weapons pack mod sends trading fleets around Corvus dropping off, any weapons (I believe) and most ships. I have found anything from Unsungs to hadron accelerators lying around. Even Nhilic weapons (they have no other way of per basing their weps) But nhilic ships the neutrino Jokeship amd SS+ bosses I have not been able to acquire outside Askonia. And the mods bounty hunter fleets have the same level of freedom in ship choices.

Maybe a mod with weapons pack esque trading but as a utility tht effects all systems and adds in the utterly random bounty hunter fleets too andante accesses the few things I haven't been able to acquire as well. Please? :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: 00lewnor on July 11, 2014, 08:53:04 AM
I may have done something wrong installing something as I don't see any recent comments about this problem but the system for BRDY in my game is replaced by the church system (omega serpis?)

Is this what "(Not compatible with campaign yet!)" means in the OP for this mod?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 09:21:40 AM
Yeah, until it's updated it won't spawn in campaign.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Ghoti on July 11, 2014, 09:27:36 AM
Do you have an online repository?

Accepting pull requests?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 10:09:01 AM
This is strictly a solo project, though I occasionally use and modify (with permission) code from other mods, to save time.  As such I don't use an online repository/versioning system for Starsector+, but the source is included in the jars folder.  Was there a feature you wanted to request I add?

P.S. Citadel, BRDY, and Exigency being unavailable in the campaign is not the fault of SS+ but rather an artifact of those mods' world generation scripts.  In the past, SS+ would have a separate version of the world generation but for logistical reasons I stopped this practice to avoid forking; Citadel, BRDY, and Exigency have not updated to reflect this, yet.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: 00lewnor on July 11, 2014, 11:12:48 AM
Yeah, until it's updated it won't spawn in campaign.

Aww, finding an AM Lance cruiser without it is going to be hard.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Ghoti on July 11, 2014, 12:21:52 PM
Quote
  Was there a feature you wanted to request I add?

Well, i like blackrock ships as well. I was going to take a stab at adding them somehow.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 07:32:37 PM
If you want Citadel and Blackrock Driveyards to work in SS+ (with fleet randomization and all that), try using these jars for them:
http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar
http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar

No guarantee it works.  No Exigency one either since I can pretty much guarantee it won't work until the real update due to the massive changes that I've worked with MesoTroniK on for the next update.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 16, 2014, 04:45:14 PM
I have to ask, what exactly has happened between 1.2.1 and now that would stop me from using flux shunt? Due to my crap coding ability, I was using a variation of the original flux shunt (25% instead of 50% and heavy armor level OP costs) but something happened that I can't for the life of me figure out! And I know it is SS+ because when I turn it off, I regain access to mod modded hull mod!

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: MesoTroniK on July 16, 2014, 05:31:34 PM
Well the flux shunt hull mod is kind of a cheat, it's not even usable in the campaign it is only supposed to be built into the Monitor class frigate.

Using it in missions is extremely unfair...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 16, 2014, 08:51:57 PM
What I did was disable built-in hullmods from being picked in any context (missions, campaign, etc.).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 17, 2014, 10:17:20 PM
What I did was disable built-in hullmods from being picked in any context (missions, campaign, etc.).
Really? 'Cause I see stuff like the "Mobile Starbase" hull mods being in there
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 18, 2014, 12:24:45 AM
I missed several in the current version; I can assure you all built-ins (aside from modded built-ins which I have no control over) are disabled on my development build.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 18, 2014, 06:46:34 PM
And it also takes higher priority over other mods that change stuff like hull mods, even if it SS+ is loaded dead last. It KINDA makes people's personal mods that use vanilla content a pain and a half to use. Just letting you know
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 18, 2014, 06:52:23 PM
Actually, Starsector+ scripts are loaded before any other mod and will therefore be overwritten in all cases.  However, you have to compile it in a jar for the load order to come into effect.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 18, 2014, 08:04:16 PM
In other words, I have to put another mod into .jar file in order to overwrite yours? Fun....
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on July 28, 2014, 08:33:14 PM
(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.7.zip)

Download Starsector+ 1.7 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.7.zip)
Download Mirror (https://www.mediafire.com/?na9q3xy46scxtvf)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

Download Interstellar Imperium 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.7
  • Added Heavy Ion Blaster
  • Added Ion Torpedo
  • Added Plasma Flamer
  • Updated Interstellar Imperium campaign integration
  • Stability improvements
  • Icon added
  • Minor undocumented improvements and optimizations


Ion Torpedo [Small Missile: 6 OP]
(http://www.sc2mafia.com/Starsector/ssp_iontorpedo_together.png) (http://www.sc2mafia.com/Starsector/ssp_iontorpedo_missile.png)
Overflowing with power.

The Tachyon Lance is certainly an useful tool, delivering decent damage and a truckload of EMP, backed up by hard flux damage.  However, we were missing a smaller alternative to the Tachyon Lance; a weapon that does EMP and hard flux damage, but comes in a smaller slot.  This type of weapon would be overpowered in a slot that can be spammed, so naturally it's relegated to torpedo duty.  This 2-shot version is the only type of torpedo rack that has these Ion Torpedoes, making them an investment that must be carefully considered (you can grab a Reaper for just 2 OP, while this costs 6 OP for a fraction of the damage).  In practice, they are very useful for overloading capital ships that are oscillating their shields or letting the armor take the punishment, or for forcing a pesky destroyer into a defenseless state.  As a balance to their power, these torpedoes only do fragmentation damage, so if you see some coming at you, it may be worth venting before they hit to avoid overloading, since you can't gain flux while venting.  Sprites by HELMUT.


Heavy Ion Blaster [Medium Energy: 14 OP]
(http://www.sc2mafia.com/Starsector/ssp_ionblaster_hardpoint_base.png)
A serious can of whoop-ass.

This weapon is a cross between the Antimatter Blaster and the Ion Cannon.  It has no DPS to speak of, due to its horrible rate of fire, and eats up a large chunk of flux with each slot.  It does have decent burst damage; enough to put a ship on guard, but not enough to be truly threatening.  However, it does have one major advantage: crazy EMP damage.  Being hit by this weapon is absolutely devastating; multiple high-power arcs cross over the target, disabling a wide swath of systems in a single shot.  This weapon serves as a true hard-hitting support weapon, a rarity in this game.  Sprite by HELMUT.


Plasma Flamer [Medium Ballistic: 11 OP]
(http://www.sc2mafia.com/Starsector/ssp_plasmaflame_hardpoint_base.png)
Flame on.

This is an interesting weapon.  I thought about doing some kind of damage-over-time effect, but I realized it would not fit in very well with Starsector, which lacks such a mechanic.  That kind of thing would be better in a total conversion or faction mod where it would be put to better use as an overarching gimmick.  For this weapon, I instead opted to create a high-DPS energy damage option for lower-tech ships that only have ballistic slots.  The range and armor penetration leaves much to be desired, but this weapon really delivers pain in terms of pure DPS, up close and personal.  It's also plain cool hot to see in action.  Sprite by HELMUT.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 01, 2014, 12:41:43 PM
In anticipation of the next version of Starsector, I have been working on redoing the fleet spawning methods.  Notably, ship roles within fleets are becoming more important.  In order to accomplish this, I have redone the variant randomizer to develop different archetypes, like Balanced or Strike or Escort.  These different archetypes use different strategies for outfitting the ship.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Uomoz on August 01, 2014, 01:04:58 PM
Looking good! I wanna see it in action!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Linnis on August 01, 2014, 11:10:11 PM
Been playing alot of your mod, I love it!

Anyways, I do believe that the claymore might be a little overpowered compared to the other bombers.
I am running an astral with 12-15 fighter wings. the results are obvious.

1. They rocket spam at far further range than any other bomber release their bombs.
2. They also can do strafe rocket shots, since rockets have their own propulsion this allows them a wider degree of attack.
3. Rocket spam is excellent at bypassing and busying point defense weapons, that also provide as double over for the bombers themselves since its released often at longer then point defense wep ranges.
4. The double machine guns also causes significant damage to anything thats not armor, and since its usually flying over destoryers and such, we all know dual machinegun's power at close range.
5. They don't spend nearly as much time going back to rearm and such, even from damage, because they tend not to receive any.

Even when I am in frigates a claymore wing is serious trouble, simple because of its rocket spam.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 02, 2014, 01:09:21 AM
I like having Claymores being a serious high-end (but lower-tech) bomber of death, but I'll tone down their armor/hull so they aren't so spongey.  Also going to nerf their flux stats so they can't fire the 2x machine gun as much.  And finally, I'm going to put them up to 3.5 logistics/wing instead of 3 (and make them refit much slower), so you can't have as many of them.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Degraine on August 02, 2014, 07:26:46 AM
I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:

Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any ideas?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 02, 2014, 08:27:01 AM
It's effectively impossible for me to know what is causing that.  For all I know it could be a vanilla bug.

What were you doing at the time?  Were you in danger of an accident?  Were you in combat?  What exactly was occurring at the moment it crashed?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: LazyWizard on August 02, 2014, 08:53:22 AM
I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:
Spoiler
Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Any ideas?

That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here (http://fractalsoftworks.com/preorder/).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Degraine on August 02, 2014, 08:10:12 PM
That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here (http://fractalsoftworks.com/preorder/).

Iiiiit does not! Thanks for the tip, I'll go try that.

EDIT: Seems to have done the job.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 11:18:45 AM
Major update!  This is done in preparation for Starsector 0.65, implementing mechanics that will later be extended to fit the new systems in the coming update.

Try out the new and improved Random Battle; it's completely insane.  Random ships with random archetypes feeding into randomized variants, on a random battlefield of random size with random factions on either side with random fleet types and random victory goals.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.zip)

Download Starsector+ 1.8 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.zip)
Download Mirror (https://www.mediafire.com/?itemuf2gf10fimw)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.31 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8
  • All AI ships vent more often
  • New variant randomizer
  • Randomized variants can take many configurations, such as "Strike" or "Close Support"
  • Ship roles and fleet compositions revamped
  • Arcade ship variants are now randomized
  • Most preset variants removed from the campaign; procedurally-generated variants are now the norm
  • Completely revamped Random Battle mission; now spawns two random SS+ factions with randomized ships and variants on a randomized map, with random battle sizes and fleet goals
  • Blackrock Driveyards update implemented
  • Citadel update implemented
  • Exigency Incorporated update implemented
  • New sounds for the Heavy Mauler and Mjolnir Cannon
  • Flare Gun now has specialized anti-missile AI
  • New backgrounds for the arcade and random battle missions
  • Claymores nerfed in all-around toughness
  • Plasma Flamer flux/second decreased to 400 from 500
  • Ion Torpedo now does 1000 hard flux if it hits shields, instead of the full 2000
  • Heavy Ion Blaster damage reduced to 400 from 500; secondary arcs do one third the EMP and a quarter the damage it used to do (it still whacks weapons nicely, though)
  • Gladius CR to deploy increased to 6% from 5%
  • Warthog CR to deploy increased to 7% from 6%
  • Claw CR to deploy increased to 7% from 6%
  • Claymore wing supplies/day decreased to 3.5 from 4; CR to deploy increased to 9% from 8%
  • Halberd wing supplies/day decreased to 3.75 from 4.5; CR to deploy decreased to 7% from 8%
  • Minor polishing improvements
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
Post by: ValkyriaL on August 13, 2014, 12:49:42 PM
Can i ignore this AI venting thing somehow? it overrides my system AIs that tells certain ships of mine to NOT vent because the system they have relies on them not doing so, and honestly i think the AI vents a little TOO much now, they barely give themselves time to raise their shield or even fire a single salvo before they vent again, atleast my ships do that, don't know about others yet. :P
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.1 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 04:24:02 PM
Fixed the venting AI and did some other miscellaneous improvements.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.1.zip)

Download Starsector+ 1.8.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.1.zip)
Download Mirror (https://www.mediafire.com/?nz591qzewew0sde)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.31 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8.1
  • Vent AI improved
  • Random Battle fleet balancing improved
  • Ship explosions improved
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 08:12:10 PM
Sorry about the extra upload, but it's necessary.  Found yet more issues, but it's way better than it started.  Enjoy the challenge.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2.zip)

Download Starsector+ 1.8.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2.zip)
Download Mirror (https://www.mediafire.com/?c7dlw7xuaup524c)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8.2
  • Additional Vent AI improvements
  • AI weapon grouper improved
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: ValkyriaL on August 15, 2014, 05:36:48 AM
OH GOD, my ships with my incendiary ammo system have gone absolute BEAST MODE with the improved AI, holy *** this system is just as broken in AI use as it is in player use now. ;D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: LB on August 15, 2014, 03:31:00 PM
Getting the following error on leaving a space station:

Code
453125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.variants.SSP_RandomizerTester.advance(SSP_RandomizerTester.java:35)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

After some testing, it seems to crash on the next unpaused frame after acquiring a Blackrock fighter wing of any kind.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 15, 2014, 05:43:30 PM
I'm in the middle of implementing SHI, so I'll give an unofficial update that fixes that issue:

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2b.zip)

Download Starsector+ 1.8.2b (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2b.zip)
Download Mirror (https://www.mediafire.com/?wifu873p6fp110a)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 16, 2014, 06:19:27 PM
Wow, that arcade! It is the craziest thing I've ever played. With some arcade remix/dubstep/techno music I begin with atonishing combos. I like the missions and the campaign, It's awesome~! ;D

There's something happening with arcade, though: I've managed to get to the "Cristarium" Boss, and as I get close, it activates the special attack and StarSector crashes. This happened to me twice in arcade, and once in the Tester mission while I tried to use it's special. I'm able to see it in action before crashing; the "phase cloak" of the ship and various homing projectiles of different colors.

StarSector.log
Spoiler
100016 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.9 for Starsector 0.6.2a
100016 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
100017 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to WARN
100075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [settings.json]
100128 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [settings.json]
100166 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
100166 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
100167 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
100167 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
100169 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
100182 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 379,11 MB of texture data so far
100182 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
100488 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
355573 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 940, maxFP1: 160, maxFP2: 240
522720 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
   at org.dark.shaders.light.StandardLight.setLocation(StandardLight.java:67)
   at org.dark.shaders.light.LightShader.advance(LightShader.java:310)
   at org.dark.shaders.util.ShaderHook.advance(ShaderHook.java:87)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've not seen all the replies in this thread to check if this happened to someone else.
I still like this mod a lot. :)

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 16, 2014, 08:54:49 PM
What version of ShaderLib are you using? I cannot reproduce that error.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 17, 2014, 11:24:15 AM
What version of ShaderLib are you using? I cannot reproduce that error.

 ;D Don't worry, I downloaded all again, Starsector+, Lazylib, Shaderlib and it worked! Sadly, the Cristarium destroyed me when I was "testing" the arcade mission again. Oh well, gotta do it again! :D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 19, 2014, 01:45:50 PM
Question: is there a way to obtain the other 2 zero variants? Either campaign or on the test mission?
The original is so bunkers I wanna go crazy with the other 2.
I tried with the console commands mod but it doesn't seem to recognize SS+ content.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: ValkyriaL on August 19, 2014, 02:33:12 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 19, 2014, 02:37:07 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.

 I just want to see what it's capable of as I'm not skilled enough to get to the end of the arcade. More curiosity than anything.
 So I guess you got it from the Askonia system? Did it had any insane supply demands?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: ValkyriaL on August 19, 2014, 02:56:26 PM
I never looked, my char was high enough level and rich enough to where things like that doesn't matter anymore, it was however, extremely expensive to buy... >.>
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 19, 2014, 07:44:59 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.

 I just want to see what it's capable of as I'm not skilled enough to get to the end of the arcade. More curiosity than anything.
 So I guess you got it from the Askonia system? Did it had any insane supply demands?
If I remember right, it did have some pretty high but manageable supply demands but you can double check in the codex.
As for the Console not getting the ship, it should be able to. Did you try "allhulls"?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 12:33:22 AM
And of course the storage is empty despite saying it added 72 ships.
I hate my luck, well, better grind the money till it appears.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 20, 2014, 02:01:41 AM
Bosses don't appear in Askonia anymore.  Just add one ssp_hyperzero_ult variant via console command.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 02:26:08 AM
Well that sent my logistics through the roof, thanks!

And I thought the first one was crazy...

Can you tell me the IDs of the other two? Now I just wanna screw around until I get bored.

Thanks in advance!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 20, 2014, 02:59:54 AM
And of course the storage is empty despite saying it added 72 ships.
I hate my luck, well, better grind the money till it appears.
What storage are you talking about? The Abandoned Storage or the Console Storage?
Well that sent my logistics through the roof, thanks!
And I thought the first one was crazy...
Can you tell me the IDs of the other two? Now I just wanna screw around until I get bored.
Thanks in advance!
ssp_zero_ult and ssp_superzero_ult are the other two
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 03:17:01 AM
1. The console storage.
2. Thanks!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 20, 2014, 01:00:16 PM
And of course the storage is empty despite saying it added 72 ships.
Ships don't appear in the "Storage" Cargo list (It's default tab when you open Console's Storage), but if you don't close it and go to "Fleet", you can see 2 tabs that say "Give" and "Take".
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 20, 2014, 11:34:06 PM
1. The console storage.
2. Thanks!
Also, are you running the latest version of the Commands? I know that one version had trouble adding ships with built in weapons so that might be your problem
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 22, 2014, 05:24:57 AM
Shadowyards Heavy Industries is now integrated!

Oh, and there's a new ship and mission.

Twenty-One Deaths (https://www.youtube.com/watch?v=F6b2xasuMHg)


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.9.zip)

Download Starsector+ 1.9 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.9.zip)
Download Mirror (https://www.mediafire.com/?7fvccc8pk8tbedn)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (New!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Excelsior-class Corvette [4 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_excelsior.png)
Hot-rodding through space.

The game needed a bleeding-edge ship, just as likely to wreck an enemy fleet as it is to spontaneously explode from its own awesomeness.  Meet the Excelsior, a madhouse where overloading is likely to cause you to combust, phase cloak heals you, venting does damage to enemies, and you want your flux to be as high as possible.  This ship eats projectiles for breakfast and has a pretty damn powerful main cannon, should you have the flux to really make it sing.  Avoid putting vents on this thing unless you want to do most of your damage via venting.  Sprite by HELMUT.


Version 1.9
  • Shadowyards Heavy Industries integrated
  • More Vent AI improvements
  • Cargo and burn speeds adjusted to match vanilla levels
  • Added Excelsior-class Corvette
  • Added "Duel of the Century" mission
  • Improved rank names (gender-sensitive, etc.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Midnight Kitsune on August 22, 2014, 07:13:11 AM
Was that last ship that dash bashed you a Templar ship?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Wyvern on August 22, 2014, 08:59:53 AM
Heh, the description of that new ship reminds me of a hound variant I keep wanting to build: the Tindalos.  Phasing cloak, teleporter, mjolnir cannon, starts losing CR the instant it gets into a fight... but doesn't lose CR while phased out.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Cycerin on August 22, 2014, 10:01:00 AM
Was that last ship that dash bashed you a Templar ship?

Yep, the Jesuit.

The Excelsior is extremely cool, because flux is a resource for that ship. It's got a ridiculous skill floor and skill ceiling and def. feels really rewarding to pilot when you get it right. As the video demonstrates, that mission is also inhumanly hard...

Right now I only made the cannon sfx for it, but I'll get some more stuff in there later.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 27, 2014, 01:17:24 PM
I just wanted to mention that I really like what you've done with skills in this mod.

I have often thought about rebalancing them, but you've pretty much done everything I thought about and more - they almost all make better sense with what we have now, and I commend you on that - so much so, in fact, that I often find myself wanting them in other mods :)

Having levels with no aptitude point grant 3 skills is wonderful, it really makes those levels feel worthwhile in the same way rather than a poor substitute.

The only criticism I have is that I don't understand the design intent behind why the speed boosts are split up as they are.  Clearly vanilla Navigation is almost required to thrive at the moment, and I certainly support it being split out (I love that frigate pack and fighter boosts are in Leadership, for example) but there are a couple of skills that boost frigates and cruisers but not destroyers, and those confuse me a bit.  If it were split along small / large lines, that makes sense.

Was this done for balance overall, because cruisers are just overall slower, and these skills are intended to bring them up to the level of a destroyer fleet but no further?  If so, why the boost to frigates?

I've had a look at the .skill files, but they refer to effects presumably buried in the .jar, so I can't make any guesses as to the design intent other than what I can see ingame. That being said, being able to actually SEE the effects in game (at various levels) is nice.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 27, 2014, 01:38:30 PM
All of the speed boost perks, in total, add up to the original Navigation 10 bonus.  They're split up like that because I had to do some weird things to get them to add up properly.  I might swap them around a little, but there's not a lot I can do to make it cleaner.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 28, 2014, 02:16:01 PM
I understand that, but it's the particular splits you've chosen that seem a little weird, and really mean to destroyers - with one exception, all their boost skills are at 10, and split over THREE DIFFERENT TREES.

It would be pretty easy to make a build with these that gave you cruisers going faster than destroyers, and I don't think that sounds right.

Here's a list of them all now I have the game open:
Combat:Helmsmanship(5) - Maximum Power giving +0/0/0/1/0.
Combat:Helmsmanship(10) - Dynamic Stabilization giving +0/0/1/0/1.

Leadership:Fleet Logistics(5) - Efficient Fueling giving +1/1/1/0/0 (the only rank 5 destroyer boost.)
Leadership:Fleet Logistics(10) - Optimized Navigation giving +1/1/0/1/0.
Leadership:Small Unit Tactics(10) - Small Unit Logistics giving +1/1/0/0/0.

Tech:Computer Systems(5) - Travel Route Algorithms giving +1/1/0/1/0.
Tech:Mechanical Engineering(10) - Burn Drive Mastery giving +0/0/1/0/1.
Tech:Applied Physics(5) - Burn Drive Miniaturization giving +1/1/0/0/0.

So, if we analyze these a bit, we find these results:
Destroyers can be boosted a maximum of +3 burn, but it requires 25 aptitude points and 30!! skillpoints.
Cruisers can be boosted by a maximum of +3 burn, but it only requires 20 aptitude points and 20 skillpoints
Capships get a +2 boost, and require 20 aptitude points and 20 skillpoints to get it.
Fighters/frigates are still linked, and get a total of +5, which you must pay only 15 aptitude but 30 skillpoints for. That said, you can get +4 for 10 and 20, see below.

Additionally, here's the breakdown of boosts available by skill tree:
Combat: +0/0/1/1/1
Leadership: +3/3/1/1/0
Tech:  +2/2/1/1/1

This seems to indicate Tech being an all-round boost, leadership focussed on small ships primarily but a dip into Fleet logistics for +1 to everything, and Combat intended mostly just for big stuff.

May I suggest increasing these specializations while decreasing the total breadth of aptitudes and depth of skillpoints required to max a given class that a player is interested in?

I think the tree I like best in this setup is Leadership - keep that one mostly the same, though does Small Unit Logistics really deserve to be at 10? I think at 5 would be more fun without making it a big problem - frigate wolfpacks are already pretty much faster than anything else, and dropping the investment needed to get +2 frigates to 5 aptitude and 10 skillpoints is still way more than vanilla, without actually changing the type of fleet these ships can catch.

Destroyers are too hard to boost right now, and they're the natural step up from frigates - but this skill mod makes them very hard to use as you can't catch anything small enough to kill, and can't run from anything big enough to kill you.

First, swap some of the points around - give the destroyer boosts at Helmsmanship 5 and Applied Physics 5 - drop the destroyer boost at Mechanical Engineering 10.

Then, there are some choices - If you absolutely don't want a single point over vanilla, then I think you should move the destroyer bonus point out of Combat:Helmsmanship and into Tech somewhere - perhaps Mechanical Engineering 5, or maybe Computer Systems 5 (though this is then a very strong level and it's already giving more ordnance points and hull mods so everyone -already- loved this skill.)

Personally, I would say that your skill mod is already far enough away from vanilla that you don't strictly need to keep to the exact same set of bonuses. Destroyers could have +4 total without breaking the game, and if they continued to be spread over all three skill trees, it would be pretty unlikely that any but the most determined players would get it, and if they did, so what? They've got all three skills to max, let them have their +4 destroyers, eh?  This would let you make destroyer boosts be easier to get everywhere - still push it down to Tech 5, but also have it at Combat 5 and Leadership 5 as well, with a further destroyer boost at Tech 10, perhaps exactly where it is now.  I think Applied Physics 5 would be the best spot in my opinion, and this is the option I like the most.

It's still a bit weird that cruisers would get boosted before destroyers in the Tech skill, so if you really wanted to emphasise the speed differences you could swap the destroyer/cruiser boosts in Computer Systems and Mechanical Engineering, for +1/1/1/0/0 at 5 and +0/0/0/1/1 respectively.

This would mean destroyers would get a total of +4, but need 15 aptitude points and 20 skillpoints to get there - wheras fighters/frigates are still easier as they only need 10 aptitude and 20 skillpoints to get to +4.

Okay, end wall of text, what do you think?  If I still feel this strongly about it tomorrow I'll try rewriting the scripts and try it out for a bit and report back - thanks for including the .java files in the .jar!

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 28, 2014, 03:04:20 PM
I had noticed that Small Unit Logistics was too high, and had moved its boost down to 5 in my dev build, recently.  Great minds think alike.

Currently, (before reading your post) it looks like this:
Combat: Helmsmanship 5 gives +1/1/0/0/0, Helmsmanship 10 gives +0/0/0/1/1 (total of +1/1/0/1/1 for 10 aptitude and 10 skill points)
Leadership: Fleet Logistics 5 gives +1/1/1/0/0, Fleet Logistics 10 gives +1/1/1/0/0, Small Unit Tactics 5 gives +1/1/0/0/0 (total of +3/3/2/0/0 for 10 aptitude and 20 skill points)
Technology: Applied Physics 5 gives +1/1/0/0/0, Computer Systems 5 gives +0/0/1/1/0, Mechanical Engineering 10 gives +0/0/0/1/1 (total of +1/1/1/2/1 for 10 aptitude and 20 skill points)

This seems to avert your worries, since you can get:
Fighters/Frigates at +1 burn speed with 5 aptitude and 5 skill points (leadership 5), +2 with 5 aptitude and 10 skill points (leadership 5), +3 with 10 aptitude and 15 skill points (combat 5 and leadership 5, leadership 5 and technology 5, or leadership 10), +4 with 15 aptitude and 20 skill points (combat 5, leadership 5, and technology 5; combat 5 and leadership 10; or leadership 10 and technology 5), or +5 with 20 aptitude and 25 skill points (combat 5, leadership 10, and technology 5)
Destroyers at +1 burn speed with 5 aptitude and 5 skill points (leadership 5 or technology 5), +2 with 10 aptitude and 10 skill points (leadership 5 and technology 5), or +3 with 15 aptitude and 15 skill points (leadership 10 and technology 5)
Cruisers at +1 burn speed with 5 aptitude and 5 skill points (technology 5), +2 with 10 aptitude and 15 skill points (technology 10), or +3 with 20 aptitude and 25 skill points (combat 10 and technology 10)
Capital Ships at +1 burn speed with 10 aptitude and 10 skill points (combat 10 or technology 10) or +2 with 20 aptitude and 20 skill points (combat 10 and technology 10)

Basically, each size up gets progressively more difficult to raise up.  Fighters/Frigates get +1 burn speed per 3.7 aptitude and 5 skill points.  Destroyers get +1 burn speed per 5 aptitude and 5 skill points.  Cruisers get +1 burn speed per 6.1 aptitude and 7.9 skill points.  Capital Ships get +1 burn speed per 10 aptitude and 10 skill points.

Fun fact: in vanilla Starsector, Fighters/Frigates get +1 burn speed per 1.7 aptitude and 1.7 skill points, destroyers get +1 burn speed per 3.1 aptitude and 3.1 skill points, cruisers get +1 burn speed per 3.6 aptitude and 3.6 skill points, and capital ships get +1 burn speed per 5 aptitude and 5 skill points.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 28, 2014, 03:22:43 PM
That sounds much better! Awesome! :)

(I think I'd still give destroyers another point or two somewhere, but then it wouldn't match vanilla - and I've decided that I just think destroyers are too slow.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 30, 2014, 09:59:35 AM
1. The console storage.
2. Thanks!
Also, are you running the latest version of the Commands? I know that one version had trouble adding ships with built in weapons so that might be your problem

 No, I make sure I always have the latest versions before bugging people on the forums with issues.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 30, 2014, 11:33:53 PM
The Mayorate and The Knights Templar are now integrated.  You might have to wait a couple days for kazi's update before you can actually use The Mayorate, though.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.zip)

Download Starsector+ 1.10 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.zip)
Download Mirror (https://www.mediafire.com/?4836hz8aacwvw2l)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (New!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (New!)
Download Citadel 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)


Version 1.10
  • The Mayorate integrated
  • The Knights Templar integrated
  • Locomotive-class Heavy Tug added
  • Surface maps added to all ships and weapons
  • Kashef Sensor Suite added to Gunnery Implants 5
  • Additional Vent AI changes, including faction-specific tweaks
  • Version Checker support added
  • Rearranged fleet speed skill perks
  • Minor improvements here and there
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: TheKillerWolf on August 31, 2014, 10:17:59 AM
i looked and didnt see it anywhere but the locomotive seems broke. its not increasing my fleets burn speed at all.


EDIT: ok its working now but i had to get into a combat before the burn would kick in
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 10:22:05 AM
The Locomotive and Ox don't show stat bonuses (it's a vanilla bug) but they do increase burn speeds.  I tested it myself; it is indeed working.  What was your fleet composition?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: TheKillerWolf on August 31, 2014, 10:24:43 AM
i got it working now it was the easy start with one added on. it showed the stats in the menu when i brought up burn details but i wasnt moving faster ( a burn 4 had caught me when i was supposed to be 5 while moving in a straight line)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 10:36:58 AM
It takes a second or so in campaign time to update, due to performance reasons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Darloth on August 31, 2014, 12:39:10 PM
If you want a justification, it takes that long to attach the tow cables/load the ships/adjust the flux capacitors for laminar hyperfield flow.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 11:16:15 PM
(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.1.zip)

Download Starsector+ 1.10.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.1.zip)
Download Mirror (https://www.mediafire.com/?67m5ph6gajd2r53)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (New!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (New!)
Download Citadel 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.10.1
  • Knights Templar tweaks
  • Duel of the Century tweaked slightly to be easier
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Nanao-kun on September 01, 2014, 11:18:50 AM
I haven't played around with this for a bit, so I have to ask. Why does it feel like Corvus is the only place with Pirates? And where did the Independent stations go?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Darloth on September 01, 2014, 12:23:52 PM
This is mostly vanilla - are you thinking perhaps of Uomoz's mod? I know that Us'S has lots of pirates and indeed an indie trade hub in pretty much every system... I don't recall if SS+ ever had that though.  Someone please correct me if I'm wrong.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 03, 2014, 12:19:48 PM
@Dark.Revenant

After adding Blackrock Driveyards 065 with your temporary patch i have only 3 music samples in game - all vanilla ones are disabled. Is this normal?

It's an artifact of the lack of a music API.  It will be fixed eventually.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: r4plez on September 03, 2014, 12:38:36 PM
Thanks for quick :o response, i already removed my previous post because i have found a way to add music into game by modifying sounds.json. in Blackrock mod. Didn't noticed your replay in time..  ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Wyvern on September 04, 2014, 09:35:32 AM
Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 11:44:26 AM
Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
For sale where? None of the SS+-specific stations should have them, and I know Exigency Incorporated, The Knights Templar, and the Interstellar Imperium never sell them either.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 04, 2014, 12:07:59 PM
I saw some weapons at the Hegemony station in Corvus, also saw some vanilla ships mounting Templar weapons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: TheKillerWolf on September 04, 2014, 12:10:51 PM
i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 12:43:18 PM
i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.

Their fighters are for sale on occasion in Askonia; this is indeed on purpose because you can't capture them.

The Hegemony is not supposed to be selling Templar weapons; in the future I'll adjust this so they only appear in Askonia.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: TheKillerWolf on September 04, 2014, 01:38:42 PM
that was where i saw the weapons so its not that odd i guess but i think this is a little bit i can buy the test ships lol


Spoiler
(http://i.imgur.com/a5iosUz.jpg)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Nanao-kun on September 04, 2014, 02:24:53 PM
Oh, the weapons are only supposed to show up at Askonia?

I've seen them every now and then in the Tri-Tach station, as well as various other stations. Only temporarily though, they seem to disappear when I come back a little later.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Wyvern on September 04, 2014, 03:42:01 PM
So far, I have purchased a few at the TT station on Corvus, as well as the pirate station in Corvus.  I have not yet bothered to leave the Corvus system (munch, munch, yummy pirates), so I can't report on whether Templar weapons are showing up anywhere else.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 04, 2014, 05:52:41 PM
...also saw some vanilla ships mounting Templar weapons.
Yeah same here. Scared the CRAP out of me when I went up against  lasher with TWO of those missile racks...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 09:20:27 PM
Yep, Templar weapons are intended to rarely appear on non-templar ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: ValkyriaL on September 04, 2014, 10:03:26 PM
a Condor with templar guns and missiles is more scary than you think...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: JDCollie on September 05, 2014, 09:51:25 AM
a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: kazi on September 05, 2014, 09:29:00 PM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Darloth on September 06, 2014, 01:07:29 AM
a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .

That ship from Parkan was pretty tough with its normal loadout, as I recall
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Sabaton on September 06, 2014, 04:49:57 AM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).


I don't see a problem with that, with the old system, if you had a little speed, you could force the AI in an ultra defensive stance which would inevitably lead to overloading and major pounding.
Now, you gotta be more careful if you decide to bull rush an enemy. I understand your point, often venting gives rockets a free meal but rarely venting makes you dependent on other ships to cover you.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Flying_Whale on September 07, 2014, 04:45:57 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Aklyon on September 07, 2014, 06:20:45 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Flying_Whale on September 07, 2014, 09:16:53 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.

Thanks. Capture... Sounds interesting :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Thaago on September 09, 2014, 09:01:53 PM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.

I agree, but because of a different reason: it seems that the venting AI does not look for incoming projectiles or anything when it vents. So I'm testing Paragon builds at the moment, and they keep eating missiles and Joyeuse blasts to the face because they vented at 15% flux.

I know its probably hard to check for incoming threats, but I'd say 85% of the damage this Paragon is taking is caused by the overzealous venting. Of course it then has lower flux so is better later, but the "enemy is venting, I should vent" (forgets about incoming missiles and high damage projectiles) is a routine occurrence.

Again, this was testing with a Paragon, so I haven't done as much testing with other (more maneuverable) ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 09, 2014, 09:09:49 PM
It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Thaago on September 09, 2014, 09:16:14 PM
It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.

Ah, fair enough. I think in this case the Paragon was an edge case I happened to see - its outer radius is so large that projectiles and missiles that to me were right on top of it were quite a far distance from the core.

Iiiinteresting. I admit missiles aren't really my thing so I hadn't played with it much. Broken?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: MShadowy on September 09, 2014, 09:40:11 PM
Iiiinteresting. I admit missiles aren't really my thing so I hadn't played with it much. Broken?

In an economy of scale way, yes.  On it's own a single Achilles is a nuisance; providing backup to a fleet it can be a rather serious one.  But it seems that once get enough of them together, say... ten, they become a completely unstoppable ball of missiles and death.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: JohnDoe on September 10, 2014, 04:34:44 AM
Oh, the weapons are only supposed to show up at Askonia?

I've seen them every now and then in the Tri-Tach station, as well as various other stations. Only temporarily though, they seem to disappear when I come back a little later.

I thought the weapons weren't supposed to be on sale anywhere?

Ships and weapons will not be sold anywhere, but can be captured.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 10, 2014, 09:48:27 AM
(http://i.imgur.com/M8AVQXl.png)

Okay, so let's talk a bit about the Achilles.

I think the Achilles is a balanced ship in Starsector, it only became broken in the tournament.

Some ships have great synergy and become stronger in number, it's even more apparent with missile boats. By destroying ships, you remove some of the firepower of the fleet, the purpose of the missile boat is to do this at a safe distance. Its biggest weakness? It can't do that fast enough if it's outnumbered, which will eventually happen in the campaign as you can't equal the size of some of the biggest AI fleets. But everything that can't outnumber your missiles boats is toasted.

I took advantage of that in the tournament by picking the Luddic Path with its -50% cost on low-tech ships. By doing that i ensured no one would ever be able to outnumber me, at least in the first round. The only thing that worried me were some weird fleets that could ignore the monstrous lrm spam. I thought about 4 possible weaknesses for my fleet.

1: Exigency and AA. The repulsors aren't that big deal because there's a cooldown between each use, the cooldown would be long enough for me to vaporize the target. Even the reflected Lrms would have been intercepted by my own Lrm curtain.

What really worried me was the ball-lightning PD that Exi use as it is incredibly efficient against swarm of stuffs, including missiles. I think DR said the ball lightning gun lacked the punch to destroy lrms instantly so i'm not sure but in theory Exi/AA should have been able to endure the storm long enough until my Achilles ran out of ammo and ends up defenseless. That would be a very gimmicky build though, very unlikely someone made that for the Tournament.

2: Phase ships. One of the big weakness of missile boats is the missile fuel, sometimes they chase around some frigate and ran out of juice and can't maneuver anymore and explode on contact with anything, including your own ships. That's one of the reason missile boats aren't that strong in campaign because they need the overly expensive ECCM package hull mode that ensure your missiles will hit something before they ran out of fuel and possibly destroy one of your ships, but even with ECCM it can happen.

That's why phase ships, frigates especially are terrifying to fight against when you use a lot of Lrms. A phase ships can't stay cloaked for a while, letting the Lrms buzz around until they run out of fuel. Imagine a bunch of Afflictors skulking around next to your missile boats, baiting the Lrms and waiting them to destroy their own fleet? it sounds gimmicky but it's the worst nightmare of a LRM based fleet.

3: Carriers. One of the other big weakness of the Achilles spam fleet is vision, they can't launch their Lrms if they can't see the enemy. A bunch of Condors hugging the edge of the map will never get mauled by missiles because they stay out of vision. Your fighters will still have to go past the thick LRM curtain but hey, that's what Talons are for right? This fleet isn't perfect for the tournament as the AI may or may not make stupid positioning decisions with its carriers, also my Achilles had pretty heavy flak weaponry just in case.

4: Phase and carriers. Blackrock's Serkets would have been atrocious to fight.

But yeah, even thought the Achilles fleet have weakness, it's still very, very strong against everything else. I think it's strength come more from the -50% cost from the Luddic Path than the Achilles itself. Hell, my cruisers were as cheap as destroyers! With the normal cost, i would have been able to field only 6 Achilles (maybe 5 if we count the crew and the Hound scout), much, much less threatening.

In any cases, i will change my fleet. But in the campaign? The Achilles is definitely fine.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 10:15:57 AM
Actually, the issue comes down to the fact that they had capital-class strike firepower in a cruiser chassis.  Missiles are free damage, basically; if you have a lot of these things, most fleets will just melt.

The tournament showed that the ship is only balanced alone or in pairs; if you have many of them, they become exponentially more powerful.  Yes, having ten is insane but still possible in the campaign.  Ultimately, I'll be making a different artillery ship that doesn't punch outside its weight limit and doesn't rely entirely on missiles.

(Oh, and for the record, even when I created dedicated PD variants, every single fleet yet submitted was completely crushed; 90% losses on the enemy side, 0 achilles dead on your side, sometimes they don't even get the hound before they are completely vaporized by bursts of over 10,000 HE damage.  Even the templars were obliterated.  Sure, you might mass some other type of ship without the achilles, but that kind of one-sided massacre would never happen with any other ship.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 10, 2014, 12:27:09 PM
I tried some stuffs in dev mod and... Destroyed the Cathedral fleet with 10 Achilles without losing a single one, ah ah, oups? Even though, i think it's possible to nerf it without making it useless.

Nerfing deployment cost to 18/19 from 16 would reduce the amount of Achilles available on the field. Switching 2 of the medium missiles mounts to small ones would also reduce the amount of lrms flying around.

Okay, i just tried it in campaign, with 8 Achilles on the field, i lost against the Hegemony SDF. While i may have wrecked most of their ships, i ended up running out of missiles and was basically defenseless against the 3 remaining enemy cruisers. That's the trick with missile boats, if your enemy survive the storm, you lose, hard.

In SS+, the storm is usually brutal but very short because Pilums and Trebuchets only have a base of 30 missiles. II's large Ballista however have 100 missiles, without this weapon, i wouldn't have lasted that long, maybe nerfing the ammo capacity of this one as well?

There's only two outcome with a missile based fleet, total victory or total defeat which is dictated by how long you can survive. By nerfing the deployment cost of the Achilles, it will limit the amount of Lrms, increase the longevity of the enemy fleet and the possibility to have your entire fleet wiped out in the end. Which would be fair i think.

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 01:33:03 PM
Either way, I've decided to put in its place a different low-tech standoff cruiser.  It won't have as many missile slots, which should avoid the issue.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 10, 2014, 04:00:34 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 04:52:06 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

Just copy the entry from ship-hulls csv and the hull file, sprite, and variants.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Doogie on September 10, 2014, 05:01:19 PM
You should still use that Achilles sprite for something. I personally think its quite beautiful.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 10, 2014, 09:34:12 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

Just copy the entry from ship-hulls csv and the hull file, sprite, and variants.
What about the system?
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: Dark.Revenant on September 29, 2014, 09:03:09 PM
Introducing the final update before Starsector 0.65!  Remember to check out the grand update of Exigency Incorporated!

Alastor-class Frigate [2 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_alastor_ff.png)
Like a mini-eagle.

It has been said that the midline selection of frigates leaves much to be desired.  We've got the Hermes (a shuttle), the Brawler (slow and blocky), and the Vigilance (support-oriented and paper-thin), but nothing that's especially fun to fly.  In comes the Alastor, essentially a frigate-sized cross between the Hammerhead and the Eagle.  It doesn't have any medium slots, but it's fast and tough.  Sprite by HELMUT.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.zip)

Download Starsector+ 1.11 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.zip)
Download Mirror (https://www.mediafire.com/?ezj824fvlr8s8v9)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.11
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: ORMtnMan on September 30, 2014, 01:28:47 PM
I want to play this, but if I start a campaign... I probably will never finish my mod... So, forgive me if I resist for now.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: ROFLtheWAFL on September 30, 2014, 02:10:20 PM
The starter variant for the Alastor doesn't seem to exist. Starting a campaign and picking the frigate option crashes the game. Checked the mod files, and as expected, there isn't a variant file for a starter Alastor.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: Dark.Revenant on September 30, 2014, 03:32:43 PM
I forgot to move it from my mission variants.  Well, ***.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on September 30, 2014, 05:13:14 PM
Small update to fix the problem.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.1.zip)

Download Starsector+ 1.11.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.1.zip)
Download Mirror (https://www.mediafire.com/?4bqw61buz0h4bj9)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.11.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 12:49:18 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Midnight Kitsune on October 02, 2014, 01:54:54 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Have you tried uninstalling Java with their uninstaller and reinstalling?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 02:31:34 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Have you tried uninstalling Java with their uninstaller and reinstalling?

Yes, i think so. Don't now. To be on the safe site, i have now uninstalled it, download the newest Java 64bit version; ( Maybe it is, I'm not up-to-date? ) and installing it.


E^1: Have it done. I think, it is still the same, see no changes... It's now loading, and with MSI afterburner i see, that i have only 0.1FPS in the loadingscreen.. maybe this is it?

And i have edit the vmparam -Xms1024m -Xmx4096m
And in the jettison i have vsync disabled, and the FPS increased up to 250.
Because it was needed for exerilin.

E^2: I#m now 4 1/2H on the loadingscreen; @Alex: That's unaccetable..

E^3: After 5 1/2H Loading, gained instant error... Now, i think, i stop playing starsector until it is fixed
Spoiler
Fatal: tried to acces method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CapmaignFletAPI; from class data.scripts.words.vayraOasisGen
Spoiler
16459082 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IllegalAccessError: tried to access method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CampaignFleetAPI; from class data.scripts.world.vayraOasisGen
java.lang.IllegalAccessError: tried to access method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CampaignFleetAPI; from class data.scripts.world.vayraOasisGen
   at data.scripts.world.vayraOasisGen.generate(vayraOasisGen.java:139)
   at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:35)
   at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 02, 2014, 08:13:59 AM
None of the errors you are having are related to Starsector+.  That loading screen problem is definitely a vanilla bug and should go in Bug Reports.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 08:38:51 AM
None of the errors you are having are related to Starsector+.  That loading screen problem is definitely a vanilla bug and should go in Bug Reports.

I was in this section, found 2 threads, and in one posted, no answers yet...
Oh, and it takes definitly a longer loadingtime.
I think, i will make a new thread..
But, thanks for try helping out.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Uomoz on October 02, 2014, 09:18:06 AM
What broke your saves is the Kadur theocracy, FYI.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Spardok on October 08, 2014, 11:32:42 PM
So how exactly are the new player skills pulling their script lines from files that don't exist? Unless these folders have gained invisibility I see no character script folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 08, 2014, 11:47:08 PM
So how exactly are the new player skills pulling their script lines from files that don't exist? Unless these folders have gained invisibility I see no character script folder.

Everything script-related is in jars/SSP.jar
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Spardok on October 09, 2014, 10:22:34 PM
Such sorcery! Thanks :D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Xeroshiva1029 on October 17, 2014, 03:12:40 AM
OMG!!! YOU ARE THE SERIAL KILLER!

i love mafia from sc2 and didnt think it was you till i saw the URL for the ships image linking back to sc2mafia.com thats amazing and super crazy work here.. Alex should consider hiring you at this point with some of your creativity!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 17, 2014, 10:22:55 AM
Alex, like most independent developers, doesn't have the money to be hiring anyone.

But yeah, I mod Starsector because I got bored with Starcraft.  I don't like doing the same thing for longer than I have to, you know?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Amped on October 18, 2014, 01:58:16 PM
Guys help pls, what to do?

(http://i61.tinypic.com/rivvp4.png)

I have installed:

[0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*

and all "Selected Mods" from  Uomoz's Sector

mendonca's Junk Pirates & ASP Syndicate & P.A.C.K
Dark.Revenant's (many) Starsector+ features
MShadowy's Shadowyards Heavy Industries
Trylobot's Nomads
Cycerin's Blackrock Driveyards & Pirate Plus
Eftkas's Portraits Galore
MesoTroniK's Exigency Incorporated & Mini Mods
Erick Doe's Tore Up Plenty
kazi's Mayorate



Of course I have LazyLib Utility Mod, and ShaderLib Utility Mod
Any idea?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Nanao-kun on October 18, 2014, 02:08:07 PM
Uomoz's Sector has everything it uses included from the start.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 18, 2014, 02:16:39 PM
Any idea?

UsS and SS+ are not compatible.  You should only have Uomoz's Sector, LazyLib, and ShaderLib activated.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Amped on October 18, 2014, 02:25:21 PM
Thank you!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on October 23, 2014, 01:32:23 PM
Any idea on when we can expext a 0.65a update for this mod?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Midnight Kitsune on October 23, 2014, 01:52:58 PM
Any idea on when we can expext a 0.65a update for this mod?
Not for quite awhile. The modders aren't calling this the modpocalypse
I would expect waiting around a month or more for this to become opperational
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 23, 2014, 01:57:44 PM
It will take a while.  I have to do a lot of things (the majority of the mod, actually) again from scratch.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Hopelessnoob on October 25, 2014, 01:32:28 PM
can't wait to see this mod come out again. I had forgotten just how annoyingly balanced the original Skills were because of this mods wonderful rebalancing of them
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Legendsmith on October 31, 2014, 06:55:22 PM
can't wait to see this mod come out again. I had forgotten just how annoyingly balanced the original Skills were because of this mods wonderful rebalancing of them
Yeah, I totally agree. I'd love to see a mini mod that just has the skills from Starsector+, since the skills in this mod really are wonderful. I opened up 0.6.5 and thought "Where's the rest of my skills and skill effects?"
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Darloth on November 01, 2014, 02:11:04 AM
It might be possible to port just the skills and maybe associated hull mods...

Dark.Revenant, would you be interested in / OK with me trying to do this? I don't think a vast amount changed in the combat classes?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 01, 2014, 03:46:55 AM
I would recommend waiting, because I have changed some of the skills due to the core mechanics changing.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 04, 2014, 01:59:59 PM
I think that the nerfs of the Reaper and Harpoon are a little too extreme. The vanilla game had finally made them viable weapons. I don't know that the reaper needed a nerf at all, maybe to 400 instead of 100. Harpoon HP could be 120-130 instead of 100. I also think the rebalance of augmented engines is too extreme, it's supposed to be an improvement over unstable injector. Killing the burn speed bonus doesn't make it very attractive. Everything else looks good.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 04, 2014, 02:49:40 PM
Unstable Injector does not have a burn speed increase in the first place.

Also, the Reaper nerf is not that hard; that much of a slower acceleration only makes the reaper 25% slower to reach max range.

I will be adjusting Harpoon HP though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 04, 2014, 04:56:31 PM
Reaper and Harpoon were always viable. In Vanilla right now you can literally die to one volley of an AI controlled Dominator's harpoon pods if you're in a destroyer, if you're at 30% or more flux
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 04, 2014, 06:42:07 PM
Reaper and Harpoon were always viable. In Vanilla right now you can literally die to one volley of an AI controlled Dominator's harpoon pods if you're in a destroyer, if you're at 30% or more flux

So you're saying a heavy cruiser with a respectable missile armament can defeat a destroyer with built up flux if the player doesn't do their part to avoid getting hit? Sounds about right to me. The cruiser only has 3 volleys, at that. Missile weapons working as intended. Powerful, but limited in ammo.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Histidine on November 04, 2014, 07:38:09 PM
I don't think a three-pod Harpoon volley will even overload a destroyer at a mere 30% flux...

EDIT: Quick calculations
Spoiler
Three pods fire 12 Harpoons at once. Each does 750 base damage, 375 shield damage for a total of 9000/4500.

Base destroyer stats
Enforcer
4000 flux capacity
1.2 shield efficiency
5000 hull integrity
750 armor
Takes 5400 shield damage (135%)
Harpoons getting through at 30% flux: 7 (5250 damage)

Hammerhead
4200 flux capacity
0.8 flux efficiency
5000 hull integrity
500 armor
Takes 3600 shield damage (85.7%)
Harpoons getting through at 30% flux: 2 (1500 damage)

Medusa
6000 flux capacity
0.6 flux efficiency
3000 hull integrity
300 armor
Takes 2700 shield damage (45%)
Harpoons getting through at 30% flux: 0

So I guess you can hypothetically kill certain destroyers at 30% flux with a three-pod Harpoon volley (well I think it still doesn't actually die if at full hull and armor, but close enough). On the other hand, this assumes none of the missiles get shot down by PD or hit an asteroid or wreck; an Enforcer with flak in particular is going to intercept at least three or four of them.
[close]

Although I think we're looking at this the wrong way; I don't think anyone is claiming that the small Harpoon rack is overpowered. If the pod is a problem, I'd make it launch three missiles instead of four.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ValkyriaL on November 05, 2014, 01:21:29 AM
Or.. just have it launch 2 like it used to, and make the other pods the same.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 05, 2014, 02:57:34 AM
Nice calculations, but I'm talking about the AI Dominators that show up in high-end bounty fleets and have combat aptitude. Some of them seem to have 10 points missile spec. They will just obliterate your destroyers at random with every volley unless you have flak, due to the raw speed and power of the missiles. I've seen an AI sunder at 10% flux just die to a Dominator that shot harpoons in the opposite direction (it was fleeing) Kind of an annoying side effect of the new 4 shot volleys.

So yeah, it's not completely broken but it feels sort of rough. And its not fun to pilot a ship, spam harpoons or reapers at a target with mildly high flux, and be rewarded with a kill every single time. Reapers are basically point and click auto-murder weapons now, whereas before a fast cruiser or destroyer could actually try to dodge it. The balance between pressuring a shielded target and finishing off a crippled target has been thrown out of whack.

So any balance changes to try to remedy all of this is completely fine in my book. The new anti-clumping missile AI in itself is a massive buff, causes way more harpoons to slip past omnishields and avoid flak.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: PerfectDeath on November 05, 2014, 09:49:59 AM
Pilot a Wolf

Equip Reapers (level 5 missiles means x2 shots each)

Phase Skim behind target (by skimming through them)

Surprise!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: DatonKallandor on November 05, 2014, 01:22:35 PM
Nice calculations, but I'm talking about the AI Dominators that show up in high-end bounty fleets and have combat aptitude. Some of them seem to have 10 points missile spec. They will just obliterate your destroyers at random with every volley unless you have flak, due to the raw speed and power of the missiles. I've seen an AI sunder at 10% flux just die to a Dominator that shot harpoons in the opposite direction (it was fleeing) Kind of an annoying side effect of the new 4 shot volleys.

So yeah, it's not completely broken but it feels sort of rough. And its not fun to pilot a ship, spam harpoons or reapers at a target with mildly high flux, and be rewarded with a kill every single time. Reapers are basically point and click auto-murder weapons now, whereas before a fast cruiser or destroyer could actually try to dodge it. The balance between pressuring a shielded target and finishing off a crippled target has been thrown out of whack.

So any balance changes to try to remedy all of this is completely fine in my book. The new anti-clumping missile AI in itself is a massive buff, causes way more harpoons to slip past omnishields and avoid flak.

So now you need point defenses on your ships. That's a good thing. Pre .65 nobody ran PD because missiles were on the whole crap. Now they're a proper threat and luckily the counter already exists.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 06, 2014, 03:33:37 AM
The argument is that nobody ran PD before, and nobody runs PD now either, but should? I'm sorry, but my fleet had several flak-using enforcers, hammerheads with 4x burst PD lasers, and the Sunder I was piloting had nothing but Vulcans for ballistics. The point is, massed missiles are too powerful right now and need to be brought slightly down, and SS+ is doing that.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ValkyriaL on November 06, 2014, 06:00:33 AM
I agree with the missile nerf, fielding right now 4 Dominators with 12 harpoon pods together, my fleet will kill ANY fleet in the game, fielding whatever setup they damn well please, it doesn't matter, my dominators kill them, there is no counter except mass flak.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Darloth on November 06, 2014, 06:57:28 AM
Is it possible to boost PD's effectiveness against missiles without nerfing the missiles themselves, or making PD too strong vs fighters?

After trying to use them in earlier versions and usually discovering they were rather underwhelming, I -like- having some useful missiles.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Ranakastrasz on November 06, 2014, 08:59:49 AM
What I really want is the whole skill setup as a standalone.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 06, 2014, 09:22:32 AM
I always ran PD before, whether ballistic or energy, whatever I could mount. Energy PD was always inferior to ballistic PD, but that's because ships with many energy mounts typically have better shields which compensates for that fact. The new missiles are much more dangerous, I don't think anyone will disagree there, but I don't think they are too much so.

Now, more than ever, proper flux management, shield use, and maneuvering are vital to survival against missile equipped enemies. I don't find that I have much trouble with missiles as long as I can get my shield turned around to intercept, or maneuver so that my PD has more time to address the threat. When I make a mistake, or allow myself to get overwhelmed, or get too eager, that's when I get smoked by missiles. You can still dodge a reaper if you're keeping your enemies at arms length, unless they pop off a smart shot which doesn't happen all that often.

So, the new missiles have increased the difficulty, and as far as I'm concerned, it's been a long time coming. You shouldn't be able to run around in a frigate or destroyer and destroy entire fleets. You should have a very difficult time going head to head with a heavy cruiser in a destroyer. Can you still? Yes, but it's much more difficult than before.

Now, have the new missiles made it that much easier for players? I still don't think so. Ammunition is still very limited. You only have 2-3 volleys with any size mount, and if you don't use them wisely they didn't do you much good anyway.

I feel like missiles are finally balanced, is what it comes down to. This is of course my opinion, but that's why I started the discussion. I'm providing input and feedback, that's all.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Morrigi on November 06, 2014, 09:30:19 AM
In my opinion, missiles should be nasty. Since you only get a couple of volleys vs hundreds of rounds for ballistic weapons or effectively infinite ammo for energy weapons, they should do a shitload of damage, but be more easily countered by smart maneuvering, flux management, and PD. I think the new patch does this quite well.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 06, 2014, 03:10:01 PM
Reaper acceleration got nerfed because otherwise they were unreactable; they would appear and then you would have no time to defend.

Harpoons got slightly nerfed because they were a bit too good at tracking and were a bit too tough; you could have three LRPD Lasers all facing the same direction and shoot down none of a harpoon rack's shots.

The rest of the missiles are about the same or even buffed; sabots were made a bit more accurate, atropos is tougher, MIRVs are better, etc.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Wyvern on November 06, 2014, 07:08:55 PM
Suggestion: Update the thread name to indicate 0.65.1a compatibility; I had been ignoring this mod simply because it didn't look like it had been updated.  (You can change the thread name by editing the first post.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 06, 2014, 07:13:50 PM
This mod is not compatible yet.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Creepin on November 07, 2014, 06:47:51 AM
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: stormbringer951 on November 07, 2014, 08:58:23 AM
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)

Previous versions of LazyLib are available on Bitbucket (https://bitbucket.org/LazyWizard/lazylib/downloads). For other mods, you could try using the Wayback Machine (http://www.archive.org), check if it has the mod page cached in the right timeframe (before or shortly after the release date of 0.65) and hope that the download link in that page hasn't expired. Other than that, you're down to asking the mod maintainer or other forum-goers for a download link. Downloads for old versions of Starsector itself are still available through the original download links on the blog.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Creepin on November 07, 2014, 12:49:25 PM
Well, after an evening of careful digging and sifting through respective threads, and with a great link to LazyLib provided by synthetic (much appreciated!) I was able to assemble all the libs & mods in versions mentioned in the OP. Sorry for the ruckus, I'm finally off playing SS+ 1.10.1! :)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 04:45:00 AM
All systems go!  There are a tremendous number of changes.  See the OP for more details on some of them; the full change log is below.  The biggest changes are bolded.

Kestrel-class Cruiser [6.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_kestrel_cc.png)
Fly like an eagle.  Or like a falcon.  But not quite the same way.

The fast strike cruiser you never knew you wanted.  It's also an excuse to have a large ballistic slot on a midline ship, other than the Conquest.  This thing fills the gap between Falcon and Eagle, but is not a clone of either.  Sprite by Tartiflette.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.zip)

Download Starsector+ 2.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.zip)
Download Mirror (https://www.mediafire.com/?vpgp1hpa16pjbjj)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Updated!)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 2.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 04:46:51 AM
Holy ***! You sir, are a god!
I wasn't expecting this to update for weeks!

Edit: Some nice depth added to the character creation! Looking forward to discovering all this mod has to offer. But the added ships and expanded skill tree alone are enough to make this mod great, especially with the changes the new vanilla build introduced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Ranakastrasz on November 08, 2014, 06:03:25 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(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]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: OOZ662 on November 08, 2014, 06:13:33 AM
The Duel of the Century mission (I think that's what it was called) has an error in it. Highlighting it in the list of missions will give details.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: JohnDoe on November 08, 2014, 07:40:32 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

I can't reproduce it. I have base game 0.65.1a, with SS+2.0, LazyLib 2.0b and ShaderLib Beta v1.0 enabled.
Maybe it's circumstantial.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Plasmatic on November 08, 2014, 07:59:09 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(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]

Might be a stupid question, but do you have 0.65.1a or 0.65a? I missed that little update myself
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Aklyon on November 08, 2014, 08:22:28 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Ranakastrasz on November 08, 2014, 08:32:15 AM
Quote
Might be a stupid question, but do you have 0.65.1a or 0.65a? I missed that little update myself
I actually have no idea. Will check and fix.
Well, Now I am just getting a "Fatal null"...
Apparently I lack enough memory now. Now Searching forums for how to fix. I did it before for Vacuum....
Well, I tried the fix, by altering VMParams, but now the game won't launch....
Reinstalled Java. Works fine now. Well, that was fun. :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Darloth on November 08, 2014, 09:27:05 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.

I'm not getting zero tarrifs on Jangala... Did you get some sort of exemption as a starting character option?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 09:31:55 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Aklyon on November 08, 2014, 09:37:40 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.

I'm not getting zero tarrifs on Jangala... Did you get some sort of exemption as a starting character option?
No, I'm pretty sure I didn't. I picked Tri-tach options, got a tempest, grabbed fuel, had no tarriff, left corvus. And then ended up running out of fuel due to the heavier fuel consumption.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Plasmatic on November 08, 2014, 11:23:08 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!

I'm a little bewildered by the fuel consumption as well.. I can barely haul enough fuel to last between distance systems now.. forcing me to jump into a hostile system and farm a few fleets then continue..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Midnight Kitsune on November 08, 2014, 11:25:36 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!
I'm a little bewildered by the fuel consumption as well.. I can barely haul enough fuel to last between distance systems now.. forcing me to jump into a hostile system and farm a few fleets then continue..
It is just as he said, you NEED tankers now. Although I think ships SHOULD be able to reach neighboring systems. Also, the systems need to have MORE fuel in them so you can't get stranded there
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 11:30:50 AM
It is just as he said, you NEED tankers now. Although I think ships SHOULD be able to reach neighboring systems. Also, the systems need to have MORE fuel in them so you can't get stranded there
I agree, I quite like the survival-ish feel of having to plan your stuff before you go somewhere. Unfortunaly the unavailability of fuel sometimes prevents you from playing the game to some extent.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Cathair on November 08, 2014, 12:17:57 PM
Personally, I think it's a change best left to Uomoz's or other mods, not at all what I'd expect from a 'vanilla enhancement' mod. It's not like vanilla allows you to fly around willy-nilly forever with a fleet of any size in the first place.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 01:40:25 PM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(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]

You have to update the game.

Also, about the fuel: the markets should have been selling 4x more fuel.  Since it didn't work, I'll try to find an alternative solution, and also bring the scalar from 4x to 3x.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 02:13:10 PM
Ah so it was a bug, not a feature ;)
Maybe in the future you could call in a refueling fleet for a fee or something. That way the feeling of being stranded in some sh*thole system can stay without forcing you to wait around.

Edit: Also, can I ask exactly what starsector+ features will be missing from non intigrated factions? I really want to try out Ice.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: frogbones on November 08, 2014, 02:30:00 PM
Fine job Dark'. Fine job 8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Hopelessnoob on November 08, 2014, 02:51:42 PM
Oh hell yes! cannot wait to try this out. Looking forward to the factions being updated and reintegrated.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Cathair on November 08, 2014, 03:22:46 PM
Also, about the fuel: the markets should have been selling 4x more fuel.  Since it didn't work, I'll try to find an alternative solution, and also bring the scalar from 4x to 3x.

So if the intention was for fuel use and availability to be quadrupled, and fuel prices to be cut to 25%, then the only net change is that fuel tanks would have a quarter of the effective capacity that they used to? Still pretty extreme for my taste. I feel like fuel usage was already in a pretty good place in vanilla, with tankers being useful for larger fleets but not necessary for smaller wolfpacks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sundog on November 08, 2014, 03:49:06 PM
My take on fuel consumption: I think the change is great. In vanilla the only time I run out of fuel is when I forget it exists, which is pretty easy to do considering how little it affects gameplay. Reducing travel distance this way gives tankers purpose and encourages mid-trip refueling, which provides opportunities for interesting and dangerous situations.

Edit: Also, can I ask exactly what starsector+ features will be missing from non intigrated factions? I really want to try out Ice.
ICE doesn't have dynamic lighting maps yet, but other than that I don't know of any missing SS+ features. After a few quick tests it doesn't look like ICE and SS+ have any conflicting scripts, but I can't be sure without being much more thorough.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sir Goose on November 08, 2014, 04:59:02 PM
So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 05:05:26 PM
Non-integrated factions do not have fleet generation enhancements (veterancy, commander skills, improved fleet composition, etc.), miss out on market injection (adding SS+ weapons and ships, including from other factions, into markets), and aren't included in the random battle or arcade missions.  Off the top of my head.

Anyway, the fuel thing is doomed for failure.  There is no way to make fuel more plentiful, it turns out.  Even a massive increase in supply, desired stockpiles, etc. did absolutely nothing to increase the amount of fuel available at a world to buy.  It's probably because I'm grossly incompetent.

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: MShadowy on November 08, 2014, 05:09:38 PM
It's probably because I'm grossly incompetent the economy is unknown and unknowable, it's mysterious workings producing results we mortals can only barely understand.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 05:26:02 PM
Two main changes: fuel use is halved and Flux Dynamics has been improved.  There is a known and unfixable bug with the Flux Dynamics perks that doesn't show the bonus on the refit screen.  Don't worry; the bonus is applied, but it doesn't show up on the refit screen.  Hover the mouse over the OP meter to see the actual stat card with the bonuses applied.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.1.zip)

Download Starsector+ 2.0.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.1.zip)
Download Mirror (https://www.mediafire.com/?821w8tg5agkjy56)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Ranakastrasz on November 08, 2014, 05:45:14 PM
Could cut Fuel capacity by 4x if you cant solve that problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 06:14:12 PM
Could cut Fuel capacity by 4x if you cant solve that problem.

Not an option.  Either method of doing this has huge problems; either I kill mod support by directly decreasing fuel capacity stats on ships, or I have confusing stat penalties on every ship with a programmed -2/3 fuel capacity modifier, which leaves an ugly red stat penalty display thing on every single ship in the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sir Goose on November 08, 2014, 06:46:07 PM

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.

I have a nvidia gtx 550m, it should be sufficient for the game however I'm rather confused as to why it doesn't work.

Edit:
Epic fail, and I mean EPIC fail on my part! I recently did a clean install of windows on my laptop and I didn't install the drivers for my graphics card, so Starsector was just running on integrated graphics. Sorry about that!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 06:58:43 PM
You're using the latest ShaderLib, right? Have you updated your drivers?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: OOZ662 on November 09, 2014, 12:41:48 AM
It's kinda weird seeing the Hegemony running around with high-tech destroyers and I think I saw cruisers as well. Aren't they supposed to be low-tech with a few midlines?

I saved before getting into an engagement with a small fleet consisting of a Dominator (D) with around 50% hull damage, a Buffalo hauler, and a Brawler frigate. The first engagement both enemy combat vessels deployed, but due to the damn heatseeking EMP missiles and a stupid move by my escort, I reloaded the save. On the second try, only the Brawler was deployed at first. After it was disabled, the Dominator deployed but was completely repaired. Having no chance in hell of killing it in that state this early in the game, I reloaded again to check and confirmed the pre-battle screen claimed it was at ~50% hull.
I'm not sure if this is an issue with the mod or the game, so I'm putting it here first.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 09, 2014, 12:58:50 AM
The Hegemony prefers lower-tech stuff but they do use high-tech ships if the stability is high enough.

Are you sure you were not mistaking that for CR degradation?  There is no way that it would show damage in the fleet screen but not in battle.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: OOZ662 on November 09, 2014, 01:08:23 AM
It actually seems to be deploying fully repaired regardless of whether it deploys as a reinforcement.
EDIT: I can toss up the save file if you want; only SS+ and its requisites are installed.

(http://s26.postimg.org/h5g07mgwl/SSHull_Nope1.jpg) (http://postimg.org/image/h5g07mgwl/) (http://s26.postimg.org/nx6fah5w5/SSHull_Nope2.jpg) (http://postimg.org/image/nx6fah5w5/)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Dark.Revenant on November 09, 2014, 01:45:11 AM
Fixed a couple bugs.  If you are loading from a 2.0 or 2.0.1 save, keep in mind that fleet flagships will be slightly immortal for the next in-game month.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.2.zip)

Download Starsector+ 2.0.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.2.zip)
Download Mirror (https://www.mediafire.com/?wj4dg9qcanc6hca)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Oathseeker on November 09, 2014, 03:24:16 AM
After copying the 2.02 build over the 2.00 build I get the following crash after several seconds in the main menu. Probably something I did wrong ;)

Spoiler
Fatal: com.fs.starfarer.loading.specs.D cannot be cast to
com.fs.starfarer.loading.specs.interfacesuper
check starsector.log for more info
[close]

Tried copying the entire starsector.log into this post, which crashed my browser... So I tried uploading it, but then it tells me I can't post replies in this board.. So if you need it, I'll find some other way, if not, great ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Dark.Revenant on November 09, 2014, 04:27:17 AM
Copying over is never a good idea; always delete and then replace.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Oathseeker on November 09, 2014, 05:20:20 AM
Copying over is never a good idea; always delete and then replace.

pfff, says who? Except ofcourse my computer. But what does he know? In computer years he's old enough to be my grandfather. And god knows grandfathers don't know anything about computers.

Edit: Did that, played for a bit, then stopped. After a while my computer crashed (unrelated) and after that it gave me the same crash. It could be that somehow the crash re-rolled my re-install, but it's also possible this is an actual bug. I'll let you know what happens ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: OOZ662 on November 09, 2014, 11:04:20 AM
You may want to (or find someone who knows how to) do a surface scan of your hard drive. Pre-SSD hard drives are essentially magnetic tapes miniaturized and in disk form; metal floppy disks. Eventually the tiny magnets that make up the ones and zeroes wear out, and can start to spontaneously lose data. Mine had quite a few sectors go bad, which caused two games to corrupt and the operating system to crash at random long intervals. Hard drives are also built with extra space that can't be used normally due to being too physically small to form a suitable portion of the disk; repair software can tell the drive's controller to remap the dead and dying sectors to this fresh space so that the operating system never knows they moved, but can continue writing and reading properly.

If there are more than a couple dead sectors, it's a signal your hard drive probably isn't going to live much longer and that you should buy a new one to copy it over to and replace it with.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: arcozelo on November 09, 2014, 07:44:51 PM
wingcommand top speed buffs are inverted - fighters get less speed with each level. (using 2.0.2)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 01:26:25 AM
Circe-class Combat Freighter [6 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_circe.png)
This freighter's got teeth.

We were missing a high-tech combat freighter, and we were missing a cruiser-sized freighter.  Why not kill two birds with one stone?  Meet the Circe, a combat-capable high-tech freighter.  It might not have the Venture's punch or flight deck, but it's cheaper and faster.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.3.zip)

Download Starsector+ 2.0.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.3.zip)
Download Mirror (https://www.mediafire.com/?9ered1oyuvqrnmj)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: jupjupy on November 10, 2014, 01:35:36 AM
I'm sorry, I cant stop reading that as "Circle-class", heh.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: DatonKallandor on November 10, 2014, 02:34:10 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 10, 2014, 02:37:29 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: DatonKallandor on November 10, 2014, 03:40:35 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?

Because 15 other things to sell don't do you any good if there's a fuel shortage somewhere or when you're intercepting a fuel-carrying pirate. Might as well ask why bother with flight decks if there's so many ships that have guns. They do a specific thing that no other ship does and that's why they're needed - in those specific cases.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 10, 2014, 03:46:19 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?

Because 15 other things to sell don't do you any good if there's a fuel shortage somewhere or when you're intercepting a fuel-carrying pirate. Might as ask why bother with flight decks if there's so many ships that have guns. They do a specific thing that no other ship does and that's why they're needed - in those specific cases.

Yeah, you might get 1 tanker for every four or so freighters you pick up if you're in the fuel business, but at the end of the day they are only profitable if some event is driving up fuel prices somewhere.  Aside from that edge case, there is no reason to have tankers in most fleets due to the amount of fuel that it takes to move around.  A typical ship range is about 30-40 light years, but that's enough for a round trip from any star to any other star (in vanilla).  I was trying to add more versatility and usefulness to tankers by making fleets rely on them more for long-term voyages.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Histidine on November 10, 2014, 05:38:55 AM
Well, we only have six star systems in vanilla now. When more stars are added further away, we'll probably need tankers to get around efficiently.

Related: Are the AI fleets using up all the fuel on markets or something? None of the vanilla locations seem to have any real fuel stockpiles; even Sindria has a few hundred units up per market at any given time at best. Euripides does have fairly good stocks (probably from its high population); I didn't check the Mayorate or Citadel systems yet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: garfu on November 10, 2014, 07:34:54 AM
It's pretty easy to revert that change yourself anyway. Just change the PixelPerLightyear or whatever param from 500 to 2000  in the settings.json within the SS+ folder, it's right at the top. I love SS+ but didn't like that change, so I changed it myself.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Ishman on November 10, 2014, 08:28:11 AM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: MShadowy on November 10, 2014, 09:00:23 AM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Regularity on November 10, 2014, 11:34:22 AM
I'm a bit of a newbie to Starsector, let alone to this mod (which I started playing an hour ago), so sorry in advance is this has already been asked before:

I'm unable to load any save games, due extremely slow load times that causes the game to give up and just dump an error log instead of trying to finish loading. This is even on brand new game starts, wherein I've only been playing a few minutes. I'm using all the currently-compatible mods (Citadel, Mayorate, Shadowyards) and the latest version of the Starsector+, game client, and two library files.

Anyone know what might cause this issue?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Wyvern on November 10, 2014, 11:42:53 AM
That's typically symptomatic of insufficient memory - the game is very memory hungry, especially when loading saves.  You'll want to swap over to 64 bit java (assuming you're running a 64 bit OS) and increase the amount of RAM Starsector is allowed to use.

See here (http://fractalsoftworks.com/forum/index.php?topic=6620.msg109012#msg109012) for instructions on how to adjust the memory / java version.  (On windows.  On a mac, you'll want to right-click, select "show package contents", and then do the relevant edits in the .sh file under Contents/MacOS.  On linux... um... it should be around somewhere?)

I typically run with 1.5G ("-Xms1536m -Xmx1536m"), but depending on how much actual RAM you've got, you might want to go even higher than that.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Regularity on November 10, 2014, 11:58:10 AM
That's typically symptomatic of insufficient memory - the game is very memory hungry, especially when loading saves.  You'll want to swap over to 64 bit java (assuming you're running a 64 bit OS) and increase the amount of RAM Starsector is allowed to use.

See here (http://fractalsoftworks.com/forum/index.php?topic=6620.msg109012#msg109012) for instructions on how to adjust the memory / java version.  (On windows.  On a mac, you'll want to right-click, select "show package contents", and then do the relevant edits in the .sh file under Contents/MacOS.  On linux... um... it should be around somewhere?)

I typically run with 1.5G ("-Xms1536m -Xmx1536m"), but depending on how much actual RAM you've got, you might want to go even higher than that.

By Jove, you've fixed it.  :D
Thanks for a prompt solution, even if I did ask it on the wrong thread.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Sovietpride on November 10, 2014, 01:35:16 PM
Hi gais.

I haz a question.

Is there anyway of getting some of the more high-end ships to show up for sale?

I know its been mentioned elsewhere that there is a chronic shortage of certain vessel classes, but something I miss in the current version of this (amazing and thoroughly enjoyable) mod, is the lack of high end-ships like the renegade class which you could previously buy. (I currently have one by luck of engage/boarding)

Secondarily, any plans to bring back the end-game type fleets that were roving around before 0.65? Lack of citadels and infernus's is being sorely missed =(

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 02:17:30 PM
The endgame fleets, war fleets, etc. are not trivial to set up because they all require custom events to be done properly, or it just feels unprofessional.  I simply don't have the time to make them.  Until then, high-end bounty fleets are quite difficult indeed.

The Templars will have an event that spawns non-Templar war fleets from nearby systems, however.  If you activate that mod once I finish the update, you might be able to fight some big fleets.

Cathedral, Infernus, Monolith, etc. can show up in max-size patrols on occasion.  Just attack them long enough and you'll see them pop up.

Renegades will show up at some independent markets, at black markets, at pirate stations, etc.


The next update later today will probably boost the max size of bounty fleets, fix a flagship bug, and add small refineries across the sector that add fuel into the system.  Keep in mind that fuel use is only doubled currently, not quadrupled.  And if you change that setting yourself, make sure you also modify the comm relay stats inversely proportionally.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: TimeDiver on November 10, 2014, 04:02:19 PM
The next update later today will probably boost the max size of bounty fleets, fix a flagship bug, and add small refineries across the sector that add fuel into the system.  Keep in mind that fuel use is only doubled currently, not quadrupled.  And if you change that setting yourself, make sure you also modify the comm relay stats inversely proportionally.
So, that's why some fleets have fighter wings as their flagships...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Cyan Leader on November 10, 2014, 04:18:15 PM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.

Seriously? I "fixed" the issue here, is this a problem with the core game?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 04:38:33 PM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.

Seriously? I "fixed" the issue here, is this a problem with the core game?

If you changed the spelling to be correct, you actually stopped that line from working.  It has to be misspelled because the misspelled version is what the core game is looking for.  It's misspelled in the core code too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Blaze on November 10, 2014, 05:39:14 PM
I've run into a few problems with the mod, or maybe it's the new update causing it.

1. Most planets I go to are swarming with patrols and massive detachments. It's gotten so bad that it's causing the game to slow to a crawl whenever I'm near them. Tartassus in particular is so bad that the Idoneus Exile Colony fleet gets annihilated before it can even get to the wormhole out.

2. Repeated crashes, the log says its the same reason. Happen randomly.
Spoiler
2133973 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
2134138 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: TimeDiver on November 10, 2014, 05:46:42 PM
2. Repeated crashes, the log says its the same reason. Happen randomly.
Spoiler
2133973 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
2134138 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If the version of ICE that you're running isn't v0.3.2, update that one, pronto. Sundog fixed that particular crash in the newest version, among others.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Blaze on November 10, 2014, 05:54:54 PM
Oh duh, Idoneus isn't part of Starsector+ Stupid, Stupid me. Terribly sorry for bothering you.

On topic, the Plasma flamer is my new favorite weapon; it eats up most ships once I get around their shield arc and it grinds up incoming missiles. Which is pretty important considering how disturbingly common Tornadoes and Hornets are. Is there a way to counter them? They don't do much damage to my heavier ships, but they eat up my fighters before I can do anything. I suppose deploying my heavier ships to soak up the initial missile wave would deal with it, but when the reinforcements come in, they bring more missiles.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Mazuo on November 10, 2014, 06:42:34 PM
Loving being able to use the improved skill selection again.  For a small detail, really great how you changed missiles to self-destruct instead of simply fading away.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Barracuda on November 10, 2014, 08:07:49 PM
I think its nice to have fractions have varied fleets... but some situations don't seem right to me. Like the tri-tachyon having an onslaught in one of its fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: OOZ662 on November 10, 2014, 08:14:25 PM
Fleet tech level is based on the stability of its home port, though it didn't seem to swing as widely in Vanilla. Perception is easily flawed, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 09:13:21 PM
I think its nice to have fractions have varied fleets... but some situations don't seem right to me. Like the tri-tachyon having an onslaught in one of its fleets.

The Tri-Tachyon will stoop to using an Onslaught if they have a very unstable port.  It's rare, though.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 10, 2014, 10:16:34 PM
Well, yet another update, and this time with a weapon:

Flare Burst Launcher [Medium Missile: 12 OP]
(http://www.sc2mafia.com/Starsector/ssp_flareburst2.png) (http://www.sc2mafia.com/Starsector/ssp_flareburst_mrm.png)
Massacre of the missiles.

We already have a flare launcher, so why not a larger version with active flares?  This is the definitive missile-slot point defense weapon.  It may not have offensive potential, but it can stop cold almost any kind of missile strike.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.4.zip)

Download Starsector+ 2.0.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.4.zip)
Download Mirror (https://www.mediafire.com/?pmcsth3apa6gjb4)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.4
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: jupjupy on November 11, 2014, 02:26:57 AM
Hmm, are you going to dabble into weapon balance, Revenant? Been using this with Mayorate and since the Burst PD Laser OP was dropped to 6, it becomes clearly superior to, for example, the Graser PD, as well as a couple of other things.

Also, any chance we could get another skill for fighters, perhaps something on the offensive/defensive side? They feel a little better now especially with the flight deck hullmod, but some of them - like the Claymore, a heavy bomber - get demolished without shields.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 03:08:14 AM
Hmm, are you going to dabble into weapon balance, Revenant? Been using this with Mayorate and since the Burst PD Laser OP was dropped to 6, it becomes clearly superior to, for example, the Graser PD, as well as a couple of other things.

Also, any chance we could get another skill for fighters, perhaps something on the offensive/defensive side? They feel a little better now especially with the flight deck hullmod, but some of them - like the Claymore, a heavy bomber - get demolished without shields.

Your claymores are getting demolished?  In my experience they are extremely effective if the enemy doesn't have heavy duty anti-fighter weapons (or turreted assault guns etc).  Those annihilators really hurt.  Plus Claymores are basically brick shithouses -- tougher than some frigates.

Kazi is free to drop the OP cost of the Graser PD to reflect its actual strength.  Mods should generally consider vanilla energy PD to be overpriced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 05:22:31 AM
Added Fuel Refinery market condition; placed on various stations to make fuel more plentiful

Do we have to start a new game for this change to apply? I only ask since don't know if basic universe info is checked in the core game files or if each individual save file has its own copy.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 05:46:27 AM
Added Fuel Refinery market condition; placed on various stations to make fuel more plentiful

Do we have to start a new game for this change to apply? I only ask since don't know if basic universe info is checked in the core game files or if each individual save file has its own copy.

Correct.  However, I'd hold off a day because I'm releasing the Templars soon.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 05:51:27 AM
Also, any chance you could boost the minimum reserve fuel on the black market next patch? Maybe from 50 to 200 since you've quadrupled basic fuel consumption, thus keeping the same parity as before.

I'm finding myself getting trapped in trade hub systems I visit frequently since I've consumed all the fuel, both on the normal markets and black markets. I have to edit save games just so I can escape.  :-\
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 05:59:59 AM
Also, any chance you could boost the minimum reserve fuel on the black market next patch? Maybe from 50 to 200 since you've quadrupled basic fuel consumption, thus keeping the same parity as before.

I'm finding myself getting trapped in trade hub systems I visit frequently since I've consumed all the fuel, both on the normal markets and black markets. I have to edit save games just so I can escape.  :-\

Fuel use is "only" doubled as of 2.0.1, actually.  In any case, you bring up a good point; I'll be injecting extra fuel into the markets so there is supply available.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 08:38:56 AM
Can't wait! When are you expecting to release it? This afternoon, evening, or tomorrow?

Also, one other minor balancing issue: the Augmented Engines +100% fuel consumption is absolutely brutal when added on top of the 200% default fuel consumption, to the point I would never even consider using it (at least, not for a measly +1 burn rate). Also makes it practically impossible to use on large ships. You might need to tweak the numbers with particular hullmod.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: cardgame on November 11, 2014, 02:45:01 PM
As long as we're on the subject of game balance, Phoenix II rockets are massively, massively, massively overpowered. Mainly because they have an excellent tracking system for their short range. It's absolutely incredible how easy it is to slaughter literally anything with them. I have four on my Afflictor phase frigate and it hits like a cruiser. One salvo can OHKO pretty much any destroyer. They're essentially torpedos with great tracking and 22 rounds of ammo (11 shots) as opposed to 2 (with some skill perks).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Ishman on November 11, 2014, 03:19:25 PM
That's a mayorate weapon...
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 04:02:57 PM
This is hopefully going to be the last update for a while.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.5.zip)

Download Starsector+ 2.0.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.5.zip)
Download Mirror (https://www.mediafire.com/?obleee2gje6u9n8)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.5
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 11, 2014, 04:06:41 PM
Finally, the Templar patch! I was waiting all day for this. Huzzah! Keep up the great work.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Nanao-kun on November 11, 2014, 04:46:33 PM
I'm not sure if it was mentioned, but choosing "Become a smuggler's apprentice" doesn't do anything, leaving you to pick something else.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 11, 2014, 07:28:05 PM
Minor bug: It seems some of the very minor colonies (barren-type worlds with nil population or production, like Maxos or Asharu) will sell fuel for rock bottom prices -- 11 credits each. Whereas "real" fuel manufacturing worlds like Sinadra never sell lower than ~35 credits.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 07:48:29 PM
How much fuel are they selling? Their stocks should be pretty low if the price is that low.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Midnight Kitsune on November 11, 2014, 09:33:57 PM
The Wolf's shield arc was never increased btw
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 10:04:40 PM
The Wolf's shield arc was never increased btw

Excel lied to me!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 12, 2014, 01:56:04 AM
How much fuel are they selling? Their stocks should be pretty low if the price is that low.

Standard amount. 100 black market, plus a bit on the normal market (I think 5-30 units usually?) All at 11 credits each.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 02:56:19 AM
Hey, is it possible that this patch has made the savegames get a lot bigger vary quickly? I can start a new game no problem. But after a few hours of gameplay the savegame will not load. It will take a few minutes of stuttering loading and at about 80% Java crashes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 03:11:52 AM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

The big savegames problem is a vanilla issue that SS+ probably exacerbates because it increases the maximum fleet limit (and is usually played with mods; the Templars in particular add a lot of extra fleets during a Crusade event).  I recommend switching to 64-bit Java to play Starsector, so you can allocate more memory.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 04:08:59 AM
Yeah I know the savegames eventually become a problem. But it happened so quickly. The whole cruisade thing is a bit too much too handle apperently ^^
I think I already have 64 java. I'll look into allocating more memory. Though that might actually melt my computer (and im barely exaggerating ;)). Otherwise I'll have to turn off some mods unfortunaly.

Edit: Thanks for the quick reply btw, wasn't sure if my computer was just having a fit or if there was a legit reason.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Sovietpride on November 12, 2014, 05:22:03 AM

The Tri-Tachyon will stoop to using an Onslaught if they have a very unstable port.  It's rare, though.

The endgame fleets, war fleets, etc. are not trivial to set up because they all require custom events to be done properly, or it just feels unprofessional.  I simply don't have the time to make them.  Until then, high-end bounty fleets are quite difficult indeed.

The Templars will have an event that spawns non-Templar war fleets from nearby systems, however.  If you activate that mod once I finish the update, you might be able to fight some big fleets.





Issue is In the current play through I have i chose to basically be a pirate.
And IIRC getting those bounties meant souring relations with the pirates. So no big fleets to fight =(

As for onslaughts and tri-tacyhon, sitting around in the Valhalla system beating up tri-tac fleets for the bonus with hegemony lead to onslaughts being pretty much standard...



On another note, can anyone tell me how to increase stability?
I know certain factors will decrease it (I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...) but i have no idea how to increase it.

 Even buying the whole stockpile of ships from an outpost to see if that boosted export value didnt seem to do anything -.-'

On a sort of linked note, is it intentional that pirate ships tend to be all [D]? Was kind of irritated when i finally got to favourable with them, and all the big stuff to  buy were [D] class cruisers...


Lastly, how often do markets refresh?

sorry for the rambling!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Linnis on November 12, 2014, 06:54:46 AM
This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Cromodus on November 12, 2014, 06:57:55 AM
Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Malone on November 12, 2014, 10:26:35 AM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 11:13:59 AM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

The only thing I can say is that starsector 2.0.5 is the one with knights templar intigration. But that's probably not the cause of your crash.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 12:23:24 PM
This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...

That's a vanilla problem, actually.

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.

I don't know why that happens.  I'll try futzing with the AI hints.

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

I need you to post the crash log at the end of starsector.log
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Cromodus on November 12, 2014, 12:44:56 PM


Quote from: Cromodus on Today at 06:57:55 AM

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.


I don't know why that happens.  I'll try futzing with the AI hints.


-------------------

I know nothing of modding but: Could it be that the AI is treating the Hornet missiles as Salamanders - Shoot them as long as you can hit the engines? They look and behave the same way, except salamanders are even more agile and usualy hit their mark.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Uomoz on November 12, 2014, 01:37:01 PM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

Are you sure you are using the latest Starsector version?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 12, 2014, 02:07:14 PM
Issue is In the current play through I have i chose to basically be a pirate.
And IIRC getting those bounties meant souring relations with the pirates. So no big fleets to fight =(

As for onslaughts and tri-tacyhon, sitting around in the Valhalla system beating up tri-tac fleets for the bonus with hegemony lead to onslaughts being pretty much standard...



On another note, can anyone tell me how to increase stability?
I know certain factors will decrease it (I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...) but i have no idea how to increase it.

 Even buying the whole stockpile of ships from an outpost to see if that boosted export value didnt seem to do anything -.-'

On a sort of linked note, is it intentional that pirate ships tend to be all [D]? Was kind of irritated when i finally got to favourable with them, and all the big stuff to  buy were [D] class cruisers...


Lastly, how often do markets refresh?

sorry for the rambling!

The Holy Crusade event (from the Knights Templar mod) will cause neighboring systems to spawn fleets that can range up to a rather large size and send them over to the system that is being crusaded.

Low-stability Tri-Tachyon worlds can spawn Onslaughts; in fact, if the stability is low enough, the chance of Paragons is zero.

Stability can be improved by selling them commodities that they have a deficit in.  Buying ships doesn't do anything for the economy.

Most pirate markets have terrible stability, so they have lots of (D) ships, especially when they have unique (D) style variants.

Markets refresh monthly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: OOZ662 on November 12, 2014, 03:18:16 PM
(I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...)

I think my city would destabilize quite a bit if you suddenly airlifted ~100 tons of bottled human organs and 500 tons of drugs onto town square too. ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 12, 2014, 06:45:04 PM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

Yes, they did, or at least damn near it (never increasing above 1 or 2 credits per unit past 11).

Unrelated, but I've noticed a huge surplus of goods on the new add-on sectors. For example, the average cost of supply (in Citadel and Anar) is less than half it is on Corvis (normally the main vanilla Starsector supply producer). Similarly, the cost fuel there is less than half what it is in Askonia (normally the main vanilla fuel producer). Many other items also suffer from this issue.

These star systems usually have stockpiles of goods larger than the vanilla sectors usually have (e.g., with supplies, sometimes 2 or 3 times what Corvis has). I'm not sure what's causing it... maybe it's an overproduction problem, particularly given they have higher populations than the vanilla worlds (10^8, instead of 10^7 or 10^6). Or maybe it's their technologically superior ships which always win battles and prevent pirate fleets from disrupting trade (thus leading to higher average stability and higher production?) This is just speculation on my part.

This all could be an anomaly though since I usually prefer to trade in the vanilla systems more than the new faction ones since I'm familiar with them. Can anyone else confirm pricing anomalies in these new systems?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: DornoDiosMio on November 12, 2014, 07:52:27 PM
Thanks a ton for this latest update. I really couldn't bare the 100% fuel penalty.

I just wasted a good 45 minutes trying to mod the augmentedengines.java file, but, I kept getting a Janino doesn't accept generics error.

I'm pretty sure modding like that used to work on other mods, but, I read there is no getting around the 'generics' thing without compiling the .java into a .class ahead of time.

Anyways, I figured I'd check in case you updated the mod and changed it and you did!  So, now i can resume playing and quit messing with this stuff.

Thanks again!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 08:07:08 PM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

Yes, they did, or at least damn near it (never increasing above 1 or 2 credits per unit past 11).

Unrelated, but I've noticed a huge surplus of goods on the new add-on sectors. For example, the average cost of supply (in Citadel and Anar) is less than half it is on Corvis (normally the main vanilla Starsector supply producer). Similarly, the cost fuel there is less than half what it is in Askonia (normally the main vanilla fuel producer). Many other items also suffer from this issue.

These star systems usually have stockpiles of goods larger than the vanilla sectors usually have (e.g., with supplies, sometimes 2 or 3 times what Corvis has). I'm not sure what's causing it... maybe it's an overproduction problem, particularly given they have higher populations than the vanilla worlds (10^8, instead of 10^7 or 10^6). Or maybe it's their technologically superior ships which always win battles and prevent pirate fleets from disrupting trade (thus leading to higher average stability and higher production?) This is just speculation on my part.

This all could be an anomaly though since I usually prefer to trade in the vanilla systems more than the new faction ones since I'm familiar with them. Can anyone else confirm pricing anomalies in these new systems?


Those stock issues are probably because they have excess fuel to sell and just want it gone.  I did add a couple minor fuel production facilities to a few stations, so that can affect things.

Anar is an economic powerhouse.  Citadel is a bit rough in general.  Take it up with their mod authors.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Azmond on November 13, 2014, 12:24:18 AM
hey there, I don't know if this has been spoken about yet but I seem to be getting an error on linux with the following code readout from the console.

" fatal: Com.fs.starfarer.api.impl.compain.fleets.FleetFactory.finish.AndSync(lcom/fs/starfarer/api/campaign/CampaignFleetApi;)V check the log "

So... I check the log...

Spoiler
Code



...   ... ...   ...

143957 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 38 point trade fleet from [Hesperus] to [Tartessus]
143965 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 12 out of a maximum 150 trade fleets in play
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Nomios] to spawn trade fleet from
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Agreus]
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Harvested Organs], bringing back [Food,Heavy Machinery,Domestic Goods]; volume: 343
143967 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating smuggling fleet of tier 1 for market [Nomios] (volume: 343)
143968 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 3 point trade fleet from [Nomios] to [Agreus]
144141 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.campaign.events.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:474)
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:116)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.new.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.o00000(Unknown Source)
at com.fs.starfarer.B.return.class$super(Unknown Source)
at com.fs.super.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(Unknown Source
[close]


so, what's going on?

Edits since the first post, Mostly what I've been trying to do to solve the issue.
Spoiler
And yes, I updated to the newest version of LazyLib. I made sure of that. xD

and now shader LIB... Made sure that was up to date.

Updating neither of them helped... So Now I'm going to try reinstalling the mod itself with a fresh download an see what happens THEN.

same error... maybe there's something deeper in the log file... I'll look around for anything that coudl've caused it.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 13, 2014, 12:48:23 AM
You have to update Starsector.  The mod requires 0.65.1a.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 13, 2014, 02:52:06 AM
So, where/when do the Templar ships show up? Are they high-level bounties, events, or do they have a base added to an already existing system?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: OOZ662 on November 13, 2014, 02:53:38 AM
So, where/when do the Templar ships show up? Are they high-level bounties, events, or do they have a base added to an already existing system?

When you install the Templars mod. The base SS+ doesn't have them afaik.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Azmond on November 13, 2014, 04:59:14 AM
And now I feel stupid, Thank you  Dark.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 02:53:31 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)

Download Starsector+ 2.0.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)
Download Mirror (https://www.mediafire.com/?hzzg336m5akqbr0)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.6
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 14, 2014, 04:39:06 AM
Damn it, there's just no stopping you this week. Just ships after more ships! Thanks for the good work as always.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 14, 2014, 06:35:01 AM
Minor balancing issue: Some of the Citadel ships are consuming too much fuel to be feasible to use.
e.g., the Modem-class destroyer consumes as much fuel as a capital ship. The Stable-class Freighter (frigate-size) consumes almost twice as much fuel as some cruisers. The Monolith Battleship consumes a whopping 50 fuel per lightyear, which is up to 5 capital ships worth of fuel. There are probably other Citadel ships with similar issues, but I haven't checked all of them yet.

I think these ships are intended to consume more fuel so that they're more expensive to run (but also stronger than) vanilla Starsector ships. However, the other stronger-than-vanilla ships from other SS+ add-on mods don't have this same handicap. So for the same fuel costs, you can field many times the number of ships from the other mods each of which is equally strong, if not stronger.

Normally this would just be an imbalance or an annoyance, but once you consider the x2 fuel consumption multiplier, each of these super-guzzling Citadel ships begin to cost even more upkeep in comparison to vanilla and other mods' ships. Essentially, using them is just choosing to cripple your own finances.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 14, 2014, 06:35:20 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)

Download Starsector+ 2.0.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)
Download Mirror (https://www.mediafire.com/?hzzg336m5akqbr0)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.6
  • Updated for new Interstellar Imperium content
  • Weapon grouper improved
  • Stellar orbits now conform to the inverse-square law
  • Various bug fixes and feature adjustments

Do we need to start a new game or can I simply slap this onto my current savegame?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 08:52:17 AM
It's save-compatible, as far as I know.  However, you won't get the imperium if you do that.

Any Citadel balance issues should go in the CItadel thread; I am not the modmaker.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 14, 2014, 12:34:30 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 12:54:06 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: maffo on November 14, 2014, 02:15:04 PM
Hey sorry to bother you, but i got this error:
http://puu.sh/cQTQK/9e4017a4f7.png

Am i doing something wrong or is there a bug?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 02:35:31 PM
You need to update Starsector to 0.65.1a.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: maffo on November 14, 2014, 02:54:59 PM
whoops, missed the hotfix, thank you (i feel very embarassed).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 14, 2014, 05:14:08 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.

That doesn't change the fact that you've now brought 3 mods to 0.65+ while most mod authors can't be bothered ;)
In any case, my respect to you sir.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Nanao-kun on November 15, 2014, 12:13:11 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.
That doesn't change the fact that you've now brought 3 mods to 0.65+ while most mod authors can't be bothered ;)
In any case, my respect to you sir.
You say most, but pretty much all the major modders have done so. :V
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 15, 2014, 02:11:18 AM
You say most, but pretty much all the major modders have done so. :V

Relax, no need to get defensive. Several of my favorite mods have not been updated, and I was just complementing Dark, not trying to offend anyone. I know many people are putting a lot of work into all of their mods, and I'm gratefull to all of them. But SS+ has been my favorite mod for a long time, so just a little more gratefull to Dark ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: pjz on November 15, 2014, 10:50:38 AM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 11:13:09 AM
Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 15, 2014, 11:25:59 AM
Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).

I completely agree, but I think you can only define types of ships to use. Though now that I think of it, I was looking around the fleet files and I think you can define which ships belong to which type, so maybe you could create faction specific fleet setups by having faction specific ship categories?
I'm going to see if I can do that. Though I have no idea how to mod, as long as it's just text files I should be fine ^^
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 01:59:59 PM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 

That's been fixed in the recent versions.

Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).

Completely intentional.  They will use nonfaction ships because factions rarely (more accurately, never) have enough variety to work properly in the current campaign system.  You know that ship quality is determined by stability? Factions need to have not only a ship for every role but also two or three ships for every role to be completely vanilla-compliant.  For the fleet builder systems to work properly and make fleets that look functional, factions need a (small) chance of spawning ships/weapons that aren't in their faction.  Capital ships remain exclusive, but other ship types are fair game; if the Imperium needs a high-quality interceptor, Flamen are not good enough and the game looks elsewhere; Neriads are just one of those possibilities.  Usually they go for Thunders or something, but it's good to have some variety.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: sigi87 on November 15, 2014, 02:37:29 PM
multiple times I had corrupted savegames, is there a way around that?

Oh and how do you people handle the high supply demands of big fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 02:47:02 PM
multiple times I had corrupted savegames, is there a way around that?

Oh and how do you people handle the high supply demands of big fleets?

Increase the memory available to the Java VM http://fractalsoftworks.com/forum/index.php?topic=8690.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: sigi87 on November 15, 2014, 03:42:04 PM
thanks will try
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Conjaq on November 15, 2014, 05:12:30 PM
Hey! I love this mod, and me recently discovering this game, has made me lost many hours ;-)

I did found one issue, that bugs me a lot... And that is bounty hunting.
First of all, it seems all the added factions, do not list any named bounties on criminals/pirates. Why is that?

And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Midnight Kitsune on November 15, 2014, 06:18:07 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?
Most bounties "hide" near gas giants so you can use the hyperspace portal for them to down in on the bounty before others can get to it
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 06:23:12 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

If you're using the Knights Templar add-on, it may be the culprit. It's buggy and tends to cause the AI to spawn upwards of 5 times the normal number of fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: TimeDiver on November 15, 2014, 06:37:20 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

If you're using the Knights Templar add-on, it may be the culprit. It's buggy and tends to cause the AI to spawn upwards of 5 times the normal number of fleets.

That's the 'crusade' event from KT firing (by default, every ~90 in-game days).

Everyone (vanilla and SS+ 'integrated' factions, anyways) spawns a whole lot more fleets in response to the KT sending out their forces on a rampage to a specified system (the Intel tab says specifically which system is targeted by the KT).

It got to the point to where I had to reduce a setting from the KT mod's settings.json ("crusadeScale") to something like '0.1', and/or else set the frequency of said event to 360 days ("crusadeAverageFrequency":360), to allow my saves to successfully load past say, 4-5 months of in-game time.

Alex has hinted that a fix to halve the required memory for loading saves is in the works for v0.65.2a when it comes out, but fundamentally... compared to earlier versions, 32-bit end-users can't expect to load up a ton of mods with few consequences like we used to.

The long-term solution is switching to a 64-bit operating system+64-bit Java; not that much of an issue (albeit a bit time-consuming) for users without that much older software/games/customized settings on their current setup, but for those like me, who have quite a few older/legacy apps that will plain just not work on a 64-bit OS, without going through the hassle of learning to setup and run a virtual machine for 32-bit compatibility?

That's a problem. And will eventually be resolved by going into a dual-boot setup, with the older stuff on a 2nd drive. Don't have the free time or money to go through with it for quite a while, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 06:41:17 PM
Do the defence fleets at least despawn eventually? Or do they persist until destroyed?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: pjz on November 15, 2014, 06:45:25 PM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 

That's been fixed in the recent versions.

Thanks, I had 2.0.2 apparently.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 07:21:13 PM
Do the defence fleets at least despawn eventually? Or do they persist until destroyed?

They leave and despawn when the crusade is over.

By the way, some mods do post bounties, if they set it up right.  The Interstellar Imperium will post named bounties, for instance.


CrusadeAverageFrequency is the time from one crusade ending to the other starting to be planned, so 360 day frequency really means it's more like 450 days between crusade messages.  By default it's about 6 months between crusade messages.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: jupjupy on November 15, 2014, 09:28:09 PM
Hmm, I seem to be coming up with some graphics issues using SS+ and the new version of Shaderlib (v1.01). Everytime I hit an enemy with a weapon thats not a beam - So far I've only tested the Pulse Laser, although this effect also pops up when I disable an enemy ship - I get this draggy, Internet-Explorer-Has-Crashed looking thing.

http://imgur.com/sU7S26f,V9RGZib

Doesnt seem to occur when using only Shaderlib, and this is without any other mods active besides Lazylib.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 16, 2014, 12:14:00 AM
This is usually caused by a video card incapable of supporting the frame buffer distortion effects in ShaderLib.  You probably have an integrated card, or at least Starsector is using your integrated card.

You should set enableDistortion in shaderSettings.json to "false" to disable these effects.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: jupjupy on November 16, 2014, 03:54:50 AM
Aha, I was wondering why this never occurred when I wasnt using the .bat file. Its just that recently all the mods have come out, so I'm forced to use 64bit java or else my computer doesnt let me allocate enough memory.

Alright, got it, thanks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 16, 2014, 12:26:06 PM
Minor balancing suggestion: Consider upping the fuel tank size of the vanilla Starsector tanker-class ships (or maybe making duplicate versions with the (XL) tag). Due to the doubled fuel consumption, dedicated tankers seem (to me, at least) of dubious usefulness given they effectively carry half the fuel now, but still increase your fuel consumption rate. Instead I always find myself just using multirole ships to carry extra fuel, like logistics ships, carriers, cargo freighters, since they have more utility than just hauling fuel alone.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 16, 2014, 03:02:32 PM
Minor balancing suggestion: Consider upping the fuel tank size of the vanilla Starsector tanker-class ships (or maybe making duplicate versions with the (XL) tag). Due to the doubled fuel consumption, dedicated tankers seem (to me, at least) of dubious usefulness given they effectively carry half the fuel now, but still increase your fuel consumption rate. Instead I always find myself just using multirole ships to carry extra fuel, like logistics ships, carriers, cargo freighters, since they have more utility than just hauling fuel alone.

Even if I agreed, that is not an option.  I cannot make a change that modded factions cannot possibly match.  Increased fuel reserves is one of those changes.

Tankers still have the same amount of fuel proportional to vanilla ships; your range increases in exactly the same manner.  The space between stars is just effectively doubled; that's all it does.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 16, 2014, 07:51:23 PM
Okay, you make a fair point. Maybe it's just the way I end up playing; I usually have a few loot-hauling freighters with me so always have excess fuel capacity. I guess tankers are just very niche ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Spenz on November 16, 2014, 08:43:53 PM
Ok so I have just encountered something really....not good in this mod.  Now I know crusades tax the game a lot, but something has happened to one of my saves that is just ugly.

So I made the mistake of saving in a system with a crusade currently going on.  Nothing too big.  3 Templar fleets and almost no defenses left.  Just me and maybe 2 full defense fleets.  Anyways I quit the game to do something else, and when I came back to the save, it starts freezing and thrashing.  The very signs that Starsector has run out of RAM.  How could that be though?  I had set vmparams to -4096 (I have x64 Java).

Anyways  I set Starsector to use -5120, but it STILL only goes about 45% up the loading bar.  If that is the case, it is going to take at least 12+ GB of RAM to load this save.  

Before anyone asks,  everything is up to date.  Starsector is .65.1a, and ALL the settings in my game are stock with the exception of turning bloom off in the shaderlib settings.  If this is what could happen with a normal client, isn't that a huge problem, especially considering the...lack of fleet activity in the system I saved my game in?

This can't be normal.

Edit: Yep client froze at 45% loading the save with a RAM use of 5,788,252k.  Im going to try and load the save on another computer I have that has Starsector, one with 16 gigs of RAM.  I will see if 12 actually loads it but that is completely ridiculous for a Java game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Nanao-kun on November 17, 2014, 12:40:18 AM
I haven't had that problem with Crusade saves. I also use additional faction mods, SCY and the three from Junk Pirates, with all the SSP compatible Factions. I have 8GB of RAM. Although I do have vmparams set to 6g.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 17, 2014, 12:43:53 AM
Crusades are not a SS+ feature.  I have no idea why your RAM requirements are so massive.  Even the worst case apocalyptic freak event of crusades spawning 100+ fleets (the average is more like 30 at any given time in a crusade) doesn't even double the vanilla number of fleets.

What is your mod list?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 17, 2014, 01:41:45 AM
Something does appear to be some save game bloat. I have two save games from the same playthough, six hours apart, and the second one is 60% larger than the first. Using a compare plug-in in notepad++, I deduced that the majority of the increase in size can be attributed to ship/fleet data (ships, equipment on said ships, commanders, etc). I don't know if this is normal for vanilla SS+ games or not... though I expect the Knights Templar crusade events are causing it since they cause defence fleets to spawn.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 17, 2014, 02:02:48 AM
The crusade event only spawns maybe an extra quarter of the usual number of fleets.  If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.  The core feature (randomized fleets/variants) is the culprit.  The only fix I can do is remove most of what makes Starsector+, well, Starsector+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 17, 2014, 02:58:47 AM
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: frogbones on November 17, 2014, 06:38:58 AM
I'm having quite a bit of fun with this mod, even in it's current state. Got all the diff. races in. So it's an active region of space! I do like the in system tradings. Helps build/rebuild faction rep.
 
mix this mod and all it's current races with the Tradewind mod. I'm having a good 'ol time!

I can now fully trade, scavenge, bounty hunt, scavenge, even pirate, and scavenge!

I just LOVE the Imperium's F-Class freighters. Helps for a lean fast trade fleet. Either quickly hit those debris fields, or quickly take advantage of trade disruptions.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 17, 2014, 10:45:40 AM
Okay, there really is something VERY strange going on.

Remember that save game I mentioned that increased 60%?

I doubled my game's available RAM to 8GB and tried loading it this morning. Then I played 15 minutes, saved again, and checked the save size.

It shrunk down to slightly smaller than it was before the 60% increase.

Original: 80 MB (~6 hours ago)
Second: 140 MB (~15 mins ago)
Third: 76 MB (Just now)

These are all saves from the same playthrough at different points on the timeline. I've uploaded all three to a zip file for you or anyone else that cares to examine them in detail and perhaps try to debug what's causing this very odd issue. I hope it helps. I'm using all the SS+ compatible mods plus the ICE mod.

https://mega.co.nz/#!8EAGibab!ESsNNpf9Zl-0D4n_kOMi7dyb5s0L81eqzxEEn7Ll4fc


Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Spenz on November 17, 2014, 11:04:46 AM
I will admit my mod list is....full.

I have all of the SS+ supported factions plus SCY which is unsupported (culprit?).  The crusade was occurring in Gigas, with 1 Shadowyards heavy fleet, 1 Hegemony Heavy fleet, 1 heavy Templar fleet and 2 small Templar fleets plus my own (5 ships including a newly-captured Crusader).

I have never ever had any issues with StarSector with 4gb allocated (even back in the days of 20 races).  Even now, with SS+, 0.65.1a, and my current mod setup, the game would never go beyond 3 gb of usage, with an average of 1.6 gb, up until that save at least.

Personally I just don't understand it.  Guess its time to start a new game. :(

Edit: I can see about uploading the save itself if it would help.  I actually took a look at it in Notepad++ and the save file itself is a whopping 122 megabytes!  It even lagged Notepad++.  My average unzipped save file size is 84 megabytes even at level 40, so I have no clue what happened.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: The Soldier on November 17, 2014, 12:00:24 PM
The Starsector log is always added onto instead of overwritten - remember to delete them every now and then, including the .bak versions of the Starsector log.  They can get massive, and I find that they slow down my game if I let it get too big sometimes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: LB on November 17, 2014, 12:02:12 PM
Regarding some savegames becoming unloadable due to memory constraints: turning off savegame compression seems to make some level of difference, although I haven't investigated in detail. I've been able to maintain usable savefiles into level >45 in crowded systems where it was previously impossible, but it could be a fluke.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 05:41:13 AM
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.

I'm getting the same problem as everyone else. Can't load my save anymore. I get a Java crash error.

I updated to Java 8u25 64bit, from 7u51 32bit. Still getting a crash.

These are the mods I'm using, all updated to the latest version:

Lazylib
Shaderlib
Starsector +
Imperium
Mayorate
Templars

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

The game won't start, just when my fleet was starting to kick ass :(

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: frogbones on November 18, 2014, 06:01:31 AM
I have not come across this issue.

 Mem. set to 1g-2g. what I do though is when I start starsector, I go to taskmanager and set the java to high priority.

I've played several games several hours in, and maybe a small hickup during a loaded game.

Mod list:
SS+
Lazy
shader
all compatible races
tradewinds
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Sleepyfish on November 18, 2014, 06:38:46 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Histidine on November 18, 2014, 07:35:19 AM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 07:49:28 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(

I haven't really tweaked anything besides the RAM allocation. How do I change this?

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

Yeesh! That's as rickety as it gets. Ok I'll try straight after booting.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: OOZ662 on November 18, 2014, 08:58:48 AM
Just as a note, the first number is the memory size allocated to Java at startup and the second is the maximum Java's allowed to inflate up to. If you aren't expecting other applications to need memory while you play I don't see much reasoning for not matching the numbers; may as well not give it reason to break while it tries to expand its memory footprint while running.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 18, 2014, 09:44:57 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(
I haven't really tweaked anything besides the RAM allocation. How do I change this
+1. I keep reading about switching save game compression on/off, but nobody mentions just how to do it, as if it's kind of common knowledge :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: OOZ662 on November 18, 2014, 10:12:07 AM
..\starsector-core\data\config\settings.json

Code
"compressSaveGameData":true, # smaller files, faster saving/loading
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 18, 2014, 10:15:47 AM
OOZ662, thanks a lot! :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 04:21:05 PM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

No dice, even with 2048 the game won't start. I have 8GB of ram, most of it free. Is something else missing?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 18, 2014, 05:35:32 PM
I have answers!

The load-game memory usage is high for the following reasons:
1. Mods add more fleets.  You can easily double the number of fleets by using SS+ and all its integrated mods.
2. Templars cause more fleets to die; more fleets will despawn, get killed off, etc.  Normally, this isn't an issue, but it leads to...
3. Dead/despawned fleets remain in the save file for a long time.  If more fleets get killed, the save file will get bigger because the dead fleets will stay in there for a period of time.
4. SS+'s random variants are saved.  If you have 700 fleets (not that uncommon with a bunch of mods), that's thousands of variants being stored in the save file.
5. All stellar objects are saved.  Including asteroids, which there can be thousands of.
6. The current save/load code is unoptimized.

Alex has implemented many optimizations for the next version of Starsector; the memory use (and iirc even space use) for saves should be roughly halved.  In addition, 5-10% of the save will be shaved off due to despawned fleets being scrubbed more efficiently; this number is closer to 15%-25% in SS+ with lots of mods.  Overall, this will drop your save/load memory requirements to about 40% of what they currently are; if you had to use 6 GB to load previously, you'll be fine with only 3 GB after the next update.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Gilgamesh on November 18, 2014, 05:46:44 PM
I have answers!

The load-game memory usage is high for the following reasons:
1. Mods add more fleets.  You can easily double the number of fleets by using SS+ and all its integrated mods.
2. Templars cause more fleets to die; more fleets will despawn, get killed off, etc.  Normally, this isn't an issue, but it leads to...
3. Dead/despawned fleets remain in the save file for a long time.  If more fleets get killed, the save file will get bigger because the dead fleets will stay in there for a period of time.
4. SS+'s random variants are saved.  If you have 700 fleets (not that uncommon with a bunch of mods), that's thousands of variants being stored in the save file.
5. All stellar objects are saved.  Including asteroids, which there can be thousands of.
6. The current save/load code is unoptimized.

Alex has implemented many optimizations for the next version of Starsector; the memory use (and iirc even space use) for saves should be roughly halved.  In addition, 5-10% of the save will be shaved off due to despawned fleets being scrubbed more efficiently; this number is closer to 15%-25% in SS+ with lots of mods.  Overall, this will drop your save/load memory requirements to about 40% of what they currently are; if you had to use 6 GB to load previously, you'll be fine with only 3 GB after the next update.

Hehe, or at least until modders take advantage of the freed up memory usage. You and others have already stretched what the engine is capable of.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Aklyon on November 18, 2014, 06:50:45 PM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

No dice, even with 2048 the game won't start. I have 8GB of ram, most of it free. Is something else missing?
Have you tried replacing the jre folder inside starsector's directory with a 64-bit java (renamed to 'jre')?
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 03:01:35 AM
Hope you like paying your employees, because crew now demand money from you!  You better pay up or they will mutiny.  Only applies to new saves.

More importantly, I added assassination missions, which are bounties posted by factions you are Friendly or Cooperative with, asking you to kill an officer for another faction (inhospitable, hostile, or vengeful with the client faction).  You will start to get these after about your 12th named bounty.  The payout, of course, is quite good.

TRADEWINDS BREAKS STARSECTOR+!  DO NOT USE TRADEWINDS WITH THIS MOD!

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.7.zip)

Download Starsector+ 2.0.7 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.7.zip)
Download Mirror (https://www.mediafire.com/?8ghwnfhlu6x1hb1)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 2.0.7
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: OOZ662 on November 19, 2014, 05:01:52 AM
Loading the save created upon starting a new game in this version with Interstellar Imperium throws this:
Spoiler
Code
504993 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9977521
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
505033 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
java.lang.ClassCastException: com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
505051 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 05:40:04 AM
It sounds like something went wrong with save game compression being disabled.  Make up your *** mind, Starsector.

Go ahead and redownload; I uploaded a version with that "feature" disabled. ffs...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: frogbones on November 19, 2014, 06:42:58 AM
TRADEWINDS BREAKS STARSECTOR+!  DO NOT USE TRADEWINDS WITH THIS MOD!

boo hisss..... :'(

ah well no biggy. SS+ is much more fun than loot clouds.

though if the two can get compatible, sweetness!

Will check out update ASAP!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Uomoz on November 19, 2014, 07:22:40 AM
Nice, will check the update later!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 19, 2014, 10:14:58 AM
Minor request: Can we get some info in the crew item's tooltip about how much pay each rank requires per person? If you're feeling particularly ambitious, maybe even add a weekly event that informs you how much you're paying in salary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 10:49:09 AM
Minor request: Can we get some info in the crew item's tooltip about how much pay each rank requires per person? If you're feeling particularly ambitious, maybe even add a weekly event that informs you how much you're paying in salary.

Isn't the salary already on the tooltip?

Also, a weekly message would get really old really quickly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 19, 2014, 12:15:28 PM
Isn't the salary already on the tooltip?

Also, a weekly message would get really old really quickly.

Oh, missed that bit in the tooltip. Derp. Yeah, maybe no weekly message. If you have no relay sniffers you only get 2-3 messages a week, and a weekly report might bother you. But if you have many relays tapped, you get a douzen a week, so 1 more isn't a big deal. But better play it safe. Anyways...

Quote
Crew now require salary payments; if you run out of money, they start to mutiny

Related economy issue: I've noticed at the game's start the price of supply is consistently 200+ credits in all systems, but the overproduction in Anar can depresses it as low as ~60 credits (I think in vanilla games it never drops below ~90, even with favourable coniditions and high stability on producing planets). I've brought it up with the mod (Shadowyards) creator, but (s)he doesn't seem to care much as they'd rather attract more players to their home system.

However, I'm guessing you want to increase ship upkeep costs overall, given your doubling of fuel consumption and addition of crew pay. If this is the case and you're actually trying to increase upkeep, the Anar supply overproduction may be ruining your attempts by making supplies much cheaper than normal.

Maybe throw together a mini-patch that overwrites the production values of Anar, or alternatively, maybe increase supply consumption of one of your mods' worlds (Thrace's interstellar bazaar perhaps?). Although the latter method will be much harder to balance if you want to avoid chronic supply shortages that players can exploit for profit.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 12:27:56 PM
It's not my responsibility to balance other mods, just vanilla.  If MShadowy won't change it, you're out of luck, unfortunately.

I can't make supplies more expensive or whatever just to balance Anar; not everyone uses Shadowyards.  Plus, I think the main problem of supplies is cargo space; if you have a big fight, you might not have enough supplies to repair your stuff without buying more supplies.  Bringing an Atlas with you to carry all the supplies you need is certainly a significant tax.  Making consumption even higher wouldn't make supplies harder to fund, it would just make ships impossible to run through multiple fights.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Nori on November 19, 2014, 01:17:28 PM
I've actually seen supply prices on Jangala at I want to say 50 credits. So it definitely is possible to get em cheap. Also Anar is quite far away from most systems so you do burn a not insignificant chunk of fuel and supplies so I don't see the issue.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: MShadowy on November 19, 2014, 05:12:42 PM
Related economy issue: I've noticed at the game's start the price of supply is consistently 200+ credits in all systems, but the overproduction in Anar can depresses it as low as ~60 credits (I think in vanilla games it never drops below ~90, even with favourable coniditions and high stability on producing planets). I've brought it up with the mod (Shadowyards) creator, but (s)he doesn't seem to care much as they'd rather attract more players to their home system.

As Dark noted, this isn't really the place to bring up Shadowyards related issues.

Beyond that, the price differential between Shadowyards and vanilla is not, in my experience, nearly so severe as you've stated.  Something like <10% to ~25% depending on the market; it does appear to be true that a more pronounced change can be noted on less stable markets, but even so I don't think I've seen supplies drop in price to such an extent as you claim.  To be perfectly honest, is this really that serious a problem?

Finally, this "but (s)he doesn't seem to care much as they'd rather attract more players to their home system" is not what I said, and I'm not sure how you arrived at that conclusion; again, while it would be nice if there were significant reason to go to Anar, it's high stability and moderate isolation should, I suspect, make it an unattractive target to visit unless you're going there for a specific reason.  More generally speaking, I'm not certain how it's current combination of characteristics make it a singularly valuable port of call to players, or at least players who are not gaming storage space.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 21, 2014, 11:05:39 AM
Sorry, I guess the way I wrote it was a bit misleading. I was merely trying to suggest some more ways of increasing ship upkeep since that's what you seemed to be intent on doing, Dark.Revnant. You're right that increasing supply consumption would probably nerf battles too heavily, since being without them is a complete death sentence between combat failures and ship breakdowns. Not to mention having to give up more cargo space to supplies would nerf a major source of income from combat -- the plunder!

MShadowy, I apologize. It was rude of me to ask someone else to go over your head and nerf your mod if you felt it didn't need to be. I guess that's what happens when you start drinking early on a day off and hit the forums. ;D Your high tech ships are always one of my favourites for shield-lovers like myself, so please don't let jerkish behaviour like mine affect the continuation of your awesome mod.

Truth is I've been starting a bunch of new SS+ games recently and it's just been weirding me out that prices for supplies always start extremely high at ~200 for supplies and then plummet to ~50. I initially thought it was caused by Shadowyards since they seem to be the largest producer of supplies in the combined SS+ mod package. But it seems as Nori pointed out that may have been an overhasty and incorrect assumption on my part. I think the issue is actually more with the way vanilla SS is setting up the game, and how it only runs a few weeks before dropping the player in, not giving the prices to reach an equilibrium at their "real" values.

---

Unrelated, minor bug: Shadowyards' Strike Carrier does not qualify as a carrier for the purposes of installing a Extended Flight Deck (the hullmod that speeds up fighter refitting by 50%). It's worth noting, however, the Strike Carrier is the strongest 2-deck carrier in the game by far -- basically being a light battleship in its own right by virtue of weapons, ordnance, and flux cap -- so you may wish to keep this bug for the sake of balancing. But just thought I'd inform you since it's ultimate your call, Dark.Revnant.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 21, 2014, 03:49:23 PM
It's not a bug; the hullmod only applies to ships with the CARRIER flag, which means their AI likes to hang back.  This is a balancing decision to stop fleets from becoming unstoppable with combo-ships like the Charybdis.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Histidine on November 22, 2014, 12:47:13 AM
Rewards for newly spawned named bounty fleets seem to be getting reset to ~10000 upon reloading the save.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 22, 2014, 04:06:12 AM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Alphascrub on November 22, 2014, 12:59:13 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 22, 2014, 01:56:14 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.

That's actually what I did.  You don't see the bounty messages (you'd get spammed with them, at any rate), but merc fleets do come after you if you've made enemies.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: frogbones on November 22, 2014, 02:48:13 PM
SWEET  8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Alphascrub on November 22, 2014, 07:13:23 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.



That's actually what I did.  You don't see the bounty messages (you'd get spammed with them, at any rate), but merc fleets do come after you if you've made enemies.

Awesome. Can you tell us how it will impact standings with independents? Like if I *** off the Ludic church and they set a bounty on me will independent bounty hunters come for me? or will just "Ludic Church" bounty hunters come for me? If independents do come for me, how will it effect my standing when I wipe their fleets? Will it?
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 22, 2014, 08:23:21 PM
Awesome. Can you tell us how it will impact standings with independents? Like if I *** off the Ludic church and they set a bounty on me will independent bounty hunters come for me? or will just "Ludic Church" bounty hunters come for me? If independents do come for me, how will it effect my standing when I wipe their fleets? Will it?

They look like normal bounty hunters but have white color instead of gray and don't impact reputation when you kill them.



Factions that don't like you (hostile and especially vengeful) will hire bounty hunters against you, and occasionally send their own fleets to intercept and destroy you.  Certain factions, like the pirates, will not hire bounty hunters (they will only send interception fleets).  These don't appear in news messages, so be careful.  You are safer in systems dominated by strong markets that are favorable (or better) towards you, granting you a protection factor that decreases the frequency/amount of fleets sent after you.  Killing your pursuers grants you some reputation and will decrease the amount of fleets that are sent to kill you.  The fleets will be roughly equivalent in power to your own, so the fights are not trivial.

In other news, boarding mechanics have been updated, making Valkyries and Construction Rigs actually useful.  You can bring your chances of success on an assault teams action from a piddly 9% to 60% with enough valkyries and constructions rigs sent in with the boarding task force.  Construction Rigs have also been buffed overall.  Enjoy!

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

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.zip)

Download Starsector+ 2.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.zip)
Download Mirror (https://www.mediafire.com/?y7q3o262toaok1w)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 02:35:39 AM
Note: I uploaded a stealth update; if you downloaded in the past 6 hours, you should redownload.  It fixes a potential issue with named bounties involving factions friendly with pirates.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Histidine on November 23, 2014, 07:20:11 AM
The mechanic with factions sending their own fleets after you seems to have an AI issue. I'm getting solo (vengeful) pirates freighters and tankers coming after me, then running away when their evasion behavior kicks in. Rinse and repeat.
(also I don't think it should say "intercepting Your Fleet" with capital letters)

EDIT: Also I had a named bounty fleet fly all the way from Mors to Jangala just to get me. "Feature" - saves me the trouble of going after them  :D

Great work regardless!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: frogbones on November 23, 2014, 12:27:53 PM
Fine job Dark, fine job.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 12:33:41 PM
Thanks a lot for the update, D.R! This is my preferred way of playing the game at the moment, so I will be sure to give plenty of feed back. I am using a lot of faction mods that are not integrated, and so I wanted to ask, what will these factions be lacking? I'd like to know just to make sure I can see what is and is not a bug/issue/praise related to SS+. Thanks!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 01:08:38 PM
The mechanic with factions sending their own fleets after you seems to have an AI issue. I'm getting solo (vengeful) pirates freighters and tankers coming after me, then running away when their evasion behavior kicks in. Rinse and repeat.
(also I don't think it should say "intercepting Your Fleet" with capital letters)

EDIT: Also I had a named bounty fleet fly all the way from Mors to Jangala just to get me. "Feature" - saves me the trouble of going after them  :D

Great work regardless!

The fleets don't really care about distance so long as they are in-system.  When a lone freighter goes after you, the reason for that happening is it was damaged some time before reaching you.  I have fixed that issue on my own dev but I won't make an entire update just to fix that, especially because it would only apply to new saves anyway.

Thanks a lot for the update, D.R! This is my preferred way of playing the game at the moment, so I will be sure to give plenty of feed back. I am using a lot of faction mods that are not integrated, and so I wanted to ask, what will these factions be lacking? I'd like to know just to make sure I can see what is and is not a bug/issue/praise related to SS+. Thanks!

They won't have randomized variants, leveled captains/crew, market variety injection, inclusion in random battle, weapons included in the randomizer, nor will they send fleets after you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 01:10:32 PM
Thanks for the reply,

If they don't have market related integration, will their markets interfere with ones that are integrated? By unbalancing them, etc?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 01:26:01 PM
Thanks for the reply,

If they don't have market related integration, will their markets interfere with ones that are integrated? By unbalancing them, etc?

No. Market integration concerns only weapons and ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 01:51:33 PM
Okay cool thanks, I'll be sure to lend my feed back!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: OOZ662 on November 24, 2014, 02:10:35 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 24, 2014, 02:34:20 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?
It's pretty firmly midline and civilian, so independents and the Sindrian Diktat are your best bet.

Normal bombs are still around. It was frag bombs and cluster bombs that were taken out.  I'll probably remove them from the shops though, since they're kinda ***.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: nemonaemo on November 24, 2014, 05:02:38 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Spoiler
Quote
60082 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.99277383
60093 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
60093 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - data.scripts.campaign.SSP_CrewSalaries : data.scripts.campaign.SSP_CrewSalaries
---- Debugging information ----
message             : data.scripts.campaign.SSP_CrewSalaries
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.campaign.SSP_CrewSalaries
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/scripts/data.scripts.campaign.SSP_CrewSalaries
line number         : 966309
class[1]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[1]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: data.scripts.campaign.SSP_CrewSalaries : data.scripts.campaign.SSP_CrewSalaries
---- Debugging information ----
message             : data.scripts.campaign.SSP_CrewSalaries
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.campaign.SSP_CrewSalaries
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/scripts/data.scripts.campaign.SSP_CrewSalaries
line number         : 966309
class[1]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[1]   : com.fs.starfarer.campaign.save.int
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.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.o00000(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.dosuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.dosuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: data.scripts.campaign.SSP_CrewSalaries
   at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:56)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.DynamicProxyMapper.realClass(DynamicProxyMapper.java:55)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.PackageAliasingMapper.realClass(PackageAliasingMapper.java:88)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ClassAliasingMapper.realClass(ClassAliasingMapper.java:79)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ArrayMapper.realClass(ArrayMapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.CachingMapper.realClass(CachingMapper.java:45)
   at com.thoughtworks.xstream.core.util.HierarchicalStreams.readClassType(HierarchicalStreams.java:29)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:70)
   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)
   ... 50 more
[close]

Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Wriath on November 24, 2014, 05:42:12 AM
Hey, is there any way to make Junk Pirates work with all this?
Edit: just re-read first page and found an answer to that, but I'm having some issues with SS running out of memory, I modified the vmprarms file but I don't really know how to get the 64 bit java going.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Malone on November 24, 2014, 06:19:26 AM
Hey, is there any way to make Junk Pirates work with all this?
Edit: just re-read first page and found an answer to that, but I'm having some issues with SS running out of memory, I modified the vmprarms file but I don't really know how to get the 64 bit java going.

just download java 64 bits and replace /jar directory with it.

To load my latest savegame, I have to set 4096/4096 as memory usage...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Cromodus on November 24, 2014, 07:25:10 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?

Speaking of the Circe, I was looking for an anti-fighter solution AND an upgrade to my mule. I wasn't sure about this ship but it's amazing. I loaded it with 7 Light Grasers and 2 mull cannons (?? It's a small energy with crazy DPS, from Mayorate I think).

Anyway, fighters get disentegrated faster than ever. Very satisfied.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Runoved on November 24, 2014, 08:22:22 AM
Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Tartiflette on November 24, 2014, 08:37:06 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

*snip*

Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

DR will probably confirm, but since the saves write everything (from your variants to the position and velocity of each individual asteroids) it's very unlikely you can add this kind of feature to an existing game.
Keep those videos coming, many of us modders are watching them ^^ (best kind of feedback we can get!)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: OOZ662 on November 24, 2014, 10:28:51 AM
Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.

Adding or removing mods won't adjust the size of the existing save file. The game is running out of memory while trying to fit the save file into the available memory space, regardless of its contents; deleting the mods is kinda like trying to fit a car in a parking space by throwing the seats out. Your options are to wait for the next Starsector Vanilla update when the next save memory fix is supposed to be coming (at which point the mods may obsolete themselves and require a new game to get features anyway), allocate more RAM, or start over with fewer mods. If you're very, very desperate you might be able to pull the save out of its ZIP file and try to cut it down; I've never tried editing a compressed save.

As stated in the post above, Starsector save files contain EVERYTHING. In fact, more than everything. The current save file size bloat is being hindered further because too many dead fleets are being kept in the save file. Jangling around other aspects of the game won't affect the save file itself; it's already written to your hard drive.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 24, 2014, 10:54:04 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

There isn't much I can do about that, unfortunately.  The reason I changed version numbers from 2.0 to 2.1 is because it killed save compatibility.  If you want to use the new version, you will need to make a new save and console in your old stuff/xp/rep.

Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.

Really?  I have mine set to 4GB with every mod active and a level 24 character, and it loads fine.  Maybe it's because you updated to 2.1 and killed compatibility?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Runoved on November 24, 2014, 11:47:22 AM
At first I thought so too, but then I began to start a new game every time I update any mod. Maybe it's due to the fact that I installed 8th Java?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: nemonaemo on November 24, 2014, 11:51:57 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

There isn't much I can do about that, unfortunately.  The reason I changed version numbers from 2.0 to 2.1 is because it killed save compatibility.  If you want to use the new version, you will need to make a new save and console in your old stuff/xp/rep.

Thanks Dark, I'll get that sorted.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 25, 2014, 01:05:23 AM
Thanks Dark, I'll get that sorted.

You might want to use this one if you're swapping.

Some minor albeit important changes.  Player bounties should be a lot more consistent, less bizarre, less like a conga, etc.  You'll still get a lot of fleets following you if you're hated across the sector, but it won't be as insane as before.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.1.zip)

Download Starsector+ 2.1.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.1.zip)
Download Mirror (https://www.mediafire.com/?lqid8bd7lhl1d40)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Lucky33 on November 26, 2014, 08:00:02 AM
Sorry but this mod is unplayable for me. It invariably corrupts save file after several hours of the gameplay. Im using 64bit jre (no warning messages).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 09:53:13 AM
I have the newest version of the 64-bit JVM installed. I've verified that I'm using JVM 64 by typing in java -d64 -version at the cmd line, as well as checking for other old installs of the JVM using Sun's uninstall applet (there were none) and I still get the warning message at the start. Spent a while trying to figure this out and I'm stumped. After an hour or so of play I get a Fatal: Null error eventually every game I try as well. I'll try to grab a screenshot next time it hits.

I'm using SS+ with the five up-to-date factions you list (all but BRDY and EI), shaderlib, and lazylib
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 26, 2014, 09:55:30 AM
Have you actually replaced the JRE in Starsector's folder with the 64bit version or did you just install it on your computer?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 09:59:32 AM
I just installed it on the computer and checked it on all the browsers and the command line. Apparently I missed an obvious and vital step in installing it to the actual SS directory? Doh. Are there directions somewhere for doing that?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 10:08:07 AM
Got the error message to go away. Thanks for the heads up, installing JVM 64 directly to the jre sub-directory in the starsector directory did the trick. Hopefully this took care of the save corruptions and Fatal: Null error too!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Barracuda on November 26, 2014, 01:01:24 PM
For the less technical savy, if i get the notice im using 32-bit instead of 64, how would I change it?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 26, 2014, 01:03:15 PM
http://fractalsoftworks.com/forum/index.php?topic=431.msg126087#msg126087
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 26, 2014, 01:18:08 PM
Comprehensive instructions for 64-bit Java are here: http://fractalsoftworks.com/forum/index.php?topic=8726.0

You must increase memory allocation for SS+ to work.  Just using 64-bit isn't enough; switching to 64-bit is a necessary requirement for increasing memory allocation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Lucky33 on November 26, 2014, 06:32:49 PM
That was it. You should pin that instruction on the first page.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 26, 2014, 11:46:30 PM
Hi guys. I need an advice on performance adjusting, if only this is not the hopeless case of Java-way of making games.
There are two issues: loading time and a bit of a lagging after several hours of continuous play.

I'm using rather old laptop with 4gb ram onboard, x64 JRE, and vmparams ajusted to -Xms1024m -Xmx4096m. Actually game never reaches more than 3.7gb cos windows needs some as well. So is it ok to allocate entire available memory for SS or should I use something like -Xmx3072 instead?

After playing compaign for almost two ingame years loading can take up to 15 minutes depending on weather on Mars. Savefile is only 5mb zipped and about 80mb unpacked. Is there any way to speed it up? Maybe saveCompression option? Not sure if it is already enabled in SS+.

*Sorry if I'm the hundredth who is asking such questions. ???
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 12:31:08 AM
That's unfortunately a problem with Starsector overall.  I'm not sure if anything can be done until the game is updated.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 27, 2014, 01:03:16 AM
Thought so. :-\
Can I at least somehow reduce the number of generated fleets for a bit? I dont need that many.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: kazi on November 27, 2014, 01:09:31 AM
Just a heads-up (you're probably aware of this already, but I figured this post might be useful if not): attempting to download from any of your links going to sc2mafia.com say that the site has exceeded its bandwidth. The site seems completely unavailable unfortunately.  :'(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 01:24:03 AM
Just a heads-up (you're probably aware of this already, but I figured this post might be useful if not): attempting to download from any of your links going to sc2mafia.com say that the site has exceeded its bandwidth. The site seems completely unavailable unfortunately.  :'(
That will be a problem for the forseeable future.  I don't have the money for a new server, I don't have time to switch servers even if I did, and I don't have the time or willingness to migrate everything to free locations.

Fun fact: thread images account for over 150 GB of bandwidth per month, even when spoilered.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: kazi on November 27, 2014, 01:29:07 AM
Oh wow, that's insane. Just figured it'd be nice to let you know since the main download link was giving me that error.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: cravin74 on November 27, 2014, 05:21:53 AM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 12:08:36 PM
Hello. I am trying your mod out, but because ShaderLib and my crappy comp, the game runs like crap. Is there a way to disable it (so no fancy graphics) and play your mod at the same time?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: ValkyriaL on November 27, 2014, 12:11:50 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 12:22:06 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 27, 2014, 12:39:13 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game

Open "...\Starsector\mods\ShaderLib\shaderSettings.json" within any text editor and switch options you dont need to "False"(or "enableShaders":false to disable mod entirely).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 01:25:34 PM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.

Assassination missions are worth twice as much as normal bounty postings.  High-stability worlds offer a lot more in general, as well (I'll be toning this down in the next version, though).  The upper bound for a bounty is a whopping 1,145,000 credits, but even at that same level (level 15, having finished 38 bounties) you can get them as low as 122,500 credits.  The swing range is kinda huge.  In the next version that swing range will be 122,500 credits to 669,500 credits at max level, as a point of comparison.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 03:17:24 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game

Open "...\Starsector\mods\ShaderLib\shaderSettings.json" within any text editor and switch options you dont need to "False"(or "enableShaders":false to disable mod entirely).

Thanks, it works.

I hope I will not have corrupt save file as I am using 32bit OS, so I installed only this mod without any additions. 
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 27, 2014, 03:19:29 PM
I run this and Interstellar Imperium fine with the 1024MB allowed by my 32bit system. Sometimes the game requires restarting to be able to load after long sessions, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: cravin74 on November 27, 2014, 08:04:58 PM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.

Assassination missions are worth twice as much as normal bounty postings.  High-stability worlds offer a lot more in general, as well (I'll be toning this down in the next version, though).  The upper bound for a bounty is a whopping 1,145,000 credits, but even at that same level (level 15, having finished 38 bounties) you can get them as low as 122,500 credits.  The swing range is kinda huge.  In the next version that swing range will be 122,500 credits to 669,500 credits at max level, as a point of comparison.

In my case I am level 40~ and I am getting bounties around 19,000 credits across multiple systems. When I kept going for bounties it gradually increased to 190,000 credits before dropping back to 19,000 credits. At the same level in vanilla it is around 300,000 credits with much larger fleets.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.2
Post by: Dark.Revenant on November 27, 2014, 09:04:28 PM
I formally apologize to everyone for the numerous unacceptable on-release problems this mod has had.  I have fixed some of them but I don't know if any remain.

Sunder (U)-class Destroyer [4 Logistics]
(http://i.imgur.com/Gg48A26.png)
Shiny new coat of paint.

It's a Sunder that uses small energy weapons.  Go figure.  Sprite by Shellster.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.2.zip)

Download Starsector+ 2.1.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.2.zip)
Download Mirror (https://www.mediafire.com/?lqqe8c1muv8ydg9)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.2
Post by: Reh on November 27, 2014, 10:27:52 PM
I very much like it that you're taking a stab at factions going after the player more actively, but in it's current iteration it's more of a nuisance than a threat. To be honest I've only had the pirates send fleets after me, but they're usually the size of a third of my fleet, almost the same composition every time, and it often happens that I get 3 of them in a row within 10 seconds from each other. My fleet is a paragon, three destroyers and four frigates plus various cargo and tanker ships, but the pirates only ever send two cruisers, some destroyers and frigates and a few fighter wings, the same every time.

It's now become a chore to deal with those guys, it's not even interesting to watch how the battle plays out on autopilot. It would bring back some feeling of a challenge if the fleets were less frequent, way more diverse and stronger.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 27, 2014, 11:11:50 PM
Thank you for the report.  It is my pleasure to take time out of my busy schedule to constantly update for fixes that should have been tested and resolved in the first place, and to constantly *** you guys off by forcing you to restart the game every six hours.  I'm truly a model *** citizen.



Saves will not be compatible.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.2.zip)

Download Starsector+ 2.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.2.zip)
Download Mirror (https://www.mediafire.com/?jl7x7dd9sz8yv97)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on November 27, 2014, 11:21:46 PM
Wow that was quick. You ought to be the Mod of the Month. :)

As for starting over, SS is the only game in which I don't mind starting from new. It's equally enjoyable in every stage of the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: WKOB on November 28, 2014, 12:42:37 AM
Is that a high tech Sunder? Mind blown, do want.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on November 28, 2014, 12:48:44 AM
It is my pleasure to take time out of my busy schedule to constantly update for fixes that should have been tested and resolved in the first place, and to constantly *** you guys off by forcing you to restart the game every six hours.
IRD - Instant Resolving Development. Amazing! ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 28, 2014, 07:32:44 AM
Have a question. If i go to vengeful reputation, is it possible in this mod to go back to normal, or I should continue to not chase running fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: HELMUT on November 28, 2014, 07:57:14 AM
That's a very cool Sunder sprite, then again it's made by Shellster so i'm not really surprised. What does the (U) stand for though?

By the way i noticed that i see an awful lot of Alastors in my campaign while the once popular Cerberus is pretty much extinct, is it normal? It make early game harder because the Alastor is probably the most dangerous non high-tech frigate to encounter.

It wasn't with the last SS+ version though, so maybe you fixed it already.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: WKOB on November 28, 2014, 08:24:06 AM
I noticed that too, Alastors are everywhere.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 28, 2014, 12:39:51 PM
I'll tone them down a bit.  The main thing is that the Cerberus was on the list of combat ships for the Pirates in vanilla, but for everyone else was a combat freighter.  I'll do the same with the pirate versions in SS+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Histidine on November 28, 2014, 11:54:33 PM
Couple of things:
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 12:05:12 AM
Couple of things:
  • The feature list in the OP still says fuel usage is quadrupled.
  • Using Construction Rig to reduce the chances of an irreparably damaged ship during boarding... really doesn't work. All too often the ship just blows up and kills your Rig. Sure you could launch assault teams from a distance, but if it works the same as in vanilla then you're basically just saying "I don't really want to capture this ship at all."

    Might work better with Valkyries, though I've yet to find one.

The chance of self destruct is always 25% no matter what.  Keep that in mind.  And if you have enough rigs and valks you can get about a 60% chance of success with assault teams (the default is about 9%), so it can be worth it.  If you board, you don't need the valks and the rigs can bring you to a ~66% chance of success (up from about 30% in vanilla).  The chance of success includes the chance of self destruct, by the way.

I'll fix the thread though, thanks for mentioning that.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on November 29, 2014, 02:30:15 AM
That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Oathseeker on November 29, 2014, 05:49:36 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on November 29, 2014, 06:13:26 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Oathseeker on November 29, 2014, 06:26:08 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.

You're absolutely right, I should probably wear my glasses ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 11:13:34 AM
That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: j01 on November 29, 2014, 11:31:35 AM
That begs the question...

No it doesn't. http://begthequestion.info/

On-topic though, I've been wondering if this mod makes any alterations to how often vanilla ships appear in the main stations, like the hegemony and tri-tachyon stations. I still haven't seen an astral anywhere after hours and hours of play, like in unmodded Starsector, but with SS+ I feel like I'm seeing other vanilla ships more often that didn't appear nearly as early and often in vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 12:10:17 PM
SS+ adds ships to markets; many of these are SS+ ships but some are vanilla ships, faction ships, etc.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on November 29, 2014, 01:34:52 PM
That begs the question...

No it doesn't. http://begthequestion.info/

It's unfortunate you weren't around to keep ye olde English from evolving. I think it sounds cooler.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: ciago92 on November 29, 2014, 09:39:39 PM

They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.

what? I had no clue. Definitely needs to be on the tooltips somewhere
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Cromodus on November 30, 2014, 11:36:36 AM
Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

Edit:

Reinstalled everything, it works. I think starsector.bat was messed up.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: LazyWizard on November 30, 2014, 11:54:31 AM
Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Ratheden on November 30, 2014, 12:42:23 PM
I too have had it say it failed, but when you check each file one by one, the checker says they are all up to date.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Cromodus on November 30, 2014, 02:08:03 PM
Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.

Ok, that's exactly what happened. Thanks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 30, 2014, 02:34:38 PM
Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

You need more memory allocation for Starsector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 30, 2014, 03:19:27 PM
I see that battle size is locked on 400 in options. Can I change it somehow to 500, as in vanilla?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 30, 2014, 03:22:17 PM
It's deliberately set to 400 for balance/consistency.  You can force it to a different number in settings.json.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 30, 2014, 03:57:22 PM
Thanks, found it
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 02, 2014, 06:55:32 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 07:34:17 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 07:47:23 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.

I'd love it if most teleporting things bigger than a frigate had a very brief pause before teleporting where they could get hit by things. I think it's pretty fair!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 02, 2014, 08:10:39 AM
Phase cloaking has always been a no-go for me. I'm too fumbly to make it work right myself, but I refuse to fight an AI vessel with it unless he's crippled and surrounded.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: jupjupy on December 02, 2014, 08:20:01 AM
Theyre like submarines in most warship games. You hate them, you know theyre the bane of all surface vessels, and you cant seem to ever destroy one. Yet, at the same time, when you hop into one, all you face is death.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Sleepyfish on December 02, 2014, 09:06:31 AM
Theyre like submarines in most warship games. You hate them, you know theyre the bane of all surface vessels, and you cant seem to ever destroy one. Yet, at the same time, when you hop into one, all you face is death.

Heh, true dat. Phase ship piloting is one of the hardest things to do, but it certainly is effective when done right.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 09:45:58 AM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on December 02, 2014, 10:19:45 AM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?
Try different beginning maybe? As a privateer for example where you start with Wolf frigate.
As for me it is one of the most interesting ship to fly. Three Wolves are a great power capable to deal even with cruisers.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 02:23:06 PM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?

Prices change no more quickly than in vanilla.  The Alastor is one of the better frigates in the game; abuse its ability to rush in and rush out and you can kill a lot of stuff. It doesn't even need to worry about missiles.

SS+ is definitely harder than vanilla.  Plan accordingly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 02, 2014, 02:36:27 PM
Is it possible to buy tridents or astral,  and if yes where?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 02:54:34 PM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?

Prices change no more quickly than in vanilla.  The Alastor is one of the better frigates in the game; abuse its ability to rush in and rush out and you can kill a lot of stuff. It doesn't even need to worry about missiles.

SS+ is definitely harder than vanilla.  Plan accordingly.

I just hope you don't think I am complaining- of all the TCs around, I love SS+ the most. I recognize that I suck, which is why I ask for advice =P

Also, I notice that when you are a mercenary with an upgraded ship, you start with one hammerhead. I remember in Vanilla, people were suggesting to start with a wolf and hammerhead, and then just sell the hammerhead because it slows the fleet down too much to be used in the beginning of the game. So now I wonder, I start the game with one hammerhead at a burn speed of 4. What exactly am I supposed to be fighting in it? =s

Edit: I got into a fight with a Lasher variant and a Hound variant with my Hammerhead, and I admit it was my fault for allowing myself to overload my flux, but then for some reason I was overloaded for almost 5 seconds or so until the moment the lasher had finished me off with its strong missiles. Like.. okay.. just going to restart now. It is the way of rogue-likes, I get that. But even if it's not SS+'s fault, my interest is in the issue that there's just not enough things in the beginning of the game that can allow you to spring board further.

Edit 2: Still testing this out some. I am not exactly sure what it is, and I've never noticed it before now, but it seems like when I take damage while I am overheating, I just stay overheating for longer. It's perpetual especially when fighting multiple frigates like you suggested I should be fine against. It's not the PDs that are pushing me over, it's my failure to gauge the flux of the dual chainguns when I am using the acc. ammo feeder. Again, my fault, I own it, yes. But being perpetually stunned is strange to say the least. I cannot catch fleeing frigates, so I don't see the point. I won the fight, sure, but then lost all my supplies in the process and lost all the cargo I had won trying to crawl back to a station. I am now at a net loss and cannot afford to pay my crew and enough supplies to continue operating. Oh no wait I was wrong, I have nothing for repairs either, let alone operation. I am stuck at 0% CR. Oh hell, and again being scanned or cargo as soon as I start the game makes this even more difficult. Not SS+'s fault, I know. Again, I'm not meaning to complain, but f***, what am I doing wrong?And what am I supposed to be doing?..

Edit 3: Clearly the hammerhead is not buffed if, when trying to run from the hegemony's initial scan just to see if I can do something different, THEIR OWN hammerhead is catching up to me while firing all of its guns while I am trying to maintain 0% flux speed and unable to escape it. Okay, so I restarted on the same path again but this time as a Tachyon corporate member. I chose to start with a ship upgrade, so that is the tempest.. I start with a tempest... In Corvus. The Hegemony is inhospitable to me... The fleet adjacent to me immediately attacks me........

Guess I am done with Starsector for this evening.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 03:00:13 PM
Is it possible to buy tridents or astral,  and if yes where?

Tridents: high-stability worlds, particularly military markets.  Can also be found rarely in some modded markets, particularly the Interstellar Imperium and Citadel.
Astrals: size-4 or higher high-stability tri-tachyon or independent worlds, particularly military markets.  Better odds than vanilla, but still, good luck.

I just hope you don't think I am complaining- of all the TCs around, I love SS+ the most. I recognize that I suck, which is why I ask for advice =P

Also, I notice that when you are a mercenary with an upgraded ship, you start with one hammerhead. I remember in Vanilla, people were suggesting to start with a wolf and hammerhead, and then just sell the hammerhead because it slows the fleet down too much to be used in the beginning of the game. So now I wonder, I start the game with one hammerhead at a burn speed of 4. What exactly am I supposed to be fighting in it? =s

No worries.  The hammerhead is slightly buffed in SS+, and it also benefits greatly from the reduced energy PD OP costs.  In total you get a good 8 extra OP you would have normally lost on LRPDs, plus 300 flux capacity.  You can take on small pirate fleets (~3 frigates) with that, no problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 03:35:16 PM
Just an FYI, I edited my earlier post to save space. Sorry to negate that, just wanted to continue..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 04:01:11 PM
Quote from: TartarusMkII
Edit: I got into a fight with a Lasher variant and a Hound variant with my Hammerhead, and I admit it was my fault for allowing myself to overload my flux, but then for some reason I was overloaded for almost 5 seconds or so until the moment the lasher had finished me off with its strong missiles. Like.. okay.. just going to restart now. It is the way of rogue-likes, I get that. But even if it's not SS+'s fault, my interest is in the issue that there's just not enough things in the beginning of the game that can allow you to spring board further.

In duels, overloading is usually a death sentence because of missiles.

Quote from: TartarusMkII
Edit 2: Still testing this out some. I am not exactly sure what it is, and I've never noticed it before now, but it seems like when I take damage while I am overheating, I just stay overheating for longer. It's perpetual especially when fighting multiple frigates like you suggested I should be fine against. It's not the PDs that are pushing me over, it's my failure to gauge the flux of the dual chainguns when I am using the acc. ammo feeder. Again, my fault, I own it, yes. But being perpetually stunned is strange to say the least. I cannot catch fleeing frigates, so I don't see the point. I won the fight, sure, but then lost all my supplies in the process and lost all the cargo I had won trying to crawl back to a station. I am now at a net loss and cannot afford to pay my crew and enough supplies to continue operating. Oh no wait I was wrong, I have nothing for repairs either, let alone operation. I am stuck at 0% CR. Oh hell, and again being scanned or cargo as soon as I start the game makes this even more difficult. Not SS+'s fault, I know. Again, I'm not meaning to complain, but f***, what am I doing wrong?And what am I supposed to be doing?..

Overload timers are not affected by the amount of damage you take after the overload starts, only the amount of damage that triggers the overload in the first place.  There's a timer in the buffs/debuffs list on the left side of the screen.

Also, generally, if you are completely ruined, it's best to just restart or die and respawn in a fresh ship.

Quote from: TartarusMkII
Edit 3: Clearly the hammerhead is not buffed if, when trying to run from the hegemony's initial scan just to see if I can do something different, THEIR OWN hammerhead is catching up to me while firing all of its guns while I am trying to maintain 0% flux speed and unable to escape it. Okay, so I restarted on the same path again but this time as a Tachyon corporate member. I chose to start with a ship upgrade, so that is the tempest.. I start with a tempest... In Corvus. The Hegemony is inhospitable to me... The fleet adjacent to me immediately attacks me........

Nav points plus augmented engines make for fast pursuers indeed.

Also, inhospitable isn't enough to launch an attack.  If you've got a Tempest, you should be able to solo most small-to-mid-sized pirate fleets.  Even then, you should be able to easily outrun anything with your burn 8 speedster.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 04:11:58 PM
Thanks for the reply, I appreciate it. I apologize for venting, it is just frustrating to see how poor I am at the game considering the amount of time I spend on it and the forums.

I tried different things just to find a setting without cheating that suits me. I started with an Afflictor class and said hey, this is pretty OP technology for an independent bounty hunter to have, but what ever, it seems cool, the bursty damage is my style. First combat I go into is against a torch frigate, the broadside one. It has anti-armor weapons. I am unable to get close enough to use my bursty energy weapons without taking damage from the HE guns. I die in two waves of bullets. I know you have important things to do, and I'm not asking for anything, but perhaps you might just want to ask others about the possibilities of the starting options. I'm just at a loss now, and don't know what to do. I might even just go back to f***ing around in the EVE TC.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 02, 2014, 06:23:43 PM
Astrals: size-4 or higher high-stability tri-tachyon or independent worlds, particularly military markets.  Better odds than vanilla, but still, good luck.

On that note, how does one increase the stability of a world? Tri-Tachyon only seems to have the one military post in Magec, so I assume beefing it up would be the best way to get fancy hulls. This system feels way too complex to just dump a load of wares into it to cause a stability increase though; I haven't even figured out how to trade profitably without events.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Linnis on December 03, 2014, 01:13:36 AM
Can we get a skill that boost our ability to pilot a carrier? similar to that hull mod, all refit is 50% faster, and 50% or 80% chance refit donst take up chassis, etcetc
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on December 03, 2014, 02:51:03 AM
Can we get a skill that boost our ability to pilot a carrier? similar to that hull mod, all refit is 50% faster, and 50% or 80% chance refit donst take up chassis, etcetc
Isn't that too much? In such case single carrier with 3 decks and 3-4 Templar's Teuton bombers would be like "Win-button".
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 03, 2014, 04:18:12 AM
Sneak Peek
(http://i.imgur.com/pylEYV0.png)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on December 03, 2014, 05:14:25 AM
Sneak Peek
"awesome image"

I'm hoping we'll see it soon in our games. :)

Incidentally, I've played a few dozen hours with the updated SS+ and the fleets hunting player feel very close to what I imagine they were supposed to be. If I have my guard up, they're an interesting and challenging interval in the game, letting me fight some exotic ships and fleet configurations. If I leave some combat ships in storage, pull out my huge freighters to do an occasional gold run, and the pursuing fleet catches me with my pants down, boy I'm screwed.

One very small issue I still have is the chasing pirate fleets often are attacked by other military expeditions, and I don't get to fight them as often as I would like to. Sometimes it's ok, when I want to evade them for whatever reason, but quite regularly I'm already salivating to the thought of testing my new toys on the pursuing pirates when a Citadel behemoth fleet barges in and spoils all the fun. Honestly I have no idea how to adjust this. Is it possible at all to make the pirate fleets more cautious and not run into the middle of enemy fleets which destroy them completely. It would be interesting to see the bounty hunters linger around a system in hyperspace, avoiding other fleets, waiting for the player to emerge again and nail his scrotum to his flagship's keel.

Anyway, it's one of the most fun mechanics in SS+, and I can't wait for you to flesh it out more.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 03, 2014, 06:20:36 AM
The last set of persuers I had was a "Mercenary" fleet technically unaffiliated with any of the normal factions (their icon was bright white and slaughtering them caused no standing loss anywhere). I suspect this is what happens when you upset a faction other than the pirates, and that they won't be intercepted by others.

Two minor things to report. The crew wage notifications stay on the Intel map for months even if filtered to the last week. In the market info window, stars added by outside mods (in my case I only have Interstellar Imperium) don't flash; that one may be a Vanilla bug.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: awpmax on December 03, 2014, 06:38:12 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


[attachment deleted by admin]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Tartiflette on December 03, 2014, 06:55:04 AM
You pretty much summed it up: you can disable the ripple effects in ShaderLib/shaderSettings.json by editing
Code
"enableDistortion":true, # Default: true
line 112 to
Code
"enableDistortion":false, # Default: true

Or even disabling all effects if you keep getting slowdowns.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 03, 2014, 10:12:43 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


Most likely, your computer is trying to use a low-power integrated graphics card for Starsector instead of the 760M.  This is a common mobile issue.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 04, 2014, 12:43:52 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


Most likely, your computer is trying to use a low-power integrated graphics card for Starsector instead of the 760M.  This is a common mobile issue.

MAAAN was that annoying!! I had the exact same problem. I tried forcing the computer to use my Nvidia graphics card but it kept using the integrated graphics card for some reason. So I just changed the settings so my computer would only use the Nvidia Graphics card for everything. Man it was frustrating.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 11:09:09 AM
Hey again, I am really sorry to bring this to your thread again, but I just want to offer feedback, and maybe get some more advice if anyone can take the time to lend it.

I wish to reason that as totally awesome as SS+ is, it's just too difficult. I have not been able to survive for more than an in-game month or so since playing it, even when cheating to give myself a hauler to better carry wares or loot (trying not to cheat too hard.) I've tried a variety of different starts, and I just can't manage it. If it's not the enemies being too tough, it's the circumstances. I am unable to live in some systems because I cannot make money to afford 300-400 credit supplies, and fuel is a similar issue in some but less systems (at least in my experience.)

I don't yet fully understand how boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding, but that wil lslow my leet down so that I cannot catch up to other fleets. I just don't understand how this game is meant to be played. I can see lots of different options and paths to take, but none of them are accessible to me.

Are you sure that non-integrated faction economies don't screw up SS+'s landscape? I have a lot of faction mods, all of them up to date of course, and some are more inherently stable than others. I just don't know what more I can do lol

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship. I just cannot wrap my head around it, and the less people offer their own experience, the more I feel like I am just completely insane .. =P

And perhaps it'd be slightly easier to start the player off with more than 15 supplies? But I am not yet sure. Each ship is very different in a way that makes zero sense to me. For example this highly advanced Afflictor is taking only .1 supplies a day. That's nothing compared to what some of the other ships you can start with demand.

Edit: So I started as Tr-Tachyon favored in an Afflictor, and immediately leave Corvus to go to Magec to start the game. I have enough fuel and supplies, so this trip is fine. But when I arrive, the system is totally filled with independent and Tachyon fleets with two little pirate fleets zipping around that I cannot catch. What in the world am I supposed to do now? I no longer have the fuel, supplies, nor money to leave Magec. I don't have the money or cargo space to invest trading within the system. So have I just immediately lost the game? Again, I just lack any understanding of how the beginning of SS+ is balanced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: jupjupy on December 04, 2014, 11:24:37 AM
300-400 credit supplies

Whoa. Where are you getting these? My supply costs especially in SS+ games range from like 30 (on a great day) to perhaps 150 in Jangala which for some *** reason always seems to have those prices. Unless you're buying these supplies during a trade disruption (which would be shown in the intel on your left side), prices should never rise this high.

boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding

You only need to use one ship, though more ships (I believe) make the chances higher. When I started SS (not SS+), it was easy just to use the free Hammerhead as a boarding ship, because it was unlikely to die from self-destructing ships. That being said, boarding is better done on a case-by-case basis. Many times it is simply unprofitable to board a ship, repair it, then sell it back to a station.

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship.

Forgive me for this, but I believe this is simply a result of bad flying. Afflictors are quite easy to use and can very easily disable any destroyer or frigate-class ship, with the exception of extremely fast ones (like the Hound) or high-tech ones (like the Tempest). You simply cloak up to them, uncloak when theyre in range of your Antimatter Blasters, quickly fire off two shots, and recloak. Done correctly, this happens fast enough that most ballistic weapon projectiles wont even have touched you by the time youve recloaked, after which you can either A) move out of range to vent, or B) stay decloaked if theyre overloaded and blast them with another round of Antimatter shots/missiles.

As for how the game is meant to be played... well, its a sandbox game, so you can play it however you want. Of course, there are a few easy routes, all of which overlap to some extent.
1) Bounty hunt enough enemies to earn lots of cash.
2) Take advantage of food shortages to earn lots of cash.
3) Any other method to earn lots of cash.
Then, use this cash to buy more ships. Rinse, repeat.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 11:33:08 AM
Thanks for the reply Jupjupy;

In my game, which is normal SS+ plus a few more UNintegrated factions, everything is much more expensive. When I open the intel map and sort by supply price, the highest known price for supplies is 430 due to a trade disruption and the lowest is 150, which seems to be the normal price on Sindria at the moment.

I wanted to board these alastars I keep coming across to make my fleet more powerful. I wish I could bring a crappy shuttle to do that job for me, but then I cannot catch fleets that I have any hope of fighting.

I understand I am bad at the game so I take no offense, but your description of the Afflictor is just not what I have experienced. This is especially true when fighting against ships with shields. The Afflictor you start with in SS+ is given two AM blasters and two Sabot SRMs. Sometimes both AM blasters are not enough to shut down the shields, and so firing off sabots first is necessary. But in my experience, when fighting ships that have anti armor guns, as soon as I uncloak, the AI will immediately fire to meet me- even if I cloak right away after firing off my shots, chances are I -will- take one or two of those anti armor shots and take massive damage. This does not seem to be in any way avoidable with the weapons given on my part.

I appreciate the description of the routes to play, but I feel like those work for vanilla and not SS+. I am not able to bounty hunt with one frigate no matter how strong. I cannot carry much supplies with this one combat frigate (and I guess I can if I start as a trader ofc). etc. You get my point.

Edit: So I wish I could record my game so I could just show you guys what it is I am going through, but I don't know how I can do that without just streaming the game. I managed to catch one fleet of one Lasher and killed it. But then as I tried to fly away at 1 burn speed trying to cart the stuff back to the nearest station to make desperate money, I was caught by another small frigate fleet. I chose to fly at 1 burn speed because I would have wanted to fight that fleet nearby anyway, and I was okay with them coming at me. But the fight was weird. I was able to damage one ship in the fight (it is about 4 frigates together, I dont know all of their names), but I am not fast enough to catch it as it retreats. I turn around to two Lashers, and I am totally powerless to stop them. I do not have the capacitor strength in the beginning of the game to fire both my AM blasters at the lasher to disable its shield all while trying to stay cloaked and get away from it to vent. The Lasher's shield is too strong and it vents faster than I do for some reason. My only option is to either keep trying to fight or retreat, or more aptly quit the game and restart.

I wish I could only show you somehow, what is happening here. As I uncloak to fire, the Lasher pre-emptively fires what looks like kinetic rounds of some kind that far out-reach my AM blasters. I take massive damage from each because my frontal armor is already worn down. I am unable to succeed, and even if I were, it would be at massive costs. And I edit this as I play of course- I have died to the second Lasher after killing the first. So, this is another loss chalked up for me where I have died in the 1st week or so, in only my second combat of the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 11:48:02 AM
Hey again, I am really sorry to bring this to your thread again, but I just want to offer feedback, and maybe get some more advice if anyone can take the time to lend it.

I wish to reason that as totally awesome as SS+ is, it's just too difficult. I have not been able to survive for more than an in-game month or so since playing it, even when cheating to give myself a hauler to better carry wares or loot (trying not to cheat too hard.) I've tried a variety of different starts, and I just can't manage it. If it's not the enemies being too tough, it's the circumstances. I am unable to live in some systems because I cannot make money to afford 300-400 credit supplies, and fuel is a similar issue in some but less systems (at least in my experience.)

I don't yet fully understand how boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding, but that wil lslow my leet down so that I cannot catch up to other fleets. I just don't understand how this game is meant to be played. I can see lots of different options and paths to take, but none of them are accessible to me.

Are you sure that non-integrated faction economies don't screw up SS+'s landscape? I have a lot of faction mods, all of them up to date of course, and some are more inherently stable than others. I just don't know what more I can do lol

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship. I just cannot wrap my head around it, and the less people offer their own experience, the more I feel like I am just completely insane .. =P

And perhaps it'd be slightly easier to start the player off with more than 15 supplies? But I am not yet sure. Each ship is very different in a way that makes zero sense to me. For example this highly advanced Afflictor is taking only .1 supplies a day. That's nothing compared to what some of the other ships you can start with demand.

Edit: So I started as Tr-Tachyon favored in an Afflictor, and immediately leave Corvus to go to Magec to start the game. I have enough fuel and supplies, so this trip is fine. But when I arrive, the system is totally filled with independent and Tachyon fleets with two little pirate fleets zipping around that I cannot catch. What in the world am I supposed to do now? I no longer have the fuel, supplies, nor money to leave Magec. I don't have the money or cargo space to invest trading within the system. So have I just immediately lost the game? Again, I just lack any understanding of how the beginning of SS+ is balanced.

Believe it or not, boarding is even worse in vanilla than it is in SS+.  I suggest not trying to board until you have construction rigs to repair your stuff with and send on boarding actions.

Supplies being worth 300-400 is very odd, and probably from some mod you have.  In my experience (with only the integrated ones), they hover around 100 credits, some planets have them for 200, some for 60.

Afflictor takes some getting used to but it's probably the best frigate in the game (mods included), aside from the Hyperion and Tempest.  If you can handle phasing, it can kill almost anything.  The technique is basically to unphase and phase again very quickly, just long enough to shoot an antimatter blast.  Unphase and open up with your other weapons when they're venting.  I am making the Alastor rarer (and hounds/cerberus more common), so there's that at least.

Every starting option starts you off with exactly half of your supplies, fuel, and excess crew full.  This is similar to vanilla.  Supply use is from crew, by the way.

Magec is a bad starting area; there are no more combat fleets than vanilla there; that's just how hard it is normally.  You start in Corvus because there are always pirates floating around there.

Thanks for the reply Jupjupy;

In my game, which is normal SS+ plus a few more UNintegrated factions, everything is much more expensive. When I open the intel map and sort by supply price, the highest known price for supplies is 430 due to a trade disruption and the lowest is 150, which seems to be the normal price on Sindria at the moment.

I wanted to board these alastars I keep coming across to make my fleet more powerful. I wish I could bring a crappy shuttle to do that job for me, but then I cannot catch fleets that I have any hope of fighting.

I understand I am bad at the game so I take no offense, but your description of the Afflictor is just not what I have experienced. This is especially true when fighting against ships with shields. The Afflictor you start with in SS+ is given two AM blasters and two Sabot SRMs. Sometimes both AM blasters are not enough to shut down the shields, and so firing off sabots first is necessary. But in my experience, when fighting ships that have anti armor guns, as soon as I uncloak, the AI will immediately fire to meet me- even if I cloak right away after firing off my shots, chances are I -will- take one or two of those anti armor shots and take massive damage. This does not seem to be in any way avoidable with the weapons given on my part.

I appreciate the description of the routes to play, but I feel like those work for vanilla and not SS+. I am not able to bounty hunt with one frigate no matter how strong. I cannot carry much supplies with this one combat frigate (and I guess I can if I start as a trader ofc). etc. You get my point.

Edit: So I wish I could record my game so I could just show you guys what it is I am going through, but I don't know how I can do that without just streaming the game. I managed to catch one fleet of one Lasher and killed it. But then as I tried to fly away at 1 burn speed trying to cart the stuff back to the nearest station to make desperate money, I was caught by another small frigate fleet. I chose to fly at 1 burn speed because I would have wanted to fight that fleet nearby anyway, and I was okay with them coming at me. But the fight was weird. I was able to damage one ship in the fight (it is about 4 frigates together, I dont know all of their names), but I am not fast enough to catch it as it retreats. I turn around to two Lashers, and I am totally powerless to stop them. I do not have the capacitor strength in the beginning of the game to fire both my AM blasters at the lasher to disable its shield all while trying to stay cloaked and get away from it to vent. The Lasher's shield is too strong and it vents faster than I do for some reason. My only option is to either keep trying to fight or retreat, or more aptly quit the game and restart.

I wish I could only show you somehow, what is happening here. As I uncloak to fire, the Lasher pre-emptively fires what looks like kinetic rounds of some kind that far out-reach my AM blasters. I take massive damage from each because my frontal armor is already worn down. I am unable to succeed, and even if I were, it would be at massive costs.

Which factions are these?  They are probably producing no supplies and have to import everything.

Just get a normal shuttle, not a D version.  They're cheap.

With those two AM blasters, the technique is to have only one on cooldown at any time; if they drop shields and vent, unphase and blast them, otherwise just bide your time and build their hard flux.  Even if you take hits, the Afflictor has a lot of armor for a frigate, so don't worry about that.  It's not like anything larger than a contender will hit you anyway.

In my own experience, I can effortlessly crush entire pirate fleets with just a starting Tempest with the default loadout.  Granted, I'm one of the most veteran members of this forum and have been playing since the first public version, but I'm nowhere near the level of someone like Gothars.  Are you piloting the ship correctly (using shift to turn to cursor, etc)?

Don't let your burn speed go to 1, dude; if you are bounty hunting at the start, just get the expensive stuff and leave the metal and volatiles floating in space.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:10:34 PM
Thanks for your response and your patience, D.R,

I can easily see why the Afflictor is a great duelist, but if I make one ship vent, and there is another next to it ready to shoot me, there's little I can do. But anyhow, let me list what mods I have active, in the hopes that maybe it would help shed some kind of light:

SS+ 2.2+, Citadel, Common Radar, Console Commands, ICE, Interstellar Imperium, Junk Pirates/ASP/PACK, LazyLib, Leading Pip, SCY, ShadowYards, Simulator Overhaul (I accept the issues this causes to itself), Crystanite Coalition, Knights Templar, Mayorate, Twiglib, Shaderlib.

So I guess it makes sense if those factions do draw too many supplies from the economy, but I'd be unsure as to which it might be.

Another issue I have is that I don't usually like to travel between systems for many reasons other than to do big big trades, or to relocate myself. This is because in the time it takes to travel I burn so many supplies and fuel that I can hardly hope to re-coup the cost after moving. There are so many systems from mods and such where the local eco is stable and conflict-less. The best example of this is the Citadel- I have only been to that system once in all of my playthroughs. I cannot get enough money to warrant going there to buy anything from them.

What do you think of any of that? I value your experience, of course.

Edit: Also how did you mean about crew and supply use? As an example, as I am still in the post-combat loot screen, I have -4 supplies per day: 2.0 for ship repairs and CR Recovery, .1 for crew upkeep, and 1.9 for extra capacity (because I am deciding what to leave behind =P )
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 12:21:15 PM
Thanks for your response and your patience, D.R,

I can easily see why the Afflictor is a great duelist, but if I make one ship vent, and there is another next to it ready to shoot me, there's little I can do. But anyhow, let me list what mods I have active, in the hopes that maybe it would help shed some kind of light:

SS+ 2.2+, Citadel, Common Radar, Console Commands, ICE, Interstellar Imperium, Junk Pirates/ASP/PACK, LazyLib, Leading Pip, SCY, ShadowYards, Simulator Overhaul (I accept the issues this causes to itself), Crystanite Coalition, Knights Templar, Mayorate, Twiglib, Shaderlib.

So I guess it makes sense if those factions do draw too many supplies from the economy, but I'd be unsure as to which it might be.

Another issue I have is that I don't usually like to travel between systems for many reasons other than to do big big trades, or to relocate myself. This is because in the time it takes to travel I burn so many supplies and fuel that I can hardly hope to re-coup the cost after moving. There are so many systems from mods and such where the local eco is stable and conflict-less. The best example of this is the Citadel- I have only been to that system once in all of my playthroughs. I cannot get enough money to warrant going there to buy anything from them.

What do you think of any of that? I value your experience, of course.

I have not seen the economy for JP/ASP/PACK or Scy but I seriously suspect Crystanite Coalition is causing these problems.

Fuel isn't THAT expensive.  It's effectively a 40 light year trip from, say, Corvus to Citadel, and if you have three frigates and two destroyers that's about 280 fuel, or about 18,000 credits.  Your crew will consume maybe 3 supplies per day, and that trip is perhaps 10 days long, so that's 30 supplies or 4,000 credits.  Salaries will be around 4,000 credits as well.  By mid-game, a single bounty awards about 100,000 credits, much more than the 26,000 credits needed to cross the whole sector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:32:40 PM
Yea, it's definitely not the fuel that is so expensive, but the supplies; at least in my game.

I only just added Crystanite yesterday and was having these issues before hand, but let me go to their system real quick using the console and see what they've got.

Yea, interesting, It seems that Crystanite have their own commodity called solar capsules, but it seems to serve the purpose of food rather than supplies; of course their ships would use supplies.

However, their homeworld, Crystanos II, is specialized for industry of all sorts. It is an Ore Refining complex, creating metals and rare metals, an Autofactory- Heavy Industrial Blueprints for heavy indy machinery, It is a military base, requiring supplies, fuel, and weapons and machinery, it produces anti matter fuel, It is an HQ, increasing stability, it has no black market, and use solar capsules as food.

But even here at Crystanos II, the price of supplies is 447 due to trade disrption. But.. oddly, the trade disruption label says "Supplies prices increased to ~280c". So obviously something is wrong here, but I am not sure if it is Crystanite's fault..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: HELMUT on December 04, 2014, 12:49:04 PM
Personally i would consider the Afflictor as the second best frigate in SS vanilla, even higher than the Tempest but lower than the Hyperion. Like DR said, phasing in and out just to let enough time to fire your AM blasters is the key, most enemy weapons won't reach you in time when you're vulnerable.

The most important thing with the Afflictor is to max out the flux venting and then the capacity. I very rarely use the 5 weapons slots on my Afflictors, i just need the twin (i prefer them linked) AM blasters and the two missiles mounts (sometime i even skip the missiles and add a 3rd AM)

The only thing that can legitimately scare you early game are Alastors swarm because of their speed, firepower and good shield but they should be less common in the next SS+ update. But even then no ship is totally impossible to take down for the Afflictor, it all depend on how many shots you have.

Here's a video of Nemonaemo showing how to pilot one reasonably well.

https://www.youtube.com/watch?v=Ym5DWOxtX_E&index=23&list=UUKq4a_AJig1x-826Z8Kc3tA


Speaking of phase ship. I think the Shade should get a buff. As a phase ship it only get three roles, striker, disabler or flying decoy. By itself the Shade isn't that bad, it's just that the Afflictor perform better in all those roles.

The Shade can't perform the Striker role as well because it lack the flux capacity/vent and the ordnance points of the Afflictor. As a striker, your job is to fight like a ninja, phasing in and out between each shots. The Shade can do it, it's just not as good as the Afflictor due to its flux inefficiency.

For the disabler role. The Shade have the disadvantage of having its EMP emitter. Yes, a disadvantage, because it need to stay un-cloaked to use it to its full power and an un-cloaked phase ship is a dead ship, even with the slightly heavier armor of the Shade. If you really want a disabler ship, an Afflictor covered with ion cannons can do it much safer.

And then for the decoy role, just like for the Striker role, it need as much flux stats as it can and the Afflictor will always have more.

On top of that, most of its stats are slightly lower than the Afflictor.

So i thought about a possible buff to the Shade. My idea would be replace the two universals mounts with a single medium turret. The Shade would still be "weaker" than the Afflictor but the medium universal would offer more customization options and possibly some new roles that the Afflictor can't currently fill.

The first thing that comes to mind would be to strap a Typhoon reaper launcher on it. Could also work with some of the SS+ weapons, the heavy ion cannon would be very scary, the lightning gun would make the Shade an infuriatingly un-catchable long range fire support. Just an idea.

edit: Here's what i have in mind.

(http://i.imgur.com/7UDXVTR.png)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:52:33 PM
Thanks a ton for your response and even the video linkage, HELMUT, I appreciate it. I actually figure this PD Laser on the Afflictor is not very useful, but I am already maxed out on vents and the Resistant Flux Conduits that it starts with.

Bah and here I am having to restart the game in the first month again. As a hunter, I cannot possibly find people to fight this early in the game. I waste so much fuel and supplies desperately trying to find people I can fight. There are bounties on the map, even one here in Corvus, but they are of the elite kind, and I cannot possibly fight them in just one Afflictor..

Edit: After this next restart, this time Corvus is over run by pirates. But I *** you not, there are at least 10 medium sized fleets zipping around and two large ones. There are NO small fleets. What am I supposed to do? Who am I fighting? Maybe I should ask instead what would YOU do upon entering the game in this state?

Edit 2: Okay, lost to an Alastar, Lasher, and some other tiny small OP frigate in my first combat of the game.

I feel like if I were to record this all and put it on youtube, it'd get views. It's funny how bad I am. This is excruciating and I'd LOVE to be playing anything else right now, but I only want to see what I am doing wrong.

So I f***ing start over, and try something else this time. Tri-Tachyon dry dock engineer with upgraded weapons. Oh wait, what's that? You're flying a Wolf? Please, enjoy these heavy and dual needlers, I'm sure they will help you.

Edit 3 (lol): Okay, so in my first combat of this playthrough, I am fighting a small shuttle and a hound. Easy, right? I start trying to hit the hound, it's difficult because of its speed. I'm just about to kill it. It turns around and unloads a huge burst of HE something at me, and I get crippled to about 10% health.

So I guess I'm done with your mod for now. I [highly] recommend making sure anyone dabbling with SS+ be thoroughly aware when downloading it that it is for veteran players like you lot. I'm probably going to grind my face against this another day, but for now I'm just seriously done with SS+. It has been two days of playthroughs of SS+ without ever getting past 1 month of in game time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 01:30:39 PM
You could, you know, trade at the start.

Also that gun is probably the Cobra.  Shields/phasing will stop it, and then the hound is flux-logged and easily killed afterwards.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 01:44:22 PM
I am sure I could trade if supplies were as cheap as they seem to be in your own play tests. For me, for some reason, they are not. I may try to play SS+ with only integrated factions to see what happens, but to be frank, I just don't really care for the Templars and Imperium. But if you think it would help, I would not mind trying it out.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 04, 2014, 03:13:46 PM
A small suggestion if its possible to do. Please,  make astral and trident more easier to find in your vanilla (without other faction) mod in next version. I gave up searching for them (in other words stopped buying all the ships in the stations to force respawn).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 03:35:19 PM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 04:26:03 PM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.

A system with Imp, Heg, and Tach together sounds like a cool idea and would certainly make me like the Imperium much more, as it'd be easier to interact with their standings... I think.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 04, 2014, 04:47:27 PM
It'd be nice if there were some smaller II and Heg fleets to fight with in II's sector to raise standings with them before you have a super fleet, but I can see how it'd be difficult to manage since the way they cluster around planets and stations means one big fleet can come by and mow down a whole pack of smaller ones.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 04, 2014, 11:44:49 PM
I too am having trouble with this addon to the vanilla. Sure it's fun with all these new ships and all, but most, if not ALL, of the enemy ships(I mainly go for Pirates) are faster than your starter ships and can go no where. All you literally do is chase, occasionally get a hit or two and REPEAT!!!! I can't start a fleet because I lost all of my ships that could actually catch up to them, but they had VERY BAD FLUX CONTROL so they wouldn't even have a chance. Really frustrating.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 04, 2014, 11:55:08 PM
I haven't had any more problems with fleet speed in SS+ than I have in vanilla, simply requiring a bit of tactical maneuvering in the beginning, nor do I think flux management was changed much if at all...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TaLaR on December 05, 2014, 12:17:46 AM
SS+ fleets are generally faster, but not to the point where it would actually cause any problems.
And vanilla pirates are just ridiculuously slow due to abundance of (D) ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Ratheden on December 05, 2014, 04:58:56 AM
Thank You for a great mod.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 05, 2014, 10:55:27 AM
Pirate fleets are up to twice as fast as in vanilla because they do not always spawn (D) ships.  However, their max speed is still 6 (4 with a destroyer), so a frigate pack should be able to catch them.

SS+ does not make flux management harder.  The randomized variants do, however, make pirates far more difficult to kill because their variants are no longer deliberately made terrible; they aren't exclusively using thumpers, salamanders, and mining lasers anymore.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 05, 2014, 01:54:54 PM
You could, you know, trade at the start.

Tried this a few times today with different set ups. Usually I would run out of money trying to make long distance trades because of the lack of fuel I could afford. At least this starting path gives you more supplies to work with, though.

It always ended the same within the first month though- as an example with my last game, my mule was simply intercepted by a large pirate fleet in hyper space. Not much to be done about that. GG.

Edit: Trying something different. I started in the Hammerhead again and there was no one to fight in Corvus so I decided to go to Hyperspace to see if there was anyone I could catch to fight. There was not anyone nearby so I decided to fly off in the west direction to check out any other place that maybe I coul make money doing something. I ended up getting caught by a huge pirate fleet and died, unable to escape.

Also I stress it again, I am not complaining nor do I think you need to re-focus your effort on this mod. But again, I want to point out that giving a Tri-Tachyon starter with a wolf a bunch of needlers does not help the player afaik.

Edit 2: So I started out as Tachyon, killed some stuff in Corvus, having to cheat myself some supplies due to the lack of money for said supplies. I decided to go to the Valhalla system so maybe I could base with the Tachyon there and fight the Hegemony. Something different. Nope, can't do that. No stations owned by Tachyon in the system have any supplies. Mimir and Skathi are both devoid of Supplies and food, but hey, they got thousands of gasses, so that's great. What is the point of systems like this? lol
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Gorn on December 05, 2014, 02:34:41 PM
hi, how to increase memory???
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: MesoTroniK on December 05, 2014, 02:36:48 PM
hi, how to increase memory???

http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 05, 2014, 07:50:18 PM
You could, you know, trade at the start.

Tried this a few times today with different set ups. Usually I would run out of money trying to make long distance trades because of the lack of fuel I could afford. At least this starting path gives you more supplies to work with, though.

It always ended the same within the first month though- as an example with my last game, my mule was simply intercepted by a large pirate fleet in hyper space. Not much to be done about that. GG.

Edit: Trying something different. I started in the Hammerhead again and there was no one to fight in Corvus so I decided to go to Hyperspace to see if there was anyone I could catch to fight. There was not anyone nearby so I decided to fly off in the west direction to check out any other place that maybe I coul make money doing something. I ended up getting caught by a huge pirate fleet and died, unable to escape.

Also I stress it again, I am not complaining nor do I think you need to re-focus your effort on this mod. But again, I want to point out that giving a Tri-Tachyon starter with a wolf a bunch of needlers does not help the player afaik.

Edit 2: So I started out as Tachyon, killed some stuff in Corvus, having to cheat myself some supplies due to the lack of money for said supplies. I decided to go to the Valhalla system so maybe I could base with the Tachyon there and fight the Hegemony. Something different. Nope, can't do that. No stations owned by Tachyon in the system have any supplies. Mimir and Skathi are both devoid of Supplies and food, but hey, they got thousands of gasses, so that's great. What is the point of systems like this? lol

You ought to figure out which mod is killing supply costs across the sector; they're literally three times more expensive/scarce than they should be for you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 06, 2014, 06:25:45 AM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.

I really like you vanilla mod because it feels like a patch to the main game. Adding new system i think would be to much of a change. Maybe some smaller change like adding and changing the status of existing station/planets, than adding new ones. But anyway its not a big problem. Really had fun playing the mod. Now its time to go to hibernation till the next bigger patch
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 06, 2014, 08:23:10 AM
I really like you vanilla mod because it feels like a patch to the main game. Adding new system i think would be to much of a change. Maybe some smaller change like adding and changing the status of existing station/planets, than adding new ones. But anyway its not a big problem. Really had fun playing the mod. Now its time to go to hibernation till the next bigger patch

In that quote he's talking about adding systems to the Interstellar Imperium, which is an add-on. If you play straight SS+ you'd be unaffected.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 12:38:46 PM
You ought to figure out which mod is killing supply costs across the sector; they're literally three times more expensive/scarce than they should be for you.

I've been asking around in some of the other mod threads. But I also have a poor understanding of how the Eco actually works in this game as I expect it to be more simple than it actually is! Preliminarily, what do you think would be causing the oddly high price of Supplies? Factional mods that add more worlds that do not produce supplies?

Thanks again.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 06, 2014, 01:53:39 PM
That or a mod that mistakenly triples the price of supplies in commodities.csv.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 01:58:00 PM
That or a mod that mistakenly triples the price of supplies in commodities.csv.

Do faction mods usually change commodities.csv? If so, which would take precedence? Seems odd!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 01:58:37 PM
TartaruMkII, supplies cost you 300-400 even at non-shortage prices? That's pretty weird.

Especially compared to my game, which has supplies costing around 15-50 outside of shortages. Then again, it's been about 2-3 years ingame, so prices may have changed, so I'll check to see what my prices are at Jangala at the start with my current mod factions:

Starsector+ 2.2
Citadel 0.7.4b
Interstellar Imperium 1.5.1
Junk Pirates/ASP/PACK 2.00
SCY 0.86
Shadowyards 0.5.2.2
Knights Templar 0.9.3e
The Mayorate 0.8.1

(The auxiliary mods aren't mentioned here)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 02:02:14 PM
Okay, thanks Nanao-kun, I'll watch for edits. I apologize for the trouble D.R, is there any kind of feedback in particular that you're looking for? I wish I could assist better, lol. I've been a professional beta/alpha tester before, so I feel really silly to have not really offered much other than whining ;p
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 02:08:45 PM
Okay, started a new game with my setup and checked Jangala at Corvus, Sindria in Askonia, and Interstellar Bazaar at Thracia.

94, 150, and 102, were the price of supplies respectively.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 06, 2014, 02:29:50 PM
Nano-kun, you can have more than one mod together with this Vanilla enhancement? Or do you just have those mods installed but not activated?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 02:41:44 PM
Nano-kun, you can have more than one mod together with this Vanilla enhancement? Or do you just have those mods installed but not activated?
Yeah, they don't get some of the benefits of integration like random variants or the other features, but I still play with them added.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 08, 2014, 01:50:10 AM
Lots of small quality-of-life upgrades that improve the game.  Some performance improvements.  Saves from 2.2 won't work, as usual.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.3.zip)

Download Starsector+ 2.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.3.zip)
Download Mirror (https://www.mediafire.com/?31aw5ddouya6ddp)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.02 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

We also recommend Version Checker 1.2b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3f (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: frogbones on December 08, 2014, 06:33:53 AM
Sweet checking it out when me gets home. 8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Cromodus on December 10, 2014, 07:46:07 AM
Hi Rev,

Would it be possible to add a randomizer to the Tariff rates and at the same time apply a kind of Upkeep mechanic to storage bought at bases, something ressembling the crew salary.
I didn't think much of it until I started storing thousands of tons of equipment and capital ships at a station where I payed a one time 5000$ fee. I thought that was a bit weird.

I guess in the end I could imagine the excessive tariffs make up for the practically free storage.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 11, 2014, 12:23:55 AM
Started with 30 crew. Took hull damage, lost 2 crew. Boarding option; hard dock with one Hound, boarding successful, ship too damaged to take as prize, lost 3 crew in boarding combat. Looting screen and subsequent menus/gameplay show I have 27 crew.

Admittedly it's been a long time since I read the boarding text in full; it used to say it was telling you how many crew you'd lost in boarding. If it changed to "overall losses so far" and I didn't notice, then never mind.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 01:15:19 AM
Vanilla bug, I believe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Linnis on December 11, 2014, 01:46:53 AM
Been playing a lot recently, So what about that hornet missile spam burst. Right at the start, It seems like the AI like to just shoot 20 missiles at once and demolish a frigate, then be kind of useless and die.

There a way to fix the AI or make a longer cooldown? Or stop the hornets from spinning?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 02:52:24 AM
They use the same AI type as harpoons. For whatever reason, the AI feels the need to use them like this.

Honestly, alpha-striking with hornets IS probably the most effective use for them; they're the best anti-frigate option for many fleets.  If you want them to take longer between volleys, use the medium version.  In the next update, I'll probably just make them regenerate ammo slowly, since they're generally fire-and-forget missiles similar to salamanders.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 11, 2014, 10:32:40 PM
I'm not sure if this is vanilla or not, but faction fleets don't really feel like they belong to that faction. Tachyon fleets usually only have one or two high-tech ships while everything else is low-tech. Same thing with Diktat and everyone else, including modded fleets. Kind of takes the joy out of fighting a faction since you will most likely be fighting the same fleet composition all the time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: TartarusMkII on December 11, 2014, 10:36:05 PM
I'm not sure if this is vanilla or not, but faction fleets don't really feel like they belong to that faction. Tachyon fleets usually only have one or two high-tech ships while everything else is low-tech. Same thing with Diktat and everyone else, including modded fleets. Kind of takes the joy out of fighting a faction since you will most likely be fighting the same fleet composition all the time.

As an example, what sort of ships do Tachyon fleets have?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 11, 2014, 11:15:27 PM
As an example, what sort of ships do Tachyon fleets have?

Their Fast Picket fleets are usually composed out of several Lashers, a single Wolf and a duo of Talon or Wasps. Usually 1/3 of the fleet is made out of low-tech ships. The larger fleets like Patrols are more varied, but even there it's kind of the same, sporting Enforcers and Condors and the like. The only exception to this I've seen are the biggest fleets, Security Detachments or whatever they're called. They're usually filled with high-tech ships and two or three low-tech.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 11, 2014, 11:18:04 PM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 11:20:43 PM
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 12, 2014, 12:10:27 AM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.

Huh, I didn't know that actually. I don't think it says that anywhere in the game either, or maybe I'm just blind. Does market stability affect what ships they're selling as well, or is it just fleet composition? How much can actually be tweaked by a modder?

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 12, 2014, 12:36:16 AM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.

Huh, I didn't know that actually. I don't think it says that anywhere in the game either, or maybe I'm just blind. Does market stability affect what ships they're selling as well, or is it just fleet composition? How much can actually be tweaked by a modder?

SS+ has total control over this sort of stuff, but I am going for parity with vanilla on this one.  And yes, it affects what they're selling.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Malone on December 15, 2014, 03:34:49 AM
Hi,

Do you know if SS+ is compatible with The Patrian Principate Alpha v2.1 ? Author of the mod doesnt know but he's ready to do what is necessary to make it compatible if it's not too much work.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Sleepyfish on December 15, 2014, 08:29:27 AM
Malone, PP ships are so long that they have too much space on their broadsides. Since the AI sees every ship as a circle, most PP ship broadsides will be considered a valid distance for the AI to fire at, even though the shots fade out into nothingness.

So, unless Nickoli can fix that problem, its likely PP won't be accepted. I guess it would involve heavy use of the TwigLib mod, but that is all I am able to say for sure.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 15, 2014, 12:14:15 PM
Unless PP does something weird, it should work with SS+.  It's not integrated, but it should function as it normally does.

However, PP does duplicate the economy, so I suggest not using it until that's fixed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 16, 2014, 05:50:44 PM
(http://i.imgur.com/W74fD9P.png) (http://i.imgur.com/3YeMrTz.png) (http://i.imgur.com/ezUVOJL.png) (http://i.imgur.com/Jy9Bhtv.png) (http://i.imgur.com/X1N7Xg2.png) (http://i.imgur.com/IqCsBCJ.png) (http://i.imgur.com/TFkswaA.png)

Improved the "advanced weapons" option.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: code99 on December 16, 2014, 10:23:25 PM
Hello, I've got a stupid question ...

To install this, do i have to download just the Download Starsector+ 2.3 (and dependencies, lazy lib etc.) or do i have to download the mods with the links just bellow such as Interstellar Imperium and others ...?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 16, 2014, 11:49:50 PM
SS+, LazyLib, and ShaderLib are the only requirements. The others just expand the universe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: jupjupy on December 17, 2014, 12:32:02 AM
Improved the "advanced weapons" option.

I SEE THAT 4 HORNET ENFORCER

YOURE AN EVIL PERSON
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 17, 2014, 12:46:03 AM
I think he meant that he improved what you get when choosing the "advanced weapons" final option on creating a new character.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Malone on December 17, 2014, 01:45:29 AM
Thanks for the feedback, I won't use PP for the moment.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Cromodus on December 17, 2014, 05:46:11 AM
Improved the "advanced weapons" option.

I SEE THAT 4 HORNET ENFORCER

YOURE AN EVIL PERSON

What can you do with that single ship at the beginning of the game? The only fleets you can take on are too fast for you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Creepin on December 17, 2014, 10:34:46 AM
What can you do with that single ship at the beginning of the game? The only fleets you can take on are too fast for you.
Hunt lone freighters or try to intercept stray frigates. It helps to stick around large Hegemony fleet cruising pirate station and pick on what pirate leftowers will escape it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: code99 on December 17, 2014, 12:01:01 PM
SS+, LazyLib, and ShaderLib are the only requirements. The others just expand the universe.

Ok thank you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: SainnQ on December 17, 2014, 12:27:16 PM
This is probably a bad question.

But I'm unsure how to deal with it.

Is it realistic to be penalized for smuggling one item (a medium weapon) to incur a 97 point reduction, including 30 points in Friendly faction rating?

And if not, how difficult would it be to edit faction standing. Because that's ridiculous. I expected maybe a cash penalty, or a minor faction standing, not a flag of -140 standing with a given faction for a smuggling investigation loss.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 17, 2014, 02:10:27 PM
This is probably a bad question.

But I'm unsure how to deal with it.

Is it realistic to be penalized for smuggling one item (a medium weapon) to incur a 97 point reduction, including 30 points in Friendly faction rating?

And if not, how difficult would it be to edit faction standing. Because that's ridiculous. I expected maybe a cash penalty, or a minor faction standing, not a flag of -140 standing with a given faction for a smuggling investigation loss.

That's a vanilla feature, actually.  In any case, when you smuggle anywhere, you have a chance of being investigated.  The more you smuggle, the higher the chance is.

You got profoundly unlucky if a single medium weapon is all you did.  I'd post about this in Suggestions if I were you; there should be some kind of minimum threshold.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: BrickedKeyboard on December 17, 2014, 11:46:31 PM
How do I allocate more memory?  I get the message in-game, it tells me to press "grave" to go to a forum post, but that key does not exist on my keyboard.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 17, 2014, 11:49:17 PM
` is a grave. On a US keyboard it's the tilde key, to the left of the 1 key and above Tab.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: jupjupy on December 18, 2014, 05:56:45 AM
I think he meant that he improved what you get when choosing the "advanced weapons" final option on creating a new character.

Ahh, that makes a lot more sense. I cant begin to explain how much bad luck I've had with hornet swarms lately.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 19, 2014, 07:07:06 PM
Ah; I've actually stopped using SS+ - there are a few balance decisions it's made that I'm not really interested in playing with.  Been running with just shadowyards + templar.

Which parts are you referring to?  If something I did is unpopular I'll add a setting for it so you can disable/adjust it.
Some context: I started my current character quite some time ago, so some of my thoughts may be a bit obsolete.  In particular, the changes I didn't like were increases to fuel consumption (I think the vanilla numbers are fine) and missiles (though part of my reasoning there was just that I hadn't played much with .65.1 yet and wanted to see what they were like in vanilla - but I haven't been finding vanilla missiles to be much of a problem, so I'm not quite sure why you felt it necessary to nerf, for example, torpedos.)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 19, 2014, 07:38:01 PM
I actually buffed Atropos torpedoes; only Reapers were nerfed.  The reason is because they are very hard to avoid in vanilla, due to monstrous thruster stats.  While ship-mounted Reapers aren't so bad in that regard, daggers were just disgusting.

The fuel consumption thing is easily changed in settings.json.  The reason I did it is to make the sector feel bigger, since traveling to different parts becomes more costly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 20, 2014, 11:13:47 AM
Spoiler
Code
70232 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

I keep getting this error whenever I try to run SS+. I don't know why it's not working, I have 2048 MB allocated to SS at all times.

EDIT: I just realized I forgot to have ShaderLib active too. Sorry. :P
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Toxcity on December 20, 2014, 05:44:12 PM
If your still talking about nerfs, can you explain why you made the heavy mauler have such terrible aim?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 20, 2014, 06:04:04 PM
Yeah. The Mauler's aim isn't that great. I end up having to past the ships I'm aiming at a bit, especially when I'm trying to hit a Torch that is facing me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 20, 2014, 06:27:56 PM
The heavy mauler is one of the best armor-piercers in the entire game, mods included.  It was completely imbalanced when it was able to double as a sniper; there was basically no reason to ever use the assault chaingun.  Now, it's more of an actual close support weapon; the shots are too slow and inaccurate to snipe with consistently, but it still has great pressure at most ranges and really wrecks armor.

Without that nerf, it's worth more like 16 OP instead of 12 OP.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Histidine on December 20, 2014, 06:47:05 PM
Random tip: You can't do anything about the slower projectile speed, but the recoil effects are negated if you wait just a quarter second or so past the Mauler's reload time before firing again. Unfortunately the AI doesn't know to do this.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 23, 2014, 11:00:12 AM
Oh, well, now I understand your reasoning behind it. :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 11:07:49 AM
Hm.  I do not much like the mauler nerf, either.  I'd be more inclined to reduce its per-shot damage (and buff the assault chaingun) than to reduce the mauler's accuracy.

Similarly, I'd be inclined to reduce reaper damage (maybe 3k instead of 4k?) before nerfing its acceleration; I have enough trouble trying to land hits with the things as they are in vanilla.

As an aside, one balance adjustment I'd suggest is to dramatically reduce the reload rate of single-shot missiles; being able to fire twice in rapid succession with the +1 ammo perk from level 5 missile skill seems... unnecessary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 23, 2014, 02:31:34 PM
Hm.  I do not much like the mauler nerf, either.  I'd be more inclined to reduce its per-shot damage (and buff the assault chaingun) than to reduce the mauler's accuracy.

Similarly, I'd be inclined to reduce reaper damage (maybe 3k instead of 4k?) before nerfing its acceleration; I have enough trouble trying to land hits with the things as they are in vanilla.

As an aside, one balance adjustment I'd suggest is to dramatically reduce the reload rate of single-shot missiles; being able to fire twice in rapid succession with the +1 ammo perk from level 5 missile skill seems... unnecessary.

The Heavy Mauler, to me, seems like it's meant to be a lighter analogue to the Hellbore cannon: slow shot speed, high damage.  I'm willing to try out improving its accuracy but the shot speed should remain where it is.  If the Heavy Mauler becomes a sniper weapon, even if the damage is reduced, it's still better than the HVD in most situations; it forces the target to keep the shield up and has dire consequences should they ever drop shields.  The HVD just doesn't have the same kick to it.

Reducing Reaper damage is not a good idea.  It's the benchmark torpedo; all other torpedoes scale off what the Reaper does.  However, its speed was just nuts; almost instantly as soon as it came out of the tube, it was screaming down range at 500 speed, making it as difficult to dodge as a ballistic projectile.  Suddenly, a Lasher with a couple Reapers on it was more threatening than the Dominator (D) with its Pilums, since you never knew when you'd hear that launch sound from off-screen and be smashed by 4,000 damage in the next second.  Dagger wings were pretty messed up as a result of this, as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 04:21:47 PM
Huh.  I really haven't had that sort of experience with Reapers - the only times they've given me any trouble is when I haven't actually looked at the enemy's armament and then messed up badly enough to overload in the main firing arc of an enemy onslaught - at which point the reapers really just make death come a bit faster.  (Fighting enemies with combat 10 takes some getting used to - it's a whole different ball park than the same ships sans skills.  I can kill these things fairly reliably now, but my early attempts often went poorly.)

Similarly, I haven't had the same experience with maulers in vanilla - defensively, I'd much rather face maulers than HVDs, since they do basically nothing to shields.  Sure, you have to keep shields up while in range, but that's no different than anything else, and offensively, you can get a lot farther with just kinetic weapons than you can with just explosive - you only need one gun with high per-hit damage to blast through armor, while shields constantly recover.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 23, 2014, 05:16:34 PM
Huh.  I really haven't had that sort of experience with Reapers - the only times they've given me any trouble is when I haven't actually looked at the enemy's armament and then messed up badly enough to overload in the main firing arc of an enemy onslaught - at which point the reapers really just make death come a bit faster.  (Fighting enemies with combat 10 takes some getting used to - it's a whole different ball park than the same ships sans skills.  I can kill these things fairly reliably now, but my early attempts often went poorly.)

Similarly, I haven't had the same experience with maulers in vanilla - defensively, I'd much rather face maulers than HVDs, since they do basically nothing to shields.  Sure, you have to keep shields up while in range, but that's no different than anything else, and offensively, you can get a lot farther with just kinetic weapons than you can with just explosive - you only need one gun with high per-hit damage to blast through armor, while shields constantly recover.

Yes, Reapers were avoidable even with the high speed.  However, the effort required to avoid them was disproportionately high.  Take, for example, a Harpoon Rack, which has 2,250 high explosive damage and costs 5 OP.  Personally I found avoiding three Harpoons to be somewhat more difficult, on average, than avoiding one Reaper.  But a Reaper is 4,000 high explosive damage and costs 2 OP.  It does almost double the damage, is harder to shoot down, and costs less than half has much OP to mount, while the only disadvantages are that it needs a straight line to hit something and it doesn't reach quite as far.  For the four-fold increase in damage efficiency, all you really had to pay was some effort in aiming the shot and the inability to mount it on side-facing hardpoints.  With the acceleration nerf, aiming it becomes harder and so the choice is a bit less clear-cut.

Against HVDs, you can turn shields off between shots.  A Mauler fires too quickly for that to be an option, so in a standoff scenario it actually builds flux more effectively than a HVD despite being four times less efficient.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 06:16:08 PM
Yes, Reapers were avoidable even with the high speed.  However, the effort required to avoid them was disproportionately high.  Take, for example, a Harpoon Rack, which has 2,250 high explosive damage and costs 5 OP.  Personally I found avoiding three Harpoons to be somewhat more difficult, on average, than avoiding one Reaper.  But a Reaper is 4,000 high explosive damage and costs 2 OP.  It does almost double the damage, is harder to shoot down, and costs less than half has much OP to mount, while the only disadvantages are that it needs a straight line to hit something and it doesn't reach quite as far.  For the four-fold increase in damage efficiency, all you really had to pay was some effort in aiming the shot and the inability to mount it on side-facing hardpoints.  With the acceleration nerf, aiming it becomes harder and so the choice is a bit less clear-cut.
Or you can compare the single-shot harpoon to the harpoon rack, for roughly a 2x efficiency increase... or you can compare the situation with skills in play, where the single-shot reaper offers 12k damage for 1OP, versus 4.5k for 4OP from harpoons... I think the right take-away here is that the single-shot reaper is underpriced at 2OP, *and* could use a decrease in its damage output.  As you point out, that does mess with comparative balance for modded-in torpedo variants... but at least the mods I'm using, there'd still be good arguments for using reapers (shadowyards and templar - the shadowyards torps are strongly homing but feature submunitions for much lower effective damage against armor, for example.)

Against HVDs, you can turn shields off between shots.  A Mauler fires too quickly for that to be an option, so in a standoff scenario it actually builds flux more effectively than a HVD despite being four times less efficient.
If you're in a standoff, versus just HVDs, coming from just one direction, and either have omni shields or are facing the (single) attacker, sure.  How often does that happen to you?  I've never had it happen to me - any situation that matches the rest of the criterion isn't a stand-off and I've been able to just close and kill.

Admittedly, some of this is just my play-style; I tend towards ships with strong shields and regard armor as a last-ditch defense I'd rather not rely on; I imagine I might have a different opinion on the balance of maulers vs. HVDs if I exclusively flew low-tech ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Toxcity on December 23, 2014, 09:08:26 PM
It may just be me, but I tend to keep my shield up with both Maulers and HVDs, considering that maulers do tons of damage, and HVDs have emp damage.

I actually buffed Atropos torpedoes; only Reapers were nerfed.  The reason is because they are very hard to avoid in vanilla, due to monstrous thruster stats.  While ship-mounted Reapers aren't so bad in that regard, daggers were just disgusting.

Would it be possible to have different versions of the reaper mount for fighters and ships (like the swarmer).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on December 27, 2014, 03:09:56 PM
How do non-integrated factions work into SS+ since 0.65., if at all? I remember in 0.62 you could have non-integrated mod factions in-game, and while they wouldn't have specific fleets and/or presence in the universe, you could still find and acquire their gear from random station sales (at least, I think I remember that being how it worked).

With two of the major factions not being up-to-date yet, I would like to expand my potential fleet makeups with more modders' works, but I'm just wondering how, if at all, they figure into SS+ now that the metagame has been stepped up as much as it has.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 27, 2014, 04:15:37 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on December 27, 2014, 04:40:19 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.

So they'll still have a presence in-game, insofar as the mod authors added (whatever system(s) the modder attributed to them, fleets, etc.), they just won't benefit from stuff like having trained commanders and such?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 27, 2014, 05:19:07 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.

So they'll still have a presence in-game, insofar as the mod authors added (whatever system(s) the modder attributed to them, fleets, etc.), they just won't benefit from stuff like having trained commanders and such?

Correct.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Plan9 on January 01, 2015, 09:04:46 PM
Whenever I try launching Starsector with this mod active the game crashes right at the end of the initial loading bar with the error "Fatal: Index: 0, Length: 0"
I have had a look at the log but I haven't been able to make much sense of what is causing the error.
I have attached the error from the log file to this post (because the log file in its entirety was too large to be attached). Any help would be much appreciated.


[attachment deleted by admin]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 01, 2015, 09:40:19 PM
You are either using the wrong Starsector version, or you don't have LazyLib or ShaderLib active.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Plan9 on January 02, 2015, 03:28:08 AM
You are either using the wrong Starsector version, or you don't have LazyLib or ShaderLib active.

I must have done something wrong installing LazyLib (which should be pretty hard considering it's constituted by a single folder), it worked like a charm after reinstallation.
Thanks a bunch  ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 01:47:56 AM
Quite glad I checked this out after so long of thinking "eh, it's just gonna add a ton of kitbashed ships to the pirates".


Are bounties against anything other than the pirates just not possible at the moment. Playing as a pirate, yarhar, trying to make a few allies instead of make enemies with everyone, all I can do is hope for open bounties against other factions. Can't collect any names because all the names are pirates.

The Templars are just great. I've only fought their frigates and destroyers so far. That was a 10/10. A Jesuit phase charged at me and dropped out of phase on top of my pirate battleship's shields. Donk, donk, bonk, donk, bonk, boom. Silly frigate. lower shields. O GOD. NO. BAD FRIGATE. MY EVERYTHING. OWWWW, WADDAFUG, THAT THING JUST WENT STRAIGHT THROUGH ME. I WANT ONE.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 06, 2015, 01:59:27 AM
Are bounties against anything other than the pirates just not possible at the moment. Playing as a pirate, yarhar, trying to make a few allies instead of make enemies with everyone, all I can do is hope for open bounties against other factions. Can't collect any names because all the names are pirates.

After you've done enough bounties (if I remember correctly, it's after bounty #17), assassination bounties start to pop up, and these can be on actual faction fleets.  They fetch a pretty penny, too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 06:51:39 AM
Ah well. Started as a pirate and have full co-operation with the pirates after several trades involving thousands of units of fuel and many hundreds of thousands of credits.

Something I've noticed happening with Ballistae is this wave of free missiles fired all at once whenever I start up a chase to run down some retreating ships. They're fired all at once instead of in sequence like usual and I have no ability to do it. It just happens. An image of flagship still burning onto the field with missiles already in flight from off-map (http://cloud-4.steamusercontent.com/ugc/536258467631638773/5A6CE52446DBAD2FC24C011D2EE6617E62C744E2/). Whether small, medium or large Ballista launchers, I get a free volley if I burn in with my flagship and enemies in sight. Two other ships of mine that I also use for running down fleets do not do the same as me.

It seems like peculiar behaviour but maybe it's intentional and I've missed a memo.


EDIT:
Are the Templar ships meant to be capturable, considering their habit of Halo Ghost-style meltdowns? Managed to capture a Templar destroyer that came back online after a scrap with the vanguard of their latest holy war. Picked up a small energy weapon from the fight from it too, whether it was salvaged from some ship husks or stripped from the risen-again destroyer, I don't know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on January 06, 2015, 09:23:04 AM
Ah well. Started as a pirate and have full co-operation with the pirates after several trades involving thousands of units of fuel and many hundreds of thousands of credits.

Something I've noticed happening with Ballistae is this wave of free missiles fired all at once whenever I start up a chase to run down some retreating ships. They're fired all at once instead of in sequence like usual and I have no ability to do it. It just happens. An image of flagship still burning onto the field with missiles already in flight from off-map (http://cloud-4.steamusercontent.com/ugc/536258467631638773/5A6CE52446DBAD2FC24C011D2EE6617E62C744E2/). Whether small, medium or large Ballista launchers, I get a free volley if I burn in with my flagship and enemies in sight. Two other ships of mine that I also use for running down fleets do not do the same as me.

It seems like peculiar behaviour but maybe it's intentional and I've missed a memo.


EDIT:
Are the Templar ships meant to be capturable, considering their habit of Halo Ghost-style meltdowns? Managed to capture a Templar destroyer that came back online after a scrap with the vanguard of their latest holy war. Picked up a small energy weapon from the fight from it too, whether it was salvaged from some ship husks or stripped from the risen-again destroyer, I don't know.

I managed to snag a Templar frigate once and more or less equipped it per stock variant with salvaged Templar weaponry I had found throughout my game. But even with that, it died a few battles later.

I'm not sure if it's just because the Templar faction AI (does such a thing exist, factional AIs?) is smarter about using it, or if Templar ships are always generated using more OP than they should be able to (at least per the Templar Missions, they all seemed to be over OP that I saw).

Dark could easily chip in and completely blow this to ***, but my theory is that while they TRY to self-destruct, they do occasionally not-explode, so you have a chance at having a chance to capture them (what with the broken capture/boarding mechanics). Or maybe they're all supposed to blow up, full stop, and them NOT blowing up is just a broken script/code/whatever.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 10:56:11 AM
The hullmod tooltip for their reactors states that they are pretty liable to catastrophic system failure but it didn't say it's a guarantee. And as I've picked up 5 Jesuits now, I'd say it's just standard fare that they will not always blow up spectacularly. I'm just re-blowing them up now, hoping it'll provide more salvage and chances for Templar weaponry. I want me that curious yellow lightning orb thrower and the penetrating cannon. I've only fitted one Jesuit with a lightning gun which is a peashooter for the thing. I thought it'd stay out of harms way and harass but I sent it up against a Templar Jesuit and it nearly died to the combined arms of the enemy Jesuit's Sentenia and Merced weapons. Also saw one of the Templar cruisers using those Merced guns as PD. Who knew that homing yellow plasma made for good missile defense?  :P Guy was being such a killjoy shutting down my missile swarms.

EDIT:
My strange missile phenomenon is not limited to Ballistae and I've had this happen on two different ships, (pirate battleship and citadel flagship) so either game is being weird or a skill is making me do this stuff.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 06, 2015, 12:32:50 PM
That missile thing sounds like a vanilla bug to me.

Yep, templars have a chance to explode, and that chance goes up the bigger the ship is.  While Jesuits are easy to capture, the larger ships are rare prizes indeed.  If you want the large weapons, kill Paladins.  It's the only way.

I might offer Alternative bounties posted by the Pirates if you are on good terms with them... Hmm...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 01:27:58 PM
I have no idea who they expected were gonna try and cash in on this (http://puu.sh/ea8HR/a65c30c2f4.png). Actually never mind, I found a guy who hasn't got the memo yet (http://puu.sh/ea9db/86e30cd233.jpg).


Are Paladins the cruisers? I've only fought a handful of those and a single Archbishop. Had to head over to Antioch and knock on their front door to play with the Archbishop. The description of the (extremely fast rotating) planet that the Templars use seems to imply either a massive power plant or some sort of planetary weapon and communications would appear to reinforce that. Was a little disappointed that hovering on top of their homeplanet didn't lead to me getting shot at from the planet. I think me playing around in their front yard is also what lead to this curious open bounty being posted by the Templars. The last Templar cruiser I fought had an even more curious weapon that fired what I could only describe as snaking energy. Sadly that particular cruiser exploded so any hope of salvaging from it was lost.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: planeswalker on January 07, 2015, 03:57:01 AM
Hi Dark Revenant, firstly thanks for making this mod, its an interesting one and is fun to play.

I have one question/request, is it possible to edit the starting amount of attributes and skill points you get at character creation?

I've been playing vanilla starfarer for a long time and usually I play an 'accelerated' start by giving my initial char extra attribute and skill points. Its not very fair but I play this game to have fun and not have to spend time 'grinding' levels. The vanilla character creation files I know how to edit but I have no idea how to modify this mods files.

Any advice would be appreciated, thanks
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 03:59:42 AM
You can do all that without save editing or file editing by grabbing LazyWizard's Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0). Load that mod up and you can just press CtrlBackspace, type in "AddAptitudePoints xx" and "AddSkillPoints xx", replacing the Xs with a number you deem appropriate and go from there.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 07, 2015, 05:13:01 AM
Yeah, with Console Commands you can arbitrarily boost your XP and credits: "addxp ####" "addcredits ####".
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 07:17:29 AM
I suppose now my next question is do you have a capital sized engine of destruction planned for the Templar?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Midnight Kitsune on January 07, 2015, 10:56:58 AM
I suppose now my next question is do you have a capital sized engine of destruction planned for the Templar?
If I remember correctly, he DOES have a dread in the making although I don't know when or even IF it will come out
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 11:22:49 AM
Ah, then I hope and look forward to it joining the lineup because I would love to pilfer a jumbo version of the Paladin seeing as I just blew up my pilfered Paladin in a pretty chain reaction. Seems that Templar ships drop their shields at very high flux so intentionally running the ship hot to weaponise the discharges lead to me blowing up a capital ship while close enough to stare at the captain in the bridge of said capital ship. I expected to overload from tanking the explosion on the shields, instead I blew up which blew up a frigate behind me and my deathsplosion blew away a destroyer. And it took so long to salvage that damn thing.  :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Midnight Kitsune on January 07, 2015, 12:04:35 PM
Ah, then I hope and look forward to it joining the lineup because I would love to pilfer a jumbo version of the Paladin seeing as I just blew up my pilfered Paladin in a pretty chain reaction. Seems that Templar ships drop their shields at very high flux so intentionally running the ship hot to weaponise the discharges lead to me blowing up a capital ship while close enough to stare at the captain in the bridge of said capital ship. I expected to overload from tanking the explosion on the shields, instead I blew up which blew up a frigate behind me and my deathsplosion blew away a destroyer. And it took so long to salvage that damn thing.  :(
Yeah, their "shields" won't ever overload as they fail at around 80 or so percent, losing damage mitigation all the way
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: planeswalker on January 07, 2015, 03:37:24 PM
Thanks for the console command tip, never knew it existed, hehe
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 07:12:55 PM
Big update.  Large improvements to campaign battles and named bounties.  Saves from 2.3 are compatible with 2.4, but I cannot guarantee that individual mod updates will also work.

Albatross-class Destroyer [4 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_albatross_dd.png)
(http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png)
Not pictured: the enemy missile commander's delicious tears.

While the Arachne is a capable escort, useful against ships of all sizes, it never really excels in any one task.  I wanted to create a true fleet screen, specialized for wiping out missiles and taking down fighter wings, and that required a destroyer-sized ship.  Meet the Albatross: the flak drone tender.  It's armed with two medium universal turrets that offer full coverage, so it's not particularly weak from any direction, but due to its lack of secondary slots it can't perform an assault role the way a Hammerhead or Enforcer can.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.4.zip)

Download Starsector+ 2.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.4.zip)
Download Mirror (https://www.mediafire.com/?6fuds33i65xa581)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3g (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Drive Yards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Recommended Mods
Common Radar 1.1d (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)


Version 2.4
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: angrytigerp on January 08, 2015, 07:44:53 PM
2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 08:03:10 PM
2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
All I know is that the 2.3 -> 2.4 does not break saves.  I don't know if the same applies to any other mods that update.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 09:54:12 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 10:06:57 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 08, 2015, 10:08:31 PM
Maximized Ordnance can no longer be exploited to get free OP
Oh this won't *** off anyone! nope, no one at all! /s
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 10:38:42 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)

OK, I take it back on the no issues with just SS+ 2.4.  I deleted the contents of the mod folder, power-cycled the machine, and copied SS+ 2.4, ShaderLib Beta 1.03, and LazyLib 2.0b into the mods folder.  Started up the game, created a new character, and the ambient music started playing.  Docked at Jangala and the planet/station music never started; no space music after I undocked again either, and when I went to exit the game it just plain old start-the-task-manager-Nellie-we-got-us-a-problem hung.  I killed the program, reverted to SS+ 2.3, and repeated the process, and had no music or crash-on-exit problems.  Am I just a specially-cursed snowflake or is there something odd going on?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 11:08:19 PM
You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 11:27:28 PM
You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.

If Alex is the one true god, then you are most surely his prophet.  Or at least a prince among men/a warrior and a poet/a gentleman and scholar (take your pick.)  That did the trick and I am restored to full Starsector happiness.

Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 11:54:45 PM
Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 09, 2015, 12:48:00 AM
Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 12:58:50 AM
Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.

That seems pretty excessive.  Only a few missiles will actually have infinite or regenerating ammo in the upcoming patch.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 09, 2015, 01:51:07 AM
I don't like "I had a complete upper hand and was gonna win then I ran out of ammo, welp, time to flee. Haha, PSYCH, REMATCH" side effect of ammo constraints. Also means missiles are still useful in protracted fights instead of being good for the first or second ship and then be a waste of OP that could have been used on hullmods or caps/vents. Before I could be arsed to go into the files and do the editing, I would focus heavily on playing energy focused ships because they often had no qualms with ammo. Flux was the critical resource to keep an eye on. There was another total conversion mod out there, Fairy, which gave regenerating ammo to most weapons at like a tenth of the fire rate. I don't remember if it had regenerating missiles, though I think pilums were unlimited. I'd have to do dig it out of the mod forums and redownload it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 09, 2015, 07:24:59 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 09, 2015, 11:28:31 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 09, 2015, 11:50:50 AM
I've only ventured around Corvus so far, but there are TONS of bounty fleets active. At times there are three fleets orbiting each uninhabited planet, sometimes dipping down to one.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 12:19:30 PM
I've only ventured around Corvus so far, but there are TONS of bounty fleets active. At times there are three fleets orbiting each uninhabited planet, sometimes dipping down to one.

Ah, the current # of bounties is balanced to the # of integrated mods that produce bounties.  I'll make it smarter on the next release.


AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: McRib27 on January 09, 2015, 01:01:23 PM
Another question i have here. What is a good point defensive? Im pretty new and direcly started with this mod. (i like challenges  ;D)

But still im try to figue out what point defensive are good (small). The bigger one i got already like dual flak for example but still im running around with PD laser and well there are not so good than i want them.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 01:06:11 PM
Burst PD and Vulcans are the best of the vanilla small PD.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: McRib27 on January 09, 2015, 01:08:20 PM
Burst PD and Vulcans are the best of the vanilla small PD.
thx than i will start looking in my weapon cash maybe i have them somewhere... if not well... pirates give them for away for free :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 09, 2015, 02:18:36 PM
Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.

In that case, MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette are also officers and gentlemen, plus any of the previous compliments they'd also enjoy.  Still, there's no question that you've been on top of these several really creative and varied projects that have added an incredible amount of additional fun to the game and really stand head and shoulders above the crowd in terms of quality and balance.  So undiminished thanks again!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 09, 2015, 04:22:13 PM
No idea if has been said before, but with the most recent update, pursuing fleets is ridiculous. They start in the upper half of the map. Most of the time, I cannot catch them with a Tempest at 340+ speed.

Just thought to let you know. It's very frustrating to see 6 out of 7 frigates escape, when you have only top tier frigates chasing them, and not even catching up to shoot a single laser at them.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: jhaacke on January 09, 2015, 06:33:58 PM
I really enjoy this mod, but I have a problem with my save files not loading correctly.  I will play and then make a save file.  Next time I play it wont load the save file.  It stars to load, then gets slower and slower until it stops and then says there was an error.  Any help would be appreciated!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 09, 2015, 06:36:34 PM
I really enjoy this mod, but I have a problem with my save files not loading correctly.  I will play and then make a save file.  Next time I play it wont load the save file.  It stars to load, then gets slower and slower until it stops and then says there was an error.  Any help would be appreciated!

Are you using a 64-bit JRE?  If not, this is TOTALLY the 64-bit JRE thing.  Behold: http://fractalsoftworks.com/forum/index.php?topic=8726.0 (http://fractalsoftworks.com/forum/index.php?topic=8726.0)!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 07:59:30 PM
No idea if has been said before, but with the most recent update, pursuing fleets is ridiculous. They start in the upper half of the map. Most of the time, I cannot catch them with a Tempest at 340+ speed.

Just thought to let you know. It's very frustrating to see 6 out of 7 frigates escape, when you have only top tier frigates chasing them, and not even catching up to shoot a single laser at them.

Pursuit range depends on the relative size between the pursuing and the pursued fleets.  If the fleet you're chasing is far smaller than you, they have quite the head-start; your best bet is to send fast frigates/fighters in from the left and right flanks (click the ship more than once on the deploy screen).  This is done as a mechanic to:
1. Make pursuit fights more challenging; keep super-fast ships like the Hyperion, Seski, Hound, etc. relevant the whole game.
2. Make it possible for you to retreat without losing your entire fleet if the AI has you cornered.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 10, 2015, 02:26:00 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Fixing that is good. The effect on 10/10/10 AI fleets... not so good...

I figure it'd turn out all right if it was balanced such that the three skill trees each give roughly equal OP progression for the player, and the maximum OP bonus for the AI was roughly the same as that before version 2.4.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 02:46:15 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Fixing that is good. The effect on 10/10/10 AI fleets... not so good...

I figure it'd turn out all right if it was balanced such that the three skill trees each give roughly equal OP progression for the player, and the maximum OP bonus for the AI was roughly the same as that before version 2.4.

By the time you get to level 40, the old AI fleets are total pushovers to the point where even a gigantic million-credit bounty is no sweat.  The extra OP is to pad out the endgame.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 10, 2015, 02:55:25 AM
Dark, I guess it makes sense what you said. But you could reduce that distance by 20% at least :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 03:24:27 AM
I've tested the new balance and found it to be just fine, both in early game when all you have is one frigate, and late when you have a minmaxed fleet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 10, 2015, 03:39:07 AM
By the time you get to level 40, the old AI fleets are total pushovers to the point where even a gigantic million-credit bounty is no sweat.  The extra OP is to pad out the endgame.
Huh. I must be a lot worse at the game than I thought then, because that's not my experience at all. I find the bounty fleets perfectly manageable for most of the game, but in a battle with the end level fleets in 2.3 and before I could generally expect to lose at least a few ships, and a complete fleet wipe was not an extraordinary scenario.

Well, I figure I can just learn to fight smarter, specifically in high-level engagements. You're the boss!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 04:22:26 AM
Yep, I am aware the difficulty level in SS+ is significantly higher than in the vanilla game, as it should be.  Makes succeeding at a hard battle more rewarding, I think.

If you run iron mode, learn to know when to fold 'em.  If the battle looks like it could go badly, order a retreat and get out while you can.  Escaping is a lot more feasible now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4 Graphics glitches
Post by: samsaq on January 12, 2015, 04:29:15 AM
My game is having graphics glitches(see attachments for screenshots) and i am using the same setup(as in mods i`m using what i edited in starsector)(I increased memory) which works on another computer, but when I don`t use starsector plus I don`t have theses glitches.(there is also a glitch in which sometimes upon munitions hitting the shields a explosion bubble appears and lag occurs, when you pause you get the glitch in which the heads up display, ie. health,flux,displays over and over evenly spaced moving in a line, leaving behind its trail,. in correlation of how you move the mouse.)(i can`t attach the example screenshots because there can only be up to 192kb of attachments)Any ideas how to fix this?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 12, 2015, 04:31:35 AM
Set "enableDistortion" to false in shaderlib's shaderSettings.json.  Your computer can't handle them, apparently.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 13, 2015, 03:32:15 AM
How does the phase cloak of the Zero series in Arcade work? I need to know how to duplicate the final boss's bullet spam from hell so I can beat him.

(yeah, I can't beat the Zero even after cheating and giving myself an Omega Zero, I'm pathetic)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 03:34:15 AM
The phase cloak thing only works in the arcade.  It's scripted really heavily.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Spenz on January 13, 2015, 12:26:54 PM
Meh I'm not liking the balance changes all that much.

-Entopic Rangefinder bringing in a -50% recoil bonus instead of the range bonus?  Utterly worthless now.  It makes the early and mid games much harder than they have to be.  I fly tech ships.  I don't have recoil issues.  Instead I am forced to knife fight (tech ships dont do that too well) or wait till I get tech 7 and fit the targeting unit.  Why even make this change?  It puts energy weapons at a wild disadvantage due to the fact that ballistics will actually take advantage of the recoil bonus and outrange the energy weapons.

-All drop rates significantly reduced.  Killing fleets seems to be half as profitable as it used to be.

-Templar no longer drop templar flux cores (probably due to the nerfed drop rate) so there is no real reward to engage them.

-Boarding actions now seem to rarely, if ever, succeed.  And that is with docked boarding.  No matter how many Valks I have, my success rate on stand-off boarding is somewhere around 10%.  Didn't happen last patch.

-Bounties are WILDLY distributed.  I am getting 1 mil credit bounties mixed in with 10k credit bounties....and I am still in my starter Tempest.

-Bounties almost always have the Hegemony issuing them.  Everyone hates the Hegemony so if I want to actually do their bounties I cannot grind rep or trade with most everyone I actually want to deal with.  I hate flying Hegemony and Independent vessels.

I dunno if these changes are a result of me starting a brand new game with all the mods newly updated.  Most of these issues could be from the Templar update or the Imperium update.  I have no clue.  All I know is that the game is much harder than it was last patch, and I dunno if the changes to do so (especially the rangefinder skill) were even necessary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 01:48:52 PM
-Entopic Rangefinder bringing in a -50% recoil bonus instead of the range bonus?  Utterly worthless now.  It makes the early and mid games much harder than they have to be.  I fly tech ships.  I don't have recoil issues.  Instead I am forced to knife fight (tech ships dont do that too well) or wait till I get tech 7 and fit the targeting unit.  Why even make this change?  It puts energy weapons at a wild disadvantage due to the fact that ballistics will actually take advantage of the recoil bonus and outrange the energy weapons.
The range bonus was utterly broken.  Range is the best stat in the game.  Even a recoil bonus is rather powerful.  If you're flying mostly high-tech ships, then just skip gunnery implants.  There are other skills to invest in.

Quote
-All drop rates significantly reduced.  Killing fleets seems to be half as profitable as it used to be.
-Templar no longer drop templar flux cores (probably due to the nerfed drop rate) so there is no real reward to engage them.
-Boarding actions now seem to rarely, if ever, succeed.  And that is with docked boarding.  No matter how many Valks I have, my success rate on stand-off boarding is somewhere around 10%.  Didn't happen last patch.
This is simply untrue.  Boarding and fleet drops have not been changed at all since the last patch.  What mods do you have active?  Perhaps one of them is overriding the SS+ version of FleetInteractionDialogPlugin.

Quote
-Bounties are WILDLY distributed.  I am getting 1 mil credit bounties mixed in with 10k credit bounties....and I am still in my starter Tempest.
Intentional.  Not everybody does bounties throughout the game, not everybody wants to grind up to get the good ones.  I feel it's a nice touch to see bounties beyond your level every now and then.  The world feels bigger.

Quote
-Bounties almost always have the Hegemony issuing them.  Everyone hates the Hegemony so if I want to actually do their bounties I cannot grind rep or trade with most everyone I actually want to deal with.  I hate flying Hegemony and Independent vessels.
Confirmation bias.  The Hegemony is no more likely than any other faction (assuming those factions are set up to give bounties in the first place).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 13, 2015, 03:32:35 PM
I have noticed the lack of Templar flux cores aswell. I basically have all the mods for 0.6.5.1.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 03:41:07 PM
I can't help you if I don't know what particular mods you have.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 13, 2015, 07:31:26 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 08:05:46 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 13, 2015, 08:16:54 PM
I didn't read the patch notes carefully and actually assumed the Gunnery Implants range bonus had been moved to level 10.

That would actually have sort of worked with the suggestion someone else had (for vanilla) to swap Missile Specialization and Gunnery Implants between their skill trees. GI being in Technology makes sense thematically, but gameplay-wise it's the odd one out as the only Tech skill that affects only the player ship. It'd also make sense for something as OP as +25% range to be a Combat level 10 perk. Meanwhile, Missile Specialization currently forces people to put three points into Combat just for Expanded Missile Racks. (Good thing I can't see much use for ECCM Package and Automated Repair Unit, the only two other hullmods tied to a Combat skill)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 08:36:12 PM
I didn't read the patch notes carefully and actually assumed the Gunnery Implants range bonus had been moved to level 10.

That would actually have sort of worked with the suggestion someone else had (for vanilla) to swap Missile Specialization and Gunnery Implants between their skill trees. GI being in Technology makes sense thematically, but gameplay-wise it's the odd one out as the only Tech skill that affects only the player ship. It'd also make sense for something as OP as +25% range to be a Combat level 10 perk. Meanwhile, Missile Specialization currently forces people to put three points into Combat just for Expanded Missile Racks. (Good thing I can't see much use for ECCM Package and Automated Repair Unit, the only two other hullmods tied to a Combat skill)

The main problem with that is that Missile Specialization then becomes the odd one out as the only player-affecting Technology skill.  The Missile Specialization bonuses are simply way too strong to be fleetwide.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 13, 2015, 08:38:49 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.

I know you guys are the ones looking at the code and are most assuredly right, but I can't help feeling so SO certain that a force just slightly larger than the survivors (or a handful fewer marines with the effectiveness perk) results in captures way more often.  Confirmation bias and anecdotal evidence and all, I know, but it REALLLLLLY seems that way!  

I'll start tracking my results and be back to recant and apologize in the relatively near future, I am sure.   :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 14, 2015, 12:03:46 PM
Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.

Then by that, I should be able to just throw my flagship's entire crew complement at a ship and capture it. I never have. It always ends up destroyed by collateral damage which means the capture was successful but too much of the ship's insides was made into swiss cheese in the process. I've always assumed (and it seems intuitive) that this was due to use of excessive force.

I know you guys are the ones looking at the code and are most assuredly right, but I can't help feeling so SO certain that a force just slightly larger than the survivors (or a handful fewer marines with the effectiveness perk) results in captures way more often.  Confirmation bias and anecdotal evidence and all, I know, but it REALLLLLLY seems that way! 

I'll start tracking my results and be back to recant and apologize in the relatively near future, I am sure.   :)

As one putting together mods and digging through code regularly, Dark could definitely decrypt it. Me, I'm just going off my personal experience. Up to 1.5x survivor count in assaulting crew is tolerable though this tolerance declines as crew counts increase. 15 crew attacking 10 defenders is usually successful. 300 crew attacking 200 survivors is overkill and your crew will also get massacred in the process. Thankfully, the only ships that might have that sort of surviving crew count are Onslaughts or ships that otherwise need a lot of crew. Up to equal count of survivors in marines usually works (marines are already more effective fighters than crew so not so many are needed). Once you improve marine effectiveness, tolerance goes down and less marines should be sent in.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 14, 2015, 03:43:17 PM
As one putting together mods and digging through code regularly, Dark could definitely decrypt it.
I'm pretty sure he, or someone else, already has and even posted the lines of code talking about it but I can't find the post!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 14, 2015, 04:32:38 PM
SPOILER WARNING: VANILLA BOARDING CODE
Spoiler
Code: java
	public static final float SELF_DESTRUCT_CHANCE = 0.25f;
public static final float CIV_SELF_DESTRUCT_CHANCE = 0.05f;

public static final float ENGAGE_ESCAPE_CHANCE = 0.25f;
public static final float ENGAGE_DISABLE_CHANCE = 0.5f;
public static final float ENGAGE_DESTROY_CHANCE = 0.25f;

public static final float LAUNCH_CLEAN_ESCAPE_CHANCE = 0.5f;
public static final float DOCK_SUCCESS_CHANCE = 0.5f;
public static final float LAUNCH_SUCCESS_CHANCE = 0.25f;

public static final float DEFENDER_BONUS = 1.5f;
public static final float DEFENDER_VS_LAUNCH_BONUS = 3f;

        // snip...

DataForEncounterSide attackerSide = getDataFor(attacker);
DataForEncounterSide defenderSide = getDataFor(defender);

float attackerMarineMult = attacker.getCommanderStats().getMarineEffectivnessMult().getModifiedValue();
float defenderMarineMult = defender.getCommanderStats().getMarineEffectivnessMult().getModifiedValue();

float greenMult = 1f;
float regularMult = 1.25f;
float veteranMult = 1.5f;
float eliteMult = 2f;
float marineMult = 7f;

float attackerStr = boardingParty.getGreen() * greenMult +
boardingParty.getRegular() * regularMult +
boardingParty.getVeteran() * veteranMult +
boardingParty.getElite() * eliteMult +
boardingParty.getMarines() * marineMult;
attackerStr *= attackerMarineMult;

CrewCompositionAPI defenderCrew = member.getCrewComposition();
float defenderStr = defenderCrew.getGreen() * greenMult +
defenderCrew.getRegular() * regularMult +
defenderCrew.getVeteran() * veteranMult +
defenderCrew.getElite() * eliteMult +
defenderCrew.getMarines() * marineMult;
defenderStr *= defenderMarineMult;

if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE) {
defenderStr *= DEFENDER_VS_LAUNCH_BONUS;
} else {
defenderStr *= DEFENDER_BONUS;
}

attackerStr *= 0.75f + 0.25f * (float) Math.random();
defenderStr *= 0.75f + 0.25f * (float) Math.random();

boolean attackerWin = attackerStr > defenderStr;
boolean defenderWin = !attackerWin;

float r = (float) Math.random();

BoardingResult result = new BoardingResult();
result.setMember(member);

for (FleetMemberAPI fm: boardingTaskForce) {
float deployCost = getDeployCost(member);
fm.getRepairTracker().applyCREvent(-deployCost, "engaged in boarding action");
}

BoardingOutcome outcome = null;

if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE && (float) Math.random() < LAUNCH_CLEAN_ESCAPE_CHANCE) {
outcome = BoardingOutcome.SHIP_ESCAPED_CLEAN;
}
                if (outcome == null && defenderWin) {
outcome = BoardingOutcome.SHIP_ESCAPED;
}

boolean civ = member.getVariant().getHints().contains(ShipTypeHints.CIVILIAN);
if (outcome == null && (float) Math.random() < SELF_DESTRUCT_CHANCE && !civ) {
outcome = BoardingOutcome.SELF_DESTRUCT;
}
if (outcome == null && (float) Math.random() < CIV_SELF_DESTRUCT_CHANCE && civ) {
outcome = BoardingOutcome.SELF_DESTRUCT;
}

if (outcome == null) {
float threshold = DOCK_SUCCESS_CHANCE;
if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE) {
  threshold = LAUNCH_SUCCESS_CHANCE;
}
if ((float) Math.random() < threshold) {
outcome = BoardingOutcome.SUCCESS;
} else {
outcome = BoardingOutcome.SUCCESS_TOO_DAMAGED;
}
}

result.setOutcome(outcome);
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 14, 2015, 07:32:31 PM
Boarding comments
Spoiler
Wait, launch from a distance gives you only half the chance to end up with a still-working ship on top of the 50% chance for the enemy ship to get away at start? That is outrageous.

I assume ENGAGE_ESCAPE_CHANCE is only used for player ships fleeing the AI? I don't think a restored enemy ship has ever gotten away after I've chosen to blow it up.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 14, 2015, 07:49:29 PM
Spoiler
I don't understand Java. Is taken me a good few minutes to try and read this with the help of a friend.

Basically, from what I can gather

If the attacking crew outnumbers the defending crew (with a +/-25% variable to either side which has no definition or limit within the code (math.random (there must be a limit to this otherwise this could add thousands of generic crew strength to either side for no good reason))), they win. The attacking crew then has a 50% chance to get the ship if they docked or a 25% chance to get the ship if they launched, with another 25% chance for the ship to explode in your face before that. Defenders also get a 50% increase in generic crew strength against a docking action or tripled crew strength against launches, meaning you must send twice as many crew/marines to launch over docking (150% vs 300%)

The code says that excessive force is not a thing and you should just launch all your crew/marines to overwhelm the defenders but my experience has not been so.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 16, 2015, 06:31:26 AM
Does anyone use tugs? I personally found the fuel cost prohibitive for anything except capitals even in vanilla and with SS+'s doubled fuel consumption... ehhh.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 16, 2015, 07:28:15 AM
I use a small one to pull my cruiser alongside its destroyer and fast cruiser fleetmates. I don't really find SS+'s fuel to be an issue any more, with a full standard tank being enough to do a two-way trip with my combat fleet. Add in the two Astrals and at least a medium tanker is required.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Chaos Farseer on January 16, 2015, 07:42:49 AM
Silver Silence: Math.random returns a value between 0 and 1, btw.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 16, 2015, 09:26:17 PM
Bug: jump into system via stars is broken - as in, I have the skill that's supposed to grant that (Applied Physics at 7+; in my case I took it to level 10 for hardened shields), and all I get is a dialog saying "You are unable to use this jump point".

Active mods:
SS+ 2.4+
II 1.6.1
LazyLib 2.0b
Neutrino 1.80
Omnifactory 1.10b
Shadowyards 0.5.2.2
Templar 0.9.3g
Shaderlib beta v1.02
Console 2.3
Save Transfer 1.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 16, 2015, 10:06:28 PM
There is a bug, but it's in the Neutrino mod.  Neutrino overrides the SS+ campaign plugin with the vanilla one (for no reason), so as long as you're using that mod you will not have the new SS+ boarding/repair mechanics and you can't use star wormholes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 16, 2015, 10:31:59 PM
Hm.  Which file is being overwritten, exactly?  That sounds like the sort of thing that ought to be a fairly easy fix to hack in locally... if I knew which file was the problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 16, 2015, 11:18:05 PM
It's a plugin overwrite, not a file overwrite.  You have to delete "sector.registerPlugin(new CoreCampaignPluginImpl());" from neutrinoGen.java and recompile the Neutrino .jar file.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: LB on January 17, 2015, 01:50:20 AM
Noticed this elsewhere; SSP is so ubiquitous that maybe a warning is due for other mod authors regarding adding null checks for getShield() for when players use Shield Bypass? I saw some scripts for AI and unique built-ins (and probably other stuff) getting NPEs over that. Or, heh, change the return for ships without shields from null to a dummy that turns calls on it to no-ops and make everyone's life really difficult when debugging.

That, or maybe I could just take a look around and tally up which ships you can't install Shield Bypass on.

Great mod as always, by the way. What are your plans with SSP's balancing tweaks regarding the upcoming version's changes to ballistics and beams?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 02:30:33 AM
No plans.  I will decide after I've played with the new balance changes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Cyan Leader on January 17, 2015, 08:40:33 AM
I've put around 6 hours in the latest SC+ version and I often see that I have a 100k bounty on my head, but nothing happens. Not once I've seen a hunter fleet follow me. What gives?
Mind you the only faction I'm hostile towards atm are the pirates.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 17, 2015, 09:02:32 AM
I have pirate fleets intercept me in hyperspace about once a month and the occasional factionless "Bounty Hunter" chase me in-system, though much more rare.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: The Soldier on January 17, 2015, 09:56:56 AM
I've actually had quiet a few bounty hunters chase me, although mainly pirates.  You can instantly tell they're bounty hunters from the fact that they're chasing you from across the map and are of equal strength, give or take.  My most recent one pitted me up against an Elite crewed Wolf pack, both in name and in ship.  It was pretty fun. :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 17, 2015, 09:59:13 AM
You can also tell by looking closely at their fleet ring/icon color; it's white, while the closest similarity is the independent's grey.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 17, 2015, 10:26:06 AM
Pirates don't hire bounty hunters, although their regular fleets will sometimes specifically chase you.

It'd be pretty funny if there was a way to fake your own death and collect the bounty on yourself.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 17, 2015, 11:14:28 AM
I am constantly harassed by "Mercenary" fleets though I do have like a mil in bounty last I checked and half the Sector hates me for trading with pirates so, y'know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 12:36:23 PM
Fast fleets are more likely to slip away from bounty hunters, since they won't try to chase you if you are way faster than them.  And yeah, it's meant to scale in difficulty; if you are rocking a huge fleet and have *** a lot of people off, expect to see them try to get a piece of you every couple weeks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 17, 2015, 12:46:27 PM
I'm seeing something strange with AI in SS+. Enemy ships are far too eager to vent.

That was true in vanilla too, but never to this degree. Here are some examples:

* Almost always (90-ish % of the time), Wolf frigates armed with mining blasters will vent instantly after firing a shot, even if they're still at less than 50% flux and I'm right next to them with an antimatter blaster ready. They don't even attempt to retreat to a safe distance first, and they have a teleporter!
* Almost as often as above, frigates will vent a few seconds after taking an antimatter blaster hit, even if it only got their flux up to about 30% and there are other weapons pointed at them. The vast majority of my kills with a dual-AM blaster Afflictor rely on this - shoot a Wolf in the shield, wait for it to vent, shoot it again. There's nothing I could do against them otherwise, I just don't have the DPS to crack their shield nor the speed to get behind them, but they choose to expose themselves.
* Bigger ships do this to. I just slaughtered three destroyers (Sunder, Hammerhead and a Mule) plus a few frigates in a stock Tempest with no skills because they kept venting after I got their flux up to about 25% with absolutely no regard to their own safety. If they had just kept their shields up and kept firing I would have had a very hard time cracking them with my limited firepower.

I don't like to complain about AI, because I know how hard it is to get right and some faults will always be there, but when the vast majority of my kills in SS+ rely on the AI doing something suicidally stupid - and I don't have to go out of my way at all to make it do that - I think something's definitely wrong.

Beyond the standard package, the only mods I have installed are Templars, Imperium and Console Commands.

edit: I poked a Sunder around and paid more attention to what it does. I can reliably make it vent by shooting it for a few seconds to build up a small amount of flux (20% seems to be enough), backing up a little bit (couple ship lenghts) and stopping firing with the pulse laser. That makes it vent, despite the fact that the graviton beam is still on it, the terminator drone is still shooting it, and the pulse laser can be back in range in about two seconds so the threat level is still really high.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 17, 2015, 01:20:37 PM
Saw something really weird with an afflictor today: near some enemy ships, turned on phase cloak, and suddenly I'm flying away as if something had decided "Hey, that Afflictor looks like a football!"  Went maybe five ship lengths then slowed down.  Was not able to replicate on further attempts.  I'm assuming this is likely to be a mod issue rather than a vanilla one.  Any idea what's going on?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 01:41:27 PM
Afflictor is a vanilla ship.  I can think of absolutely nothing that could cause this problem, so I'm tempted to think it's a vanilla issue.

Only affects the piloted ship.

I'm seeing something strange with AI in SS+. Enemy ships are far too eager to vent.

That was true in vanilla too, but never to this degree. Here are some examples:

* Almost always (90-ish % of the time), Wolf frigates armed with mining blasters will vent instantly after firing a shot, even if they're still at less than 50% flux and I'm right next to them with an antimatter blaster ready. They don't even attempt to retreat to a safe distance first, and they have a teleporter!
* Almost as often as above, frigates will vent a few seconds after taking an antimatter blaster hit, even if it only got their flux up to about 30% and there are other weapons pointed at them. The vast majority of my kills with a dual-AM blaster Afflictor rely on this - shoot a Wolf in the shield, wait for it to vent, shoot it again. There's nothing I could do against them otherwise, I just don't have the DPS to crack their shield nor the speed to get behind them, but they choose to expose themselves.
* Bigger ships do this to. I just slaughtered three destroyers (Sunder, Hammerhead and a Mule) plus a few frigates in a stock Tempest with no skills because they kept venting after I got their flux up to about 25% with absolutely no regard to their own safety. If they had just kept their shields up and kept firing I would have had a very hard time cracking them with my limited firepower.

I don't like to complain about AI, because I know how hard it is to get right and some faults will always be there, but when the vast majority of my kills in SS+ rely on the AI doing something suicidally stupid - and I don't have to go out of my way at all to make it do that - I think something's definitely wrong.

Beyond the standard package, the only mods I have installed are Templars, Imperium and Console Commands.

edit: I poked a Sunder around and paid more attention to what it does. I can reliably make it vent by shooting it for a few seconds to build up a small amount of flux (20% seems to be enough), backing up a little bit (couple ship lenghts) and stopping firing with the pulse laser. That makes it vent, despite the fact that the graviton beam is still on it, the terminator drone is still shooting it, and the pulse laser can be back in range in about two seconds so the threat level is still really high.
Some of those problems are unfixable.  It's not like I can make the AI retreat.

SS+ does, however, use custom venting AI because of the vanilla problem that ships don't like to vent even when it would be a very good idea to do so (hovering near max flux, unable to fire back, is worse than venting, taking damage, and then shooting at the enemy).  However, this kind of system is not designed for Frigate vs The World scenarios, where the AI believes their strength in numbers makes venting safer than it really is against a player pilot.  Furthermore, the AI isn't smart enough to make the complicated decision "I can't win because the target is too maneuverable and I won't be able to point at it with my guns, and my allies are too busy to come help, and the game designers intended me to be as annoying as possible before kicking the bucket", so rather than turtling up before finally dying it tries to get its weapons online as much as possible to try and punish you if you make a mistake.

That said, I've gone through some lengths to make the AI more conservative with how it chooses to vent, especially at low flux levels.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 17, 2015, 01:55:23 PM
Afflictor is a vanilla ship.  I can think of absolutely nothing that could cause this problem, so I'm tempted to think it's a vanilla issue.
On further reflection, this is the second time I've seen this sort of punt-on-phase happen - the first time was with a Templar Jesuit frigate, and at the time I just assumed it was the ship's "fling projectiles away from me" ability deciding that there was too much stuff nearby and it was going to fling me away instead.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 03:24:58 PM
No, I've definitely seen this problem in situations lacking Templars.  Templars just phase and unphase really often (in close proximity to other ships) due to the way the priwen burst works, so they're more likely to get this sort of error.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Sir Wolf Esq. on January 18, 2015, 03:01:33 PM
The only thing I dislike about progress in the Starsector development cycle is not having all of my favorite factions and mods to play with.

However, as of the 65.1a update I've fallen in love with Starsector+. I've lost count of how many hours I've logged in the campaign over the past two weeks but the expanded faction standings and economy along with the few faction mods that have been updated for the latest version are more than enough to keep anyone busy.

Only thing I would like to see change (not sure if it's even a product of Starsector+) is starting smack dab in the middle of Jangala in the Corvus system regardless of what faction standings are generated in character creation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: TartarusMkII on January 18, 2015, 03:19:40 PM
Only thing I would like to see change (not sure if it's even a product of Starsector+) is starting smack dab in the middle of Jangala in the Corvus system regardless of what faction standings are generated in character creation.

Yis, I agree with this, but if I remember right, that's not a possibility at the moment- I forget why.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 06:16:49 AM
When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 19, 2015, 08:09:59 AM
That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 09:22:47 AM
That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.

Assassinate bounties shouldn't end up like that, but they do.

And...well, when i said the bounty expire immediately, i mean the two messages pop out simultaneously like this.

somewhere:xxxxx credit bounty someone posted by someone on somebody.
bounty on somebody over.

Please forgive me for my unclear expression. It is my fault.

I just found that if this issue occurs, the portrait of the taget would must be a moded one. And I can't see Crystanitez in bounty fleets anymore so far.
Maybe there was a bug when a non-integrated faction trying to spawning some faction ships in the bounty fleet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 02:25:30 PM
When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.

That's a weird bug, but I found out what was causing it.  Thank you for pointing it out; I probably wouldn't have found it on my own.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 11:02:44 PM
Glad to help.

So i should disable the Junk Pirates and transfer my save one more time? Well, i think this is a chance to test out the SCY 0.87.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 11:05:32 PM
Don't disable Junk Pirates; they're integrated in the next update anyway.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Baleur on January 19, 2015, 11:11:43 PM
Could you mention which factions are safe to use without horrible bugs, before 2.5 is released?
From the posts above, i gather that Junk Pirates and Neutrino Corp is safe?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 11:13:17 PM
I don't know; generally, only mods that have that mistake/bug in their world gen code will cause those issues.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: cpmartins on January 20, 2015, 03:30:03 PM
First off, thanks for the hard work you put in it for us man, really apreciate it. I`m loving it so far.

I`m looking to ease up the soft cap after level 40, but your mod apparently uses a function other than the one contained in LevelupPluginImpl inside the .jar, and for the life of me I can`t find it. Could you tell me where it is?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 20, 2015, 03:37:41 PM
It does use the LevelupPluginImpl found inside the SSP jar.  However, overwriting it is difficult.  Your best bet is to compile a new version of SSP.jar with that class changed to suit your needs.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Denebio on January 22, 2015, 01:01:20 AM
Hey guys, first let me thank all ss+ hardworking guys for great work. Secondly let me ask some annoying questions. I see info that Blackrock is updated but no such information on cycerin's blackrock post. Does it only work with SS+ on 65.1a version ?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 22, 2015, 01:07:02 AM
SOON tm
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Denebio on January 22, 2015, 01:09:41 AM
SOON tm

Okay now you are teasing ... Does it work with ss+ already or must i wait ? Cant check it next 8 hours :<
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 01:31:38 AM
He fell asleep before making the post.  Stay tuned.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Psiyon on January 22, 2015, 05:08:40 PM
Out of curiosity, do you have any intention of changing how ships in market inventory are handled? It's annoying to have to spend a ton of money on purchasing ships just so a market will restock itself with new ones. It would be super awesome to have some basic script that would just go through and randomly remove some ships from market inventory so that they're slowly but continually being restocked.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 06:18:21 PM
25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Psiyon on January 22, 2015, 07:32:35 PM
Quote
25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
That sounds absolutely perfect! You rock. And I didn't even realize that ships were being removed and restocked every month in vanilla--they always seemed to be the same to me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Recklessimpulse on January 22, 2015, 07:41:56 PM
From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 22, 2015, 07:56:37 PM
Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 08:11:47 PM
Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.

The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.  That said, I was able to get to around level 45 with casual play, about two or three hours between levels at that point.

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

I checked just now with debug messages and it turns out you're incorrect; where you are located does not matter.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 22, 2015, 08:16:15 PM
The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.

I can totally understand that. But I wasn't comparing it to Vanilla. I was just asking you if you could think about increasing SS+'s Xp gain, after 40 :) It's a total drag. At least make it like it was until 40. The same progression. I would probably have to play 200 hours, killing non-stop, to make it to 50 or above. Just not realistic at this stage. My 2 cents :)

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

The way you could it (and the way I do it sometimes) is just spend a few minutes near the station I want a new inventory, save once every 4-5 days, and figure out when the station restocks. Eg. if it's on the 24th, I reload the 21st save, and speed up to 23, then save again. And keep reloading until the restock gives me the ships I need.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 22, 2015, 08:48:00 PM
Is the XP to next level formula moddable? I too would be happy if the soft cap went away (or at least was made much softer).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Recklessimpulse on January 22, 2015, 09:02:43 PM
Ah yeah that is a good suggestion.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 23, 2015, 08:38:57 PM
So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 24, 2015, 12:41:12 AM
So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
Good luck doing that unless you can code Java and have an IDE? like netbeans set up! If you want to see what you are up against for possibly removing the soft cap, look at ..\Starsector\starsector-core\data\scripts\plugins\LevelupPluginImpl.java.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 12:52:58 AM
Check the upcoming patch notes in the OP.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 24, 2015, 01:12:37 AM
Midknight, I guess that's a no for me. My developer team used to use Netbeans. But that was ages ago. Have no idea about programming myself.

Dark, I did see that just now. You're such a glorious bastard of a guy. Thanks  ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 24, 2015, 10:31:52 AM
Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 11:15:21 AM
Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.

No, you don't.  Look at the ship again.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 24, 2015, 11:43:28 AM
Yes, you do.  Try the steps I listed.  Now, if you put maximized ordnance on, use the ordnance points, leave the refit screen or switch to a different ship and then go back and try to take maximized ordnance off, it will magically re-appear.  But if you take it off before leaving the refit screen or switching ships, it will not.

Now, it's possible that this is due to some other mod messing things up; just in case, here's the list of what I'm running right now.
Starsector+ 2.4+
Console Commands 2.3
Interstellar Imperium 1.6.1
LazyLib 2.0b
Neutrino Corporation 1.80
Omnifactory 1.10b
Save Transfer 1.3
Shadowyards 0.5.2.2
The Knights Templar 0.9.3g
ZZ Shaderlib Beta v1.02
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 24, 2015, 12:14:08 PM
I concur with what Wyvern says. This manifests exactly as he describes. I have too many mods to list here. Probably all of the 6.5.1a mods, except Save Transfer 1.3 and Console Commands 2.3. So you can rule these out.

As he says, no idea if this is about SS+ or any other mod. Haven't tried it with vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 01:15:12 PM
You're right, it's not working.  I tested this scenario for 2.3 and it worked fine, and I have no idea WTF happened to make it break since then.

I managed to find some other (hackish) solution to the issue for now, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 25, 2015, 10:56:33 AM
I'm in Tartessus Black Market, picking up a stack of 100 fuel for 45 credits each and the total cost is coming up at 453. I'm not that good at math, but I think something's not right. The fuel from the open market is priced correctly. The wrongly-priced fuel from the BM sells on the open market for the incorrect price.

I don't know if it's an SS+ issue, but I have never seen that happen in vanilla, so I'll post here first.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 25, 2015, 10:58:41 AM
I'm in Tartessus Black Market, picking up a stack of 100 fuel for 45 credits each and the total cost is coming up at 453. I'm not that good at math, but I think something's not right. The open market is working correctly.

I don't know if it's an SS+ issue, but I have never seen that happen in vanilla, so I'll post here first.
It IS an issue with vanilla actually
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 25, 2015, 10:59:49 AM
Okay, thanks for clearing that up.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Protonus on January 25, 2015, 05:51:13 PM
Would the Industry skills be available in this mod before the Vanilla one comes in?

I think the extra Cargo, Fuel and other Campaign-related traits will come in handy for those who are willing to last longer in the open (battle-less) travels while trading goods and transporting ships.

Speaking of transporting ships, do you think this mod can accommodate Ship-trading among stations and planets in order to get decent profit (with the skills applied), while ships sold to that station can produce those ships? (i.e: Sell enough Neutrino-mod Ships into the Corvus system will apply some of the Persean fleets to use Neutrino ships)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 25, 2015, 07:39:43 PM
There are no plans to expand on Industry right now.

Ship-trading is not supported by the game right now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 12:22:44 PM
Hello guys,

New to the forums but ive been playing SS for a while now and I must say that Starsector+ brings the game to a whole new level :) Thank you very much for your hard work on this mod!

I have one question: How much memory does Starsector+ and all the factions added in take to run?! I updated my java to the 64 bits version, changed the memory parameters so that it can use 4 gig instead of the basic values. I was able to play the game until level 18, got back home today to continue my game, tried to load my save and it says it does not have enough memory to load my save... I read the log in the core older and it is effectively a ran out of memory problem. Now how is that even possible? I mean I was able to play the damn game till level 18, loaded my save multiple times without any problem! Why now? Is it possible that my save is corrupted? Is there a way to fix that problem?

Thank you very much for your help on this matter!

PS: English is not my first language so I am sorry for any confusion while reading my message.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Cycerin on January 26, 2015, 01:06:48 PM
Are you 100% sure you're booting the game from starsector.bat every time you play? Just checking because I forget sometimes...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 01:14:18 PM
Yes unfortunately :( Its the shortcut I use on my desktop.

Are you all able to play seemlessly? It never crashes because of an out of memory problem? How long does it take you guys to load a save game? It takes me a good 1.5/2 min everytime with the music stoping like the game is about to freeze at least a dozen times... Never thought this game could be so demanding...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 26, 2015, 01:22:02 PM
Yes unfortunately :( Its the shortcut I use on my desktop.

Are you all able to play seemlessly? It never crashes because of an out of memory problem? How long does it take you guys to load a save game? It takes me a good 1.5/2 min everytime with the music stoping like the game is about to freeze at least a dozen times... Never thought this game could be so demanding...
Wait, did you change the shortcut so that it opens the .bat file and not the .exe file? Does a command line like window pop up when you open it?
If you didn't then that is why: That shortcut is opening the .exe file which uses another file (the vmparams file) for the memory and java settings
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 01:35:52 PM
installing a 64bit java isnt enough for starsector to actually use it, you have to either tell it to use the 64bit java from your operating system( http://fractalsoftworks.com/forum/index.php?topic=8726 ) or simply copy your 64bit java folder into the starsector folder.
dont forget step5! without step5 64bit are useless. with SS+ you want at least 2GB, but even with all the updated factions it never exeeded 3GB on my pc.
so if you did everything right and have the second number in vmparameters at 4GB there shouldnt be a memoryproblem... maybe with a 32bit OS...

i never noticed long loadtimes or "freezing"... well maybe i did before i got that java stuff sorted, that was quite some time ago, my memory isnt what it used to be. ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 01:44:04 PM
installing a 64bit java isnt enough for starsector to actually use it, you have to either tell it to use the 64bit java from your operating system( http://fractalsoftworks.com/forum/index.php?topic=8726 ) or simply copy your 64bit java folder into the starsector folder.
dont forget step5! without step5 64bit are useless. with SS+ you want at least 2GB, but even with all the updated factions it never exeeded 3GB on my pc.
so if you did everything right and have the second number in vmparameters at 4GB there shouldnt be a memoryproblem... maybe with a 32bit OS...

i never noticed long loadtimes or "freezing"... well maybe i did before i got that java stuff sorted, that was quite some time ago, my memory isnt what it used to be. ;)

Yea I know that. I already did all that stuff, my game is using Java64 bit.

And yes, the command windows pops up, the shortcut is really pointing to starsector.bat :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 02:06:58 PM
there isnt realy a way for 64bit to work and you still run out of memory. i would say it isnt working correctly, please try the "altenative B + step 5" variant. i remember that i wasted much time with the first method until i tried this one and it worked. plus with this variant you use the .exe file like normal. ;)
you do have a 64bit OS right?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 26, 2015, 02:11:44 PM
Hum, personally with most mods I need 5GB for Starsector when I reach high levels.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 02:17:23 PM
Hum, personally with most mods I need 5GB for Starsector when I reach high levels.

Yea... I think this is the problem... It`s using more than 4gb of ram to run right now :S
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 02:26:03 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 26, 2015, 10:05:36 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 26, 2015, 10:17:06 PM
Just wanted to ask: any idea how far away is 2.5 ? I wanted to start a new campaign. Was wondering if I should wait for the bigger experience gains.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 26, 2015, 10:20:53 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.

I think that is a problem with Neutrino and not SS+
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Protonus on January 26, 2015, 10:43:28 PM
All I can say right now whenever I have high memory requirements from this game...

"You can never have too many ships."

That is all.  ;)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 26, 2015, 11:14:16 PM
Another big update.  Save compatability has been lost, which isn't much of a problem because most of you are restarting for...

BLACKRO- no, wait...

JUNK PIRATES, P.A.C.K., and ASP SYNDICATE!

Three factions in one, all integrated for your enjoyment.  We also have a couple new ships, since the Dominator was getting lonely:

Punisher-class Light Cruiser [6 Logistics / 13 FP]
(http://www.sc2mafia.com/Starsector/ssp_punisher_dd.png)
It's hammertime.

Originally intended for Pirates Plus, the Punisher is a mobile low-tech ship designed to rely on positioning to levy its firepower on the correct target.  The theme of this design is "hammer", a ship that embodies the design philosophy of getting into position and striking down the target with forward weaponry.  The Punisher makes for an excellent flagship in a mixed fleet.  Sprite by Cycerin.

Vindicator-class Cruiser [8 Logistics / 16 FP]
(http://www.sc2mafia.com/Starsector/ssp_vindicator_cc.png)
Vengeance for the fallen Achilles.

The cruiser of promised sniping.  This one has a SPMA-style main cannon that sprays high-explosive scattershot at long range.  It's an alternative to the Dominator that acts as an anvil for the Dominator's hammer; lock down a ship with a Vindicator and hammer it to dust with a Dominator.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.5.zip)

Download Starsector+ 2.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.5.zip)
Download Mirror (https://www.mediafire.com/?a4nzkxr9nzjb9c3)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.6.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3g (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (New!)

Recommended Mods
Common Radar 1.1d (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)

Version 2.5
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 27, 2015, 04:11:57 AM
You the man!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on January 27, 2015, 04:28:12 AM
Can't wait to try out the new ships.

BTW: Is it expected that the +relationship starting options actually lower your initial standing with many mod factions (at least Blackrock, Mayorate, Shadowyards and Templars that I noticed)?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 05:57:49 AM
  • Named bounty quantity now scales to the number of integrated mods you have enabled
  • Bounty prices improved
  • Markets refresh wares/ships more often
  • The black market refreshes more rapidly than other types of markets

So much yes! Still feel like pirate presence should be more significant though. Currently there are more bounty fleets than there are pirate fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 08:27:52 AM
I don't think the salary calculation is correct.
Spoiler
Before salary report:
(http://i.imgur.com/115WcRK.png)
After salary report:
(http://i.imgur.com/qpZIMfP.png)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on January 27, 2015, 09:00:17 AM
That's because the salaries are paid daily I believe, but you get the total paid only each month.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 09:06:42 AM
Ahh, that must be it. Thank you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: lordcronos24 on January 27, 2015, 09:11:43 AM
Hello Guys! I am new to this forum, but not so new to this mod. Must tell u guys i love it! Great job. However i am realy anoyed by the new music. Can u guys tell me how to switch it back to vanila music?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 27, 2015, 09:43:11 AM
You should ask the developer of whichever mod is changing the music, since SS+ does not change the music.  I believe it's Blackrock Drive Yards.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ValkyriaL on January 27, 2015, 10:30:25 AM
It is BRDY most likely, Exi also changes music i believe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on January 27, 2015, 10:31:42 AM
Mayorate adds music as well, but custom music seems to break music in Starsector in my experience. It'll play music from one mod and then eventually stop playing music altogether.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on January 27, 2015, 11:41:08 AM
Yup, had this problem too, normally when I'm accessing markets. Honestly I'd just like to turn off the market music altogether.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: MesoTroniK on January 27, 2015, 01:09:34 PM
Hello Guys! I am new to this forum, but not so new to this mod. Must tell u guys i love it! Great job. However i am realy anoyed by the new music. Can u guys tell me how to switch it back to vanila music?

You should ask the developer of whichever mod is changing the music, since SS+ does not change the music.  I believe it's Blackrock Drive Yards.

It is BRDY most likely, Exi also changes music i believe.

Mayorate adds music as well, but custom music seems to break music in Starsector in my experience. It'll play music from one mod and then eventually stop playing music altogether.

Yup, had this problem too, normally when I'm accessing markets. Honestly I'd just like to turn off the market music altogether.


All right, a bit of confusion over music here right now let me see if I can clear this up.
Currently the mods that add music are Black Rock Drive Yards, The Mayorate, and Exigency (yes I am still working on this and it will be functional again very soon). The mod that is last via alphabetical order will be the custom music that is played, so The Mayorate will overwrite the other two mods that work with music.

Here is what the pertinent sections of the sound config looks like for those three mods.


Mayorate
Quote
{
   "music":
   {
      "music_campaign":[
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},
         {"file":"ambient2.ogg","source":"sounds/ilk/music/"}
      ],
 
      "music_combat":[
         {"file":"battle2.ogg","source":"sounds/ilk/music/"},
         {"file":"battle3.ogg","source":"sounds/ilk/music/"}
      ]
   },


Black Rock Driveyards
Quote
{
   "music":{
      # "source" can also be a directory
      "music_campaign":[
         {"file":"Blackrock.ogg","source":"sounds/BR/music","volume":0.65},
         {"file":"Stellar Rust.ogg","source":"sounds/BR/music","volume":0.60}         
      ],
         },


Exigency (DEV)
Quote
{
   "music":{
      "music_campaign":[
         {"file":"Spacer 20 Seconds.ogg","source":"sounds/exigency/music/campaign","volume":1.0},
         {"file":"Stellar Remnant.ogg","source":"sounds/exigency/music/campaign","volume":0.21},
         {"file":"Unknown.ogg","source":"sounds/exigency/music/campaign","volume":0.50},
         {"file":"Sovereignty.ogg","source":"sounds/exigency/music/campaign","volume":0.18},
         {"file":"Mobilization.ogg","source":"sounds/exigency/music/campaign","volume":0.20},
         {"file":"Ambush.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"Hostile Waters.ogg","source":"sounds/exigency/music/campaign","volume":0.29},
         {"file":"Fear Machine.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"StianStark-Campaign_Theme_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
      "music_combat":[
         {"file":"Spacer 15 Seconds.ogg","source":"sounds/exigency/music/combat","volume":1.0},
         {"file":"Cloak and Dagger.ogg","source":"sounds/exigency/music/combat","volume":0.29},
         {"file":"Skeleton Crew.ogg","source":"sounds/exigency/music/combat","volume":0.25},
         {"file":"Catastrophic Systems Failure.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Panic.ogg","source":"sounds/exigency/music/combat","volume":0.24},
         {"file":"Fusillade.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Exigency.ogg","source":"sounds/exigency/music/combat","volume":0.15},
         {"file":"Veiled in Dust.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Relics.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Undying Legacy.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"The Flagship.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"Condottiere.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"StianStark-Battle_Ambience_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
   },


Now here is the tricky part, it will also overwrite vanilla music unless you add it back in (currently no mods overwrite market music). I am the only author that adds the vanilla combat and campaign music back, the bold lines in each list under the quote for my mod is what every other mod should look like if they work with music.

Now if you install a mod that works with music and you do not want it at all, then navigate to mods/"mod name here"/data/config/sounds.json and delete the music section or comment it out by placing a # in front of each song. Alternatively if you want the vanilla music back in addition with the BRDY and or Mayorate music then copy paste the bold lines from my mod's music config. Or if you want all the music from every mod to be used, then you have to modify the Mayorate config to include any music you want. About the music ceasing to function after a while, I have never observed that personally.

Anyways, I hope this assists some folks :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 27, 2015, 01:50:08 PM
All right, a bit of confusion over music here right now let me see if I can clear this up.
Currently the mods that add music are Black Rock Drive Yards, The Mayorate, and Exigency (yes I am still working on this and it will be functional again very soon). The mod that is last via alphabetical order will be the custom music that is played, so The Mayorate will overwrite the other two mods that work with music.

Here is what the pertinent sections of the sound config looks like for those three mods.

Mayorate
Quote
{
   "music":
   {
      "music_campaign":[
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},
         {"file":"ambient2.ogg","source":"sounds/ilk/music/"}
      ],
 
      "music_combat":[
         {"file":"battle2.ogg","source":"sounds/ilk/music/"},
         {"file":"battle3.ogg","source":"sounds/ilk/music/"}
      ]
   },


Black Rock Driveyards
Quote
{
   "music":{
      # "source" can also be a directory
      "music_campaign":[
         {"file":"Blackrock.ogg","source":"sounds/BR/music","volume":0.65},
         {"file":"Stellar Rust.ogg","source":"sounds/BR/music","volume":0.60}         
      ],
         },


Exigency (DEV)
Quote
{
   "music":{
      "music_campaign":[
         {"file":"Spacer 20 Seconds.ogg","source":"sounds/exigency/music/campaign","volume":1.0},
         {"file":"Stellar Remnant.ogg","source":"sounds/exigency/music/campaign","volume":0.21},
         {"file":"Unknown.ogg","source":"sounds/exigency/music/campaign","volume":0.50},
         {"file":"Sovereignty.ogg","source":"sounds/exigency/music/campaign","volume":0.18},
         {"file":"Mobilization.ogg","source":"sounds/exigency/music/campaign","volume":0.20},
         {"file":"Ambush.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"Hostile Waters.ogg","source":"sounds/exigency/music/campaign","volume":0.29},
         {"file":"Fear Machine.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"StianStark-Campaign_Theme_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
      "music_combat":[
         {"file":"Spacer 15 Seconds.ogg","source":"sounds/exigency/music/combat","volume":1.0},
         {"file":"Cloak and Dagger.ogg","source":"sounds/exigency/music/combat","volume":0.29},
         {"file":"Skeleton Crew.ogg","source":"sounds/exigency/music/combat","volume":0.25},
         {"file":"Catastrophic Systems Failure.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Panic.ogg","source":"sounds/exigency/music/combat","volume":0.24},
         {"file":"Fusillade.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Exigency.ogg","source":"sounds/exigency/music/combat","volume":0.15},
         {"file":"Veiled in Dust.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Relics.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Undying Legacy.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"The Flagship.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"Condottiere.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"StianStark-Battle_Ambience_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
   },


Now here is the tricky part, it will also overwrite vanilla music unless you add it back in (currently no mods overwrite market music). I am the only author that adds the vanilla combat and campaign music back, the bold lines in each list under the quote for my mod is what every other mod should look like if they work with music.

Now if you install a mod that works with music and you do not want it at all, then navigate to mods/"mod name here"/data/config/sounds.json and delete the music section or comment it out by placing a # in front of each song. Alternatively if you want the vanilla music back in addition with the BRDY and or Mayorate music then copy paste the bold lines from my mod's music config. Or if you want all the music from every mod to be used, then you have to modify the Mayorate config to include any music you want. About the music ceasing to function after a while, I have never observed that personally.

Anyways, I hope this assists some folks :)
Another way to look at these lists if you are confused is if they are like a playlist for SS
Also, make SURE you copy the "white space" in between the end of the song before the song you want and the beginning of the one you want. You'll know when you do it right when you paste the the song you want after the comma at the end of one of the songs and it all lines up
Example:

Spoiler
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},<copy the white space from here to here
       >{"file":"ambient2.ogg","source":"sounds/ilk/music/"}
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: lordcronos24 on January 28, 2015, 12:18:01 AM
Thank you MesoTroniK, i was able to switch back to vanilla music!!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 28, 2015, 04:39:44 PM
So, you thought Starsector+ was too easy?

Think again!

Upcoming changes include:
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 28, 2015, 05:41:55 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 28, 2015, 05:46:54 PM
That's only a 25% increase.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Recklessimpulse on January 28, 2015, 09:25:19 PM
Totally enough to ruin you early game since your normalizing prices as well, usually I think people tend to stay in areas of low cost supplies until bounties are profitable enough that the high cost stuff is worth paying for, or maybe that just me but for early game that means for some of us at least that's a 3 or 4x price increase.

Edit: That said try it, and change it next patch if it bombs the only real way to test it is to put it into the wild so to say.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on January 28, 2015, 09:33:39 PM
So, you thought Starsector+ was too easy?

Think again!

Upcoming changes include:
  • Tougher bounties on the player
  • Aggressive campaign fleet AI
  • Freighters and other civilian ships attract pirates
  • Supply cost significantly normalized... and increased to ~125/unit (no more oddball planets with 300/unit, but no more super-cheap 35/unit locations either)
  • Trade fleets are better-equipped
  • Pirate, merc, and certain core faction spawns scale up with # of modded factions (depending on faction)
  • Bounty/grudge-hunting fleets are more likely to catch the player
  • Starting reputation changes are more extreme; starting Hostile with someone is a lot more common

I have yet to have been targeted by a troublesome bounty hunter, I'm around 20-30hrs in btw and the bounty on my head is around 600k I think. The only 2 factions I'm hostile towards are the Templars and the Mayorate and the latter sent a fleet to me only on their system and it was a pretty weak fleet. I'm not sure what you mean by aggressive campaign fleet, hostile fleets won't disengage anymore if they know they won't catch up? Supply cost is only going to make the early game more troublesome since you'll be rolling in cash once you are able to handle 200k+ bounties, seems unnecessary in my opinion, SS+ already makes fuel annoying as it is. Trade fleet change is an improvement. Having more fleets around is nice, especially when the Templars are around and clean an entire system with just a few frigates. Grudge fleets having more burn is an odd change, will they be composed of smaller ships then? Won't they be really easy to defeat then?

I like the changes, but if you really want to make the game harder you gotta have harder fleet spawns with lvl50+ captains and with effective variants for those levels. The random system is good for variety but I wonder how effective some fleet compositions are when compared to fleets that are more finely tuned. In other words you're increasing the difficulty of leveling up your fleet and character, not the challenge of things you actually face in the game as you level. Both are important but I do feel that even with the Templars we are still lacking on the latter.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 28, 2015, 09:43:58 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
I have never bought supplies from market in SS+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 28, 2015, 11:00:25 PM
I like the changes, but if you really want to make the game harder you gotta have harder fleet spawns with lvl50+ captains and with effective variants for those levels. The random system is good for variety but I wonder how effective some fleet compositions are when compared to fleets that are more finely tuned. In other words you're increasing the difficulty of leveling up your fleet and character, not the challenge of things you actually face in the game as you level. Both are important but I do feel that even with the Templars we are still lacking on the latter.
The problem though is how SS spawns fleets now... IIRC, on the mod chat Dark said that the way that the only real way to get better combat fleets is to find them, delete them and spawn in better ones but that would be REALLY hacky and resource intensive...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 28, 2015, 11:01:18 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
I have never bought supplies from market in SS+.

You're a magician.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: orost on January 29, 2015, 12:13:57 AM
Why level out the prices of supplies? Varied prices add an element of strategy - do you hang out where supplies are cheap to minimize your costs, or venture out to somewhere where bounties might be better but supplies are expensive? Do you run a bunch of freighters and periodically resupply on Jangala where it's cheap, or do you get supplies locally at higher prices but saving cargo space? Now you just pick supplies up at the nearest station and that's it.

Also why does it need to be harder in the first place? Starsector, and SS+ even more so, makes it very easy to pick your level of challenge. If you feel you're doing too well you can just pick tougher fleets to fight or go harass Templars. All making it harder to survive achieves is reducing the viability of sub-optimal but maybe fun playstyles/fleet compositions/loadouts. I can pick the starting Tempest and roll over the lowest-level bounty fleets all day, but that doesn't mean they need to be made harder, they're fairly challenging if you start with something bad like the Enforcer and if you made them any harder the Enforcer start would be unplayable. It means that if you start with a Tempest you should go do something more ambitious.

Anyway, this was a comment on increasing the difficulty level in general and not completely relevant to the changes listed. They sound good other than the supplies. It's just something I've had on my mind about SS+'s difficulty for a while.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 29, 2015, 12:16:40 AM
I'm tossing out the Supplies change because it significantly impacted the economy.  So you shouldn't worry about that anymore.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 29, 2015, 01:04:39 AM
Oh goodie :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on January 29, 2015, 10:05:10 AM
I'm tossing out the Supplies change because it significantly impacted the economy.  So you shouldn't worry about that anymore.

Glad to hear it. Artificial difficulty does not contribute to satisfying gameplay.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sefarison on January 29, 2015, 03:50:52 PM
Getting a really weird graphics glitch, like the solitaire effect or the old windows 95/98 freeze and window drag. The game still keeps going while this happens. Missions and campaign battles both. Only other mod enabled is Console Commands (and Lazylib and Shaderlib of course).

Spoiler
(http://i.imgur.com/ebx5Lu9.png)(http://i.imgur.com/Sf9fZBy.png[img][img]http://i.imgur.com/Kg3QMgB.png)(http://i.imgur.com/ExqAu9C.png)
[close]

Bonus :P
Spoiler
(http://i.imgur.com/z5705Bm.png)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 29, 2015, 03:52:50 PM
I've been seeing that pop up in a few games recently, but in the past I've personally had that occur from faulty drivers and GPU overheat.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 29, 2015, 04:21:44 PM
That problem occurs with some old drivers and also with certain laptops that use an alternative low-power graphics device for Starsector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on January 29, 2015, 06:46:55 PM
Getting a really weird graphics glitch, like the solitaire effect or the old windows 95/98 freeze and window drag. The game still keeps going while this happens. Missions and campaign battles both. Only other mod enabled is Console Commands (and Lazylib and Shaderlib of course).

Spoiler
(http://i.imgur.com/ebx5Lu9.png)(http://i.imgur.com/Sf9fZBy.png[img][img]http://i.imgur.com/Kg3QMgB.png)(http://i.imgur.com/ExqAu9C.png)
[close]

Bonus :P
Spoiler
(http://i.imgur.com/z5705Bm.png)
[close]

That issue is related to shaderlib. It's related to the distortions setting I believe, and you need to turn it off.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sefarison on January 29, 2015, 10:11:18 PM

That issue is related to shaderlib. It's related to the distortions setting I believe, and you need to turn it off.

Thank you, that did the trick.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Julzjuice on January 30, 2015, 02:07:47 PM
Finally fixed my save loading problem wooooooooooot!!!!!! Thanks for the inputs Dark.Revenant, it was indeed a memory problem (still cant believe 4 gig was not enough though!).

Anyways, after seeing how some people think this game is too easy, I am curious to know how they make their money? I always find myself low on cash and in the need to find a super deal to trade and make money instead of just having fun and fighting...

So, how do you guys make your money in SS+ and how are you able to afford buying all those big shiny ships and maintaining big fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 30, 2015, 03:00:17 PM
Bounties probably make up 90% of my income until a food shortage hits that I'm informed about and in position to exploit, then I rarely ever find myself in need of money.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on January 30, 2015, 03:14:49 PM
I always keep a cheap fleet of freighters in a storage somewhere. If I find myself in need of money, I dump all the expensive combat ships but the frigates in storage and take the freighters to do a couple of trade runs, sometimes food shortages, but most of the times selling all the metals I accumulated with the combat salvages: trade disruptions can raise their price up to 180 creds (compared to the usual 30-40) or 1200 for the rare ones. And in the case I loose completely a battle, having those ships and metals around allow me to get back on my feet super fast.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Saularian on January 30, 2015, 03:22:16 PM
Would love to play this mod, but when starting a campaign with it, I get the following crash to desktop error: "fatal: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI" and the usual check log for info.
Anyone know how to fix this? Got lazylib, lazyshader installed and running with latest 64bit java, so those should not be the problem
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 30, 2015, 03:23:33 PM
Have you redownloaded the archive and reinstalled it? A file may have been corrupted.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 30, 2015, 03:33:29 PM
Would love to play this mod, but when starting a campaign with it, I get the following crash to desktop error: "fatal: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI" and the usual check log for info.
Anyone know how to fix this? Got lazylib, lazyshader installed and running with latest 64bit java, so those should not be the problem
Yeah, try redownloading the mod and if that doesn't do it then if you could get us the last lines of the log. It is named starsector.log BTW.
If you have trouble opening the log because of the size, Go out and download the program baretail as it is a free program that can open these large logs with ease
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Saularian on January 30, 2015, 04:00:40 PM
Yup, tried that, and again, crash happens when it's stabilizing the economy at dec 6...