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Roider Union
(https://i.imgur.com/FPvM8iS.png)
Download v2.1.0 (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%202.1.0.zip)
Save compatibility: v2.1.0 or later
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Supports GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) | Supports Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Supports Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.
Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations
(https://i.imgur.com/gRlb5Vx.png)
Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.
Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan (https://soundcloud.com/matthias-borgias)
Music and Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!
Changelog:
Version 2.1.0
New Features
- Added Historical Roider Charter special item for Roider Dives and Union HQ
- Boosts production, mining range, and fleet size
- Organics are now available as void resources for Dives and Union HQ to gather
Changes
- Nerfed Calidor's Interdiction Sequence
- Reduced range from 1000 to 800
- Restarts target's engines after a few seconds
- Void resources in Roider systems are now preset
- Rebalanced void resource generation - roughly a bell curve, now
Bug Fixes
- Fixed cargo screen lag 100%
- Fixed nomad bases in fringe not accurately tracking commodity sales for shortages/surpluses
- Fixed Mad MIDAS bar event's bad result not being shown - it was still happening, though
Version 2.0.7
Bug Fixes
- Fixed initialization crash on new game
Version 2.0.6
Bug Fixes
- Fixed prospector fleets being spammed
- Fixed Union HQ submarket and retrofitting not using Roider Union rep/commission
- Fixed NPE from Rockpiper Shipworks
- Reduced lag when opening inventory - still looking for main cause
Version 2.0.5
Bug Fixes
- Fixed random Phasenet crash
- Added missing Ring Flare Launcher description
- Blocked roider prospectors from spawning in some invalid places
Version 2.0.4
New Features
- Added Ring Flare Launcher
- Used by Argos-class mothership and Jane-class tanker
Bug Fixes
- Fixed incompatibility crash with Ashes of the Domain
- Stopped Neural Link hullmods from being transferred to armor modules
Version 2.0.3
Changes
- Improved Zap SRM's zap visual
- Improved Phasenet's zapping visuals
Bug Fixes
- Fixed Wrecker towing crash
Version 2.0.2
Bug Fixes
- Fixed crash when replacing Roider Union capital
- Corrected Rocksaw normal map's name
Version 2.0.1
Changes
- Roach's armor module now temporal shifts with it
- Fixed a few variants affected by vanilla's weapon OP changes that slipped by my first pass
Bug Fixes
- Fixed NoClassDefFoundError crash when starting a game with Nexerelin
Version 2.0
New Features
- Moved all code from Java to Kotlin
- Added Doldrums Chaingun - small kinetic burst gun
- Added Calidor-class carrier - premium destroyer carrier
- Added Cowboy-class light (frigate) carrier
- Renamed destroyer Cowboy to Trailboss
- Added S-Mod effect to MIDAS - reduces kinetic damage to hull/armor
- Added S-Mod effect to Firestorm Integration - gives Ballistic Rangefinder's effects
- Unified fringe mechanics under "nomads" concept
- Fringe stations come in various sizes and all offer retrofits through special Argosi Bazaari industry
- Nomad trade fleets travel between fringe stations and core worlds
- Systems with Roider Union stations display transponder warning on jump points
- If Korovin is lost, a fringe Roider station will replace it as Roider Union's capital
- Added an industry BP for Roider Dives, which now costs less to build
- Improved Sharpshooter's hit chance
- Moved most retrofitting code to new RetroLib library mod
- Added generic frame hulls - convert any ship to a Roider ship!
- Externalized all strings for translators
- Maybe other stuff not covered in Changes section
Changes
- Reworked Argos mothership
- Replaced some weapon mounts with drone wings
- Added Drone Reserves hullmod - 100% replacement rate and replaces whole wing at a time
- Reworked Ranch carrier into heavy carrier
- Armor! Guns! Still lots of fighters!
- Reworked Gambit fast cruiser
- Added pirate Gambit
- Gave Bombard destroyer the LIDAR Array system
- Removed DTC hullmod
- Blasting Laser is now a Hybrid (Energy) weapon
- Rotary Hammer Launcher is now a premium 12 OP missile weapon
- Triple shot with select-fire
- Added Holistic Gyro-Stabilizer hullmod to Cyclops
- Reduced recoil, faster turret rotation, increased medium ballistic/hybrid range
- Added an escape burn system to Hopskip Mk.II bomber
- Reduced cruise speed
- Renamed Onager destroyer to Aurochs destroyer
- Removed old Aurochs
- Renamed Cowboy light carrier to Trailboss light carrier
- Changed built-in drones to open slot
- Added Outrider hullmod - blocks bombers
- Changed medium ballistic turret to energy
- Renamed Sheriff frigate to Desperado frigate
- Removed drone wing and reworked weapon mounts
- Reworked Rocksaw heavy fighter
- Now has Doldrums Chaingun as main armament
- Renamed Armature strike drone to Tracker strike drone
- Removed old Tracker
- If carrier has MIDAS, provides a speed boost to carrier's other fighters
- SP-improved a couple Roider Union industries
- Removed Ogrov, Dragline, Nolasher
- Removed ability to build in Tracker Swap
- Reduced number of particles in Pile Driver's onFire effects
- Other changes I've lost track of
Bug Fixes
- Removed a lot of possible NPEs
- Fixed some issues with Phasenet pull speed
See changelog.txt for older changes.
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Tiny update to make "The Hammer" a bit easier. You are no longer limited to three command points. Or any number of command points. ;)
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Ho boy, "The Hammer" is one tough nut. Did you beat it yourself at normal fleet size (200)? Any tips?
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I've only tried it twice, almost beat it the first time (I think the pirates had everything deployed or destroyed), but the second time I got my butt handed to me. I was doing it with battle size 400. I haven't really done any sort of balancing on it, to be honest.
My strategy was to deploy cruisers, Enforcers, mining pods, and some Tarsi first, then deploy all the Buffalo (make sure you have enough DP to do so). I put down two defend points, one close to the middle of the map and one towards the rear. The Buffalo were assigned to the rear point and the rest to the front, then I just stayed near the front in the Eagle and tried to grind down the pirates.
Keep your shields down except when blocking missiles/asteroids and don't be afraid to take a quick vent, because you have to keep firing.
I was trying it with only 3 command points, so maybe ordering the Ventures to escort you with the defend points for everyone else would work better.
The Lashers have more firepower than the Tarsi, but they're more likely to overextend and die.
Warthogs are scary when you haven't got all of the pirate's (2) carriers.
Like I said, I haven't tried it much. I'll probably try again over the weekend once or twice. Any specific feedback on how unbalanced it is would be great. :)
Edit: For giggles I turned battle size up to 800 and played it. There were only 21 out of ~68 pirate ships left when I died. So bitterly-contested defeat for me. There were so many wrecks... I think a wreck hitting my engines is what killed me.
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Any specific feedback on how unbalanced it is would be great. :)
Mh, yeah, first of all I don't think it's a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.
Well, and it is too hard at battle size 200, I'm not sure if it can be beaten at all.
What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.
What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a "safe distance" they can only fire their Pillums anyway) for Pillum Condors.
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Mh, yeah, first of all I don't think it's a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.
Well, and it is too hard at battle size 200, I'm not sure if it can be beaten at all.
Ah, sorry about that. I play with 400+ battle size so much I'd forgotten what the default was. From now on I'll always test at 200 first.
What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.
What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a "safe distance" they can only fire their Pillums anyway) for Pillum Condors.
I was a little hesitant about emphasizing the asteroids since the AI can't see them, but the high speed asteroid impacts are really cool.
Going more strikecraft for the player's fleet is what I should have done from the beginning. Especially since I've stated that the Roider's focus is on carriers and ballistics. I'll put in the Roider strikecraft, even though that will take some lore reworking (for what that's worth at this early stage ::)).
Good ideas.
Spoiler
I don't normally release anything this unpolished, but I wanted more than one real mission. And a big mission like The Hammer is hard to balance, so the outside input is wonderful.
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I downloaded this, and I can say I'm still having some trouble beating "The Hammer" Mission. It's a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn't looking. I've been playing on battle size 200, by the way.
It might just be me, but with the way the eagle is, I believe it's worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.
As for the first mission... kind of sad, but I still haven't beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in "The hammer".
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I downloaded this, and I can say I'm still having some trouble beating "The Hammer" Mission. It's a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn't looking. I've been playing on battle size 200, by the way.
Glad you're having fun! :)
It might just be me, but with the way the eagle is, I believe it's worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.
I think you're right. The Eagle, being a "Custom" variant, is really intended to be as powerful as possible, whereas the other ships are intended to be trying to get by with open market weapons.
As for the first mission... kind of sad, but I still haven't beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in "The hammer".
The trick with the first mission is that the Tarsus can't deal damage and the fighters can't take hits. Try an escort order to reign in the fighters.
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Beat it! The Hammer has fallen ;D
65%. Only with custom loadouts for all ships, though. Still don't think it's possible with a thematically fitting low-tech loadout.
Worked like this: First deployed a specialzed anti-armor wave that took care of the Hounds. I used three Mauler-Enforcers and Assault Cannon-Tarsuses. Then deployed my Eagle and further general purpose ships. Tarsuses got an extra rally point so they stayed in front to soak up damage and Reapers.
Eagle loadout was 3 Phase beams, 3 Mortars, Bulkheads and Conduits.
Was fun :)
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Beat it! The Hammer has fallen ;D
Nice!
I probably would have done some work with the missions and released a version 0.5.2, but I've been wrestling with the Roider Frigate again. I'll give you a little teaser: the probably final name for the frigate is Cyclops.
And for reference, the way I rate my missions is:
Easy = Autopilot wins
Medium = I can beat it if I work at it (and I'm not a bad player)
Hard = I could beat it in theory if I tried a lot
Impossible = Buffalo Mk. 2 vs Onslaught
Spoiler
Spoiler
(http://img823.imageshack.us/img823/9753/yrx0.png)
(http://img850.imageshack.us/img850/6498/gp8c.png)
I'm done here.
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I beat it as well finally! 73%
I adjusted the eagle by removing it's ballestics, and tossing the spare OP into vents and capacitors.
I deployed everything but the mining drones and a buffalo Mk2. I split my forces between two defense points with buffalos behind. I also moved my eagle between the points in the center.
The really hard part of the mission is keeping your eagle alive as you take out the destroyers and frigates that swarm the center.
Usually the cruisers fall from salamanders/asteroids flaming out there engines.
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I got some time to work on this mod yesterday, so the Cyclops Frigate is closer to done. It has excellent turret coverage, including a 360° medium turret, but lacks missile mounts.
(http://i.imgur.com/HjvvadE.png?1)
Needs a lot of work still, but it's getting there.
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o.O Cool
Can't wait to see it :)
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New version up!
Changelog
Version 0.6
-Added Cyclops Frigate
-Added mission "Eye of the Storm"
-Added built-in hullmod "Roider AAA Software" - no function yet
-Changed Dozer Bomber loadout from 2x Harpoon MRM (Double) to 4x Harpoon MRM (Single) - slight buff
-Removed Harpoon MRM (Double)
-Removed mission "The Hammer" - still in "extras" folder
-Removed Roider Test Zones 2 and 3 (missions)
(http://i.imgur.com/SYRkiX7.png)
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Steadily growing are we? I'm curious to see what this will turn in.
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I haven't been working on this mod as much as I'd like, but progress is being made. Before version 0.7 and the Roider's light cruiser comes out, I plan on releasing an intermediate version (0.6.5). I'm currently working on the big feature of this intermediate version: overhauls of the Dozer and Grinder!
The Dozer will get a completely new, much better sprite. It may get a defensive weapon like an LMG or Mining Laser. It may also get a name change; suggestions welcome! :) Sticking to the theme of industrial equipment is preferred, but not required.
The Grinder will have a complete weapon loadout change to fit Roider doctrine (and its name) better. Gone will be the Mining Blaster, a Thumper will take its place. Two Swarmer Launchers in the rear hull will provide punch while two Mining Lasers on the "wings" will give overlapping coverage. If that turns out to not be enough, I'll install two additional forward-facing guns in the wings. The Grinder's sprite will be reworked to reflect these changes.
Edit: Grinder armament is going through flux, but is looking like 1x Thumper, 2x HE guns, 3x ballistic PD, and maybe 1x Swarmer. It's now a "Gunship" and trashes fighters while still threatening large ships.
Edit2: At this point I can guarantee that there will be a medium ballistic weapon. Probably a Thumper, but maybe a Chaingun. :P All else is "we'll see". This is what I get for being too specific. ::)
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Version 0.6.5 is now go. Download in OP.
I redid the Sledge (previously Dozer) Bomber's and Crusher (previously Grinder) Gunship's sprites as mentioned. I think they're a lot better!
Xenoargh's speed spriting guide helped a ton. My spriting time has gone from days and weeks to hours and days! Not to mention my quality has improved quite a bit. You don't want to see the layering on my old sprites ;)
(http://i.imgur.com/UTSlmww.png?1)
Changelog
Version 0.6.5
-Added new mission "Rumble in the Rocks"
-Changed Dozer Bomber to Sledge Bomber
-Changed Grinder Assault Bomber to Crusher Gunship
-Changed Sledge Bomber sprite
-Changed Crusher Gunship sprite
-Changed Sledge Bomber loadout: Added a Light Machine Gun
-Changed Crusher Gunship loadout completely
-Changed mission "Eye of the Storm"
- Changed Cyclops variant - starts with Augmented Engines
- Fixed where the Tempests burn in - not perfect, but all behind now
- Added more asteroids!
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Oh, seems I missed the last update, but I like this one. The "eye of the storm" mission is fun, my heart skipped a beat whenever I almost collided with a big one. Shame that there's no big fleet action mission now, though.
Looking forward to really getting to play with all these bombers, the quadruple harpooner looks cool :)
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Oooh, new update! I'll be downloading this when I get home!
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Version 0.8 when I introduce the Roider battleship will definitely have a big fleet action mission. Two or more caps per side, I think.
On the off chance that I finish the content for the next release of the mod before Starsector 0.7 releases, I'll hold off my release. Mainly because the next major version of the mod will be 0.7 and I don't want to confuse myself, let alone anyone else! :P
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I got a little annoyed trying to figure out the shape of a new ship, so I started messing with other things. I think I've found a good art direction for Roider ships: rusty and cobbled together. It allows me to make the sprites interesting without having to resort to "painting" them, it fits in better with vanilla, and it fits the Roider Union's overall style.
(http://i.imgur.com/XapthzS.png?1)
They may look like hunks of junk, but they got it where it counts! What do you guys think?
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The ships we have now are definitely too clean to be something converted from an aging civilian ship that's been modified with aging civilian parts; especially the cyclops, it's just way too shiny.
Then again, I'm not really an aesthetics person. I'm more interested in effectiveness.
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I like the new art style of Rusty and cobbled togethor. Fits really well with their background.
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Yeah, that direction sounds good to me.
One thing I noticed: The fighter cockpits seem much bigger than in vanilla, which messes with the apparent scale. It might help with that and also reinforce the sturdy impression if the cockpit had a grating. Spoiler
(https://upload.wikimedia.org/wikipedia/commons/d/d3/B-29_in_flight.jpg)(http://baumaschinen-modelle.net/forumsbilder/hansebube/a3-spessart/liebherr_fops_c_2.jpg)
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Spoiler
One of your images is broken, Gothars.
Yeah, the cockpits do need redoing. I'm not sure how I would pull off grating like that. I'll figure something out. All the fighters will be getting more work. I'm thinking of making the MG turrets visible, but that might mean a bump up in sprite size, at least for the Crusher. Although, given its firepower, a bigger sprite may not be such a bad thing; make it tougher as compensation.
I'm not sure what I'm going to do with the Augers. I've been toying with making it only a heavy fighter/interceptor and having a completely different fighter for the other role.
I've also been debating with myself about where I want Roider fighters' power level to be. The Augers are overall slightly less powerful than their vanilla counterparts, the Sledge is pretty good, and the Crusher is a hailstorm of projectiles that devours fighters. I think I'm going to have to have a brainstorming session.
The ships we have now are definitely too clean to be something converted from an aging civilian ship that's been modified with aging civilian parts; especially the cyclops, it's just way too shiny.
You wouldn't believe what a coat of paint can do.
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Sorry for the long wait. I finally gave up on trying to draw sprites and cranked out the ships I needed in the last few days by kitbashing. I'm a bit disappointed, but, without further ado, here is a new version of the Roider Union!
(http://i.imgur.com/TCpcrhK.png?1)
Changelog
Version 0.7
-Added Gambit Light Cruiser
-Added Onager Heavy Carrier
-Added Mule (R) Combat Freighter
-Added Hermes (R) Shuttle
-Added mission "Crushing Responsibility"
-Changed mission "Rumble in the Rocks" to have semi-random fleet compositions
-Redid fighters completely - a lot more balanced now
-Updated Tarsus (R)
-Other changes...
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That's a lot of new ships to play around with! ;D
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Whoops, forgot to reduce the Onager down to one deck when I changed its concept months ago. I'll upload a new version Thursday with the fix.
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Alright, fixed up the Onager and a few minor details.
Version 0.7.1
-Fixed # of flight decks on Onager
-A few other tiny changes
edit:
Stealth Patch 0.7.2
-Fixed missing "roideraaa" hullmod bug
If you experience a crash when trying to select the Roider Test Zone mission, try deleting the folder "roidertest" in Starsector/saves/missions.
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I like where this mod is heading. Keep it up.
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will this mod be updated to 0.8.1a?
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Eventually, yes. :(
I am integrating the Roiders into the campaign and significantly improving their sprites for my next release. Unfortunately the latter is hard for me. However, I am very happy with how the new sprites are shaping up!
As a teaser, here is the new Cyclops sprite:
(https://i.imgur.com/Y2bNq2l.png)
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The Roider Union returns! And with campaign integration, too. You'll find the download in the OP.
Version 0.8.0 Features:
- Commission with the Roider Union, a sub-faction of the independents
- Retrofits! Convert your freighters and other civilian ships into warships
- Fly Roider ships into battle
- Resupply at remote Roider bases
If any modders want to add retrofitting to their mods, they are free to use my code. See the four classes in \src\scripts\campaign\retrofit for the actual retrofitting and Roider_RetrofitAccess.java in \src\scripts\campaign (plus the Retrofitting folder in rules.csv) for how I gave players access.
EDIT: The retrofits themeselves are defined in data\retrofit\retrofits.csv
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crash for new Nexerelin game with random spawn systrems/starts
510690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.addCoreDives(Roider_Gen.java:40)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:44)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Thank you for the report. I forgot to do some null-checks when adding things to vanilla systems.
For now, if you want to play Nex random mode you will need to disable the Roider Union. Sorry for the inconvenience.
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Hi, really wanting to try your mod but when I add it into my mod list and start a new game I get this error:
818833 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at scripts.campaign.econ.Roider_Dives.getHarvestTargetsInRange(Roider_Dives.java:307)
at scripts.campaign.econ.Roider_Dives.supplyMiningResources(Roider_Dives.java:190)
at scripts.campaign.econ.Roider_Dives.apply(Roider_Dives.java:142)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more
Hope this helps.
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It did help, thank you. Looks like a market with no faction. I didn't think the game would allow that. I'll put in a null-check and it'll be no problem.
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Here a new one. ;D
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.addCoreDives(Roider_Gen.java:40)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:44)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.xD20000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Better look at the first report again ;)
Thank you for posting, though.
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another (slight differences again)
this one will happen with Nexerelin, fixed starts but when enabled factions respawning
216352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.econ.Roider_Dives.getHarvestTargetsInRange(Roider_Dives.java:307)
at scripts.campaign.econ.Roider_Dives.supplyMiningResources(Roider_Dives.java:190)
at scripts.campaign.econ.Roider_Dives.apply(Roider_Dives.java:142)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at scripts.campaign.Roider_RoiderBaseIntel.<init>(Roider_RoiderBaseIntel.java:162)
at scripts.campaign.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:75)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at scripts.campaign.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:56)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Looks like it might be the same one BigBeans reported. Fixed in the dev build.
Nexerelin, fixed starts but when enabled factions respawning
You tempt me to go digging in Nex to see if the respawning script is setting the null pointer, but I don't have time for that, heh
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Roider Union 0.8.1 released! Download in the OP.
Should no longer crash when Nex is enabled. Note that the Roiders will not appear in Nex's random mode.
Changelog:
Changes:
- Made retrofit intel and UI more consistent.
Bug Fixes:
- Fixed crash when starting a new game with Nexerelin active.
- Fixed a crash when a market has no faction.
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thanks for the fixes
q, any plans to bring them to random mode sometime in future ?
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I intend to flesh the Roiders out into a full faction eventually. In the meantime, I don't know if I can/will make the Roider's special sub-faction mechanics compatible with Nex's random mode - I haven't looked into it yet.
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Yo, just wanted to thank you for making this mod, it's one of the few, if only faction mods that feels like a natural extension of the vanilla factions, small scale industrial exploitation of the sectors fringes fits really well in the setting. Personally, I like the fact that the roiders are an Independant subfaction rather than their own distinct entity. Makes more sense as it's a profession rather than a distinct identity.
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maybe i'm just not finding it, but where do i need to go if i want to visit roider markets?
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Check out the Roider Union submarkets on:
- Druzhinin's Anchorage in the Atka system
- Orthrus in the Samarra system
They don't have any full markets in the current version.
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Still hoping for an update for my fav Independent Sub-faction! Some more civilian warship refits would be awesome :)
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is it possible to add Nex support for them, since you can take a commission?
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The bad news is that there will not be an update for the Roider Union for at least a couple more months.
The good news is that the Roiders will be a proper faction mod with Nex support and a full ship lineup! I've teamed up with Gwyvern, who can art good, and we've completed several never-before-seen ships in a new, distinctive style. Some old ships, along with the current ships, will also be returning in the new style.
There's lots more to do, though, so a preview will come when we are closer to the finish line.
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Awesome too hear though I hope you keep the Bombard and Cyclops. I like those haha.
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I'm really looking forward to seeing this become a full mod, but I do think the interceptors are a bit too fast. They're faster than Thunders, and Thunders are honestly quite unbalanced in no small part due to their speed. It's somewhat less egregious since their weapons aren't a major threat to ships, but they can still screw with point defense effectively. Maybe tone their speed down to ~350, and give them a little more bulk to compensate, ~50 more hitpoints?
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Bolt: 400 speed
Thunder: 450 speed
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Huh... sorry, I mis-read it as 500 somehow. Still ungodly fast, but less so than Thunders. Anyways, keep up the good work!
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I am happy to announce the new Roider ship lineup is done! Here's a teaser of some common Roider ships and fighters skirmishing with pirates:
(https://i.imgur.com/qKx5mpQ.png)
Update will be a while yet. Lots of tedious things to work through.
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Looking forward too it!
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How do you actually retrofit ships? It seems like an awesome concept but i don't really know how.
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I'm looking forward too the next update :)
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How do you actually retrofit ships? It seems like an awesome concept but i don't really know how.
In the current release you can go to Druzhinin's Anchorage in the Atka system (southwest part of core worlds) and talk to the Roider base commander in the comm directory, like if you wanted to take a commission.
In the upcoming version retrofitting will be at the bar instead for quick and easy access. Retrofitting itself will also be more convenient.
Spoiler
(https://i.imgur.com/lEMqZlH.png)
(https://i.imgur.com/0xXjiL6.png)
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Over 5 years after starting on the Roider Union, I am proud to announce the release of version 1.0!
This is the Roider Union as I envisioned it: a faction of rough and tumble asteroid miners that are not to be underestimated. They have big guns, powerful fighters, and turn humble civilian ships into war machines!
I want to thank Gwyvern and MesoTroniK, both of whom have been instrumental in completing this mod. Without Gwyvern's art skills this update would not have happened, and MesoTroniK's endless support has helped me keep at it through the years.
Without further ado:
Roider Union v1.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.
Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations
(https://i.imgur.com/TkEVKjn.png)
Changelog:
New Features:
- The Roider Union is now a full-fledged faction
- All new art by Gwyvern
- Added Commissioned Crews compatibility
- Added full Nexerelin compatibility, including random mode
- Added four star systems:
- Atka (main Roider Union system by Tyle star system)
- Attu
- Kiska Nebula
- Ounalashka
- Added new fighters:
- Breaker drone
- Duster heavy interceptor
- Dragline support fighter
- Hopskip Mk.II bomber
- Rocksaw heavy assault fighter
- Added new ships:
- Dram (R) class tanker
- Nolasher-class frigate
- Pepperbox-class frigate
- Roach-class heavy frigate
- Aurochs-class destroyer
- Buffalo (R) class freighter
- Cowboy-class light carrier
- Firestorm-class destroyer
- Onager-class destroyer
- Phaeton (R) class tanker
- Colossus Mk.II (R) class modified freighter
- Gambit-class light cruiser
- Ranch-class carrier
- Telamon-class battleship
- Added new weapons:
- Blasting Laser
- Hazard MRM
- Sharpshooter
- Spike Driver
- Pile Driver
- Added special blueprint item for Roider conversions
- Can be bought at Union HQs
- Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
- A number after MIDAS indicates # of armor modules
- Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
- Added Roider Union encounter and market music
- Added Midway mission
- Added bar event to help find independent roider fringe markets
- Other minor additions
Changes:
- Commission is now with Roider Union instead of independents
- New sprites for existing ships, fighters, and weapons
- Zap SRM
- Bolt interceptor
- Cyclops-class frigate
- Bombard-class destroyer
- Improved retrofitting
- Now accessed from the bar
- UI improved
- Retrofits are now instant
- Buffed Zap SRM's EMP damage from 50 to 200
- Buffed Bolt's speed from 400 to 500
- Nerfed Bolt's engagement range from 4000 to 3000
- Nerfed how much stuff independent fringe markets have
- Made Roider Dives and Union HQ buildable
- Union HQ requires buying the blueprint from an existing Union HQ
- Improved Easy Prey and Eye of the Storm missions
- Changed fleet names to clarify the faction of roider miner and patrol fleets
- Reduced how many mining fleets spawn from Roider Dives.
- Probably other stuff I've forgotten
Bugs:
- Fixed
EDIT: v1.0.1 fixes a crash when Tiandong Heavy Industries is enabled.
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congrats and thank you for the 1.0 relese :)
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Yes!
/me abandons current playthrough, installs Roider Union, and starts a new game...
Thanks!
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so I'm guessing no save compatibility? also good job on the 1.0 release!
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Hello! I've been using Roiders for every one of my playthroughs in the last year or so. Very happy to see it's now where you want it to be!
I'll edit this post with any questions I have after I try it out later tonight/later this week. I will say I'm already excited for the possibility of building Roider dives to my colonies instead of having to console them in or steal them from the Hegemony.
Are the Roider Dives affected in any way, positively or negatively, by your standing with the Roider Union?
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so I'm guessing no save compatibility?
Yeah, not save compatible.
Are the Roider Dives affected in any way, positively or negatively, by your standing with the Roider Union?
Nope! Not all roiders belong to the Union, so any faction can have Roider Dives, even pirates.
EDIT: And welcome to the forums!
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This update turned Roider Union from a neat addition to a great and must have addition in my opinion. Stellar work!
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Found the first bug. If you go to the CEO in the bar and try to pay the fee for retrofitting you get this error: Fatal: Ship hull spec [roider_tarsus] not found! and the game CTDs
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Oh very nicely done! Ill be sure to update for next playthrough!
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Found the first bug. If you go to the CEO in the bar and try to pay the fee for retrofitting you get this error: Fatal: Ship hull spec [roider_tarsus] not found! and the game CTDs
The general problem is on my end. I will release a patch later today with a fix.
Okay, fix is released and save compatible. Redownload from the OP or the 1.0 post.
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so I'm guessing no save compatibility?
Yeah, not save compatible.
I added 1.0 to my current save, and nothing blew up yet, but I guess I shouldn't be surprised if I get a crash.
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i love the fact they are a faction now.
I wonder now, considering they are a faction. Will they build Roider Bases, similar to how Pirates and Luddic Path build Bases.
I would love to see the Roider Bases in Unexplored Space.
Also would love to see them cooperating with Independents similar to how other factions offer Mercenary Fleets.
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Roider Union v1.0.2
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Save compatible update. Fixed the Mudskipper variants crash bug.
Version 1.0.2
New Features:
- Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
Changes:
- Reduced crew requirements for Fighter Clamps:
- destroyers from 20 to 10 crew
- cruisers from 40 to 30 crew
- capital ships from 100 to 70 crew
Bug Fixes:
- Fixed crash from broken Mudskipper variant
- Fixed nulls in Fighter Clamps description
Version 1.0.1
Bug Fixes:
- Fixed crash when loading invalid retrofits from retrofits.csv
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It's nice to see this mod greatly expand from its original premise leading to the expansion of a whole subgroup from originally being independent miner/mercenaries.
Keep up the good work!
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I was looking through the roider ships and got a CTD because the roider_mudskipper_Carrier variant file had the lightmg on W001 when the mud skipper hull has that weapon slot labeled W003.
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It's nice to see this mod greatly expand from its original premise leading to the expansion of a whole subgroup from originally being independent miner/mercenaries.
Interestingly, the Roider Union predates Starsector's first release by over a year. The premise has always been a full faction; v0.8 was an anomaly.
I was looking through the roider ships and got a CTD because the roider_mudskipper_Carrier variant file had the lightmg on W001 when the mud skipper hull has that weapon slot labeled W003.
Already fixed in v1.0.2, please update.
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Roider Union v1.0.4
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Save compatible update. Minor fixes. Blocked the Extreme Modifications + Fighter Clamps exploit.
Version 1.0.4
Bug Fixes:
- Actually for real fixed the Mudskipper variant this time
Version 1.0.3
Bug Fixes:
- Added kinetic damage reduction to MIDAS Armor hullmod
- Added Telamon variants to autofit
- Added UI tags for MIDAS hullmod
- Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
- Blocked MIDAS on ships with MIDAS-X built in
- Blocked Extreme Modifications + Fighter Clamps exploit
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If the Telamon is the roider capship made from an atlas then the autofit varients aren't showing up.
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Can Midas be used on other ships?
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If the Telamon is the roider capship made from an atlas then the autofit varients aren't showing up.
Make sure you have v1.0.4. The variants won't appear unless you start a new game because the default autofits are only loaded during sector gen.
Can Midas be used on other ships?
Yup, if you find and learn the modspec.
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Seems like MIDAS does not really work with all the ships. I tried attaching it on one of DME ships and it didn't worked even though I had enough spare OP left and mod was shown as avalible.
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Yeah it seems it doesn't work with alot of mod ships. BRD and mayorate comes into mind on my current fleet including great house ships.
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Roider Union v1.0.6
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Save compatible update. Nexerelin alliances now properly supported. Duster reworked into a heavy fighter.
Version 1.0.6
New Features:
- Added extra transponder warning to certain Roider Union patrols
Changes:
- Duster is now a heavy fighter with a Light Machine Gun
Bug Fixes:
- MIDAS Armor's description now mentions it reduces kinetic damage
- Fixed Union HQ submarket refreshing too often
- Added Nexerelin alliance support to Union HQ submarket and retrofitting
- Retrofitting now mentions that it restores hulls to pristine condition
- Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
- Station shows market stuff instead of an empty dialog
- Midline star fortress gets replaced instead of spawning separately
- Fixed a crash when starting a new Nexerelin random mode game
Version 1.0.5
Bug Fixes:
- MIDAS no longer instantly removes itself
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I just came across a system with a ghost roider station that seemed to be spawning fleets, they would mine and unload at a empty patch of space. Lack of intel suggests the base has been gone long enough that the fleets should have despawned by the time I showed up.
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Currently retrofitting ships into roider versions requires reputation, commission and credits as well as the base ship. However just buying a ship has mostly the same requirements and doesn't need a base ship which makes retrofitting quite pointless(unless you want like an entire fleet of gambits or something). How about removing/lowering rep and/or commission requirements when retrofitting?
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I just came across a system with a ghost roider station that seemed to be spawning fleets, they would mine and unload at a empty patch of space. Lack of intel suggests the base has been gone long enough that the fleets should have despawned by the time I showed up.
Thanks for the report. I'm not sure what exactly is causing that, but added some checks that will hopefully get rid of it in the next release.
Currently retrofitting ships into roider versions requires reputation, commission and credits as well as the base ship. However just buying a ship has mostly the same requirements and doesn't need a base ship which makes retrofitting quite pointless(unless you want like an entire fleet of gambits or something). How about removing/lowering rep and/or commission requirements when retrofitting?
Retrofitting is cheaper than buying the same ship with tariffs, so long as you didn't pay for the base ship. It's also generally more lenient on how much reputation you need and whether you need to be commissioned.
Sometimes it is better to retrofit, sometimes it is better to buy.
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Retrofitting is cheaper than buying the same ship with tariffs, so long as you didn't pay for the base ship. It's also generally more lenient on how much reputation you need and whether you need to be commissioned.
Ah sorry, I forgot that nexerelin lowers tariffs. As you said when tariffs are at default values, you get about a 10% discount when retrofitting, however with nexerelin installed, there is only like a 1% difference in credits with the Atlas conversion. So maybe further lower costs when nexerelin is installed? Or better yet change retrofit costs based on tariffs?
Also... can we get a roider variant colossus Mk3? please?
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Roider Union v1.0.7
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Save compatible update. Matched certain upcoming vanilla changes in preparation for Discord tournament 11.
Version 1.0.7
New Features
- Retrofits adjust costs based on Nexerelin's 18% tariffs
Changes:
- MIDAS now reduces EMP damage instead of kinetic damage
- Tried to make MIDAS Armor correctly transfer hull and armor improvements
- Matching upcoming vanilla changes:
- Dragline's roaming range is now 0
- Rocksaw's chaingun nerfed from 90 damage to 75 damage
Bug Fixes:
- Extra transponder warning from certain Roider patrols now works
- Fixed crash bug when sometimes starting a Nexerelin random mode game
- Fixed typos in a couple dialogs
- Hopefully fixed some zombie fringe fleet spawning
- Fixed incorrectly blocked retrofit access payment
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I was just going to say how disgustingly effective the Rocksaw was when I read the mod changes you just posted. Good one!
That said, bringing in a full Rocksaw carrier more or less equals to bolstering your fleet with infinitely respawning Overridden Rock Hounds with an Assault Chaingun and the result shows.
I've actually had one of my Slugworth junker carriers (20FP, 3 LPCs, boosts fighter damage, from HMI ) sporting three of those actually deal over 1000% damage on the battle results screen. Meaning it dealt 10 times it's own massive amounts of hull points in damage to the enemy across the battle.
I get it's slow, has no shield and is worth 16OP but it probably has both the best burst and damage potential across all, non carpet bombing LPCs, maybe even including the Immortal Assault Corvette that requires a whopping 26OP to install.
Having two fighters in the wing is fine, so is their HP and armor since they're heavy fighters, but I think reducing their engagement range and maybe even having them retreat to the mother ship (once their limited assault Chaingun ammo is expended) once in a while would rein them back into sanity.
You could probably buff their speed and nerf their handling to both incentivize aggressive carrier usage (less time to go back and reload the Chaingun if the carrier is close to the enemy) and make it less of a delete-everything-it-looks-at-wrong and more of a heavy fighter/bomber hybrid that's the good against enemy ships but that needs help vs enemy fighters.
Edit:made more sense of what I wrote. I also forgot to say I am loving your mod and I'm having a blast fighting against the Roider Union for the control of the sector as HMI :)
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I have thought about making them bomber-like, but I suspect they would either be mediocre or even stronger than now. Reducing their roam range is a good idea, but any changes will have to wait until after the tournament.
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I have thought about making them bomber-like, but I suspect they would either be mediocre or even stronger than now. Reducing their roam range is a good idea, but any changes will have to wait until after the tournament.
Word. It's about time I also watched some tournaments to see what people think is the most OP thing in the known sane modiverse and try to win with it.
I'd say the Rocksaw is ok unless you start seeing Condors spamming them with their damage boost :P
Edit: how do you think having them do bomber runs instead of never having them go back to the mother ship would make them stronger? Assuming you buff their speed from the 120ish to something like 135 but also only give them two Chaingun clips (one for the way in and one for their way out) they would become some of the best ways to deliver heavy damage to a moving target (also become better at chasing small ships) but would lose the staying power and maybe also some handling to not just maul thru swarms of enemy fighters.
The problem as far as I am concerned is not a Rocksaw carrier nuking relatively slow frigades to kingdom come, the problem is a 20ish FP carrier using Rocksaws soloing the lower range of both vanilla and mod 35-35FP ships by itself.
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My point with the bomber runs is there is probably no middle ground between too strong and not strong enough. Either they'd work really well or they would not be worth using over more conventional bombers.
I don't think its damage is quite as good as you think it is. A wing deals 3k at 75 damage/shot over 3 seconds, whereas a Dagger wing deals 3k at 1k damage/shot instantly. Now it also reloads faster and has a Vulcan, but it has to sit there getting shot at to make use of that DPM.
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My point with the bomber runs is there is probably no middle ground between too strong and not strong enough. Either they'd work really well or they would not be worth using over more conventional bombers.
I don't think its damage is quite as good as you think it is. A wing deals 3k at 75 damage/shot over 3 seconds, whereas a Dagger wing deals 3k at 1k damage/shot instantly. Now it also reloads faster and has a Vulcan, but it has to sit there getting shot at to make use of that DPM.
I'm going to be a little bit of a devil's advocate here and make a bold statement:
Comparing the Rocksaw to one of the best missile bombers is really unfair, for the Dagger.
I sincerely am under the opinion that the best damage type in the whole Starsector is not HE, Energy, Kinetic, EMP or Frag but the unavoidable one. You can be ready for a Dagger Carrier that uses ammunition wich can be shot down but there is literally no way you can magically stop a Rocksaw going "Haha, Rotaries go brr!" Unless you heavily and I mean heavily invest in hyper long range PD defence like PDAI lasers or in the case of ballistic mounts (staying vanilla) Railguns and Devastator cannon.
The Dagger might even be at a disadvantage compared to the Rocksaw even under heavy fire, it might have a shield but it's not really the best one among fighters and it won't be able to either retreat or shoot it's missile once it inevitably get overloaded, while the Rocksaw has very impressive health AND armor to only ever be really dealt quickly by flaks, Devastators or lasers.
Not only that. The Dagger purely exists to damage enemy ships and is unable of doing anything else. It does not even carry a machinegun to defend itself, while the Rocksaw can and will delete any fighter it can get it's bearing on. I've noticed that very fast/high burst damage interceptors (like the thunder to stay vanilla) can be able to paralyze it long enough for other assets to shoot them down, but it takes less than half a second for the Rocksaw to light anything under that category of fighter craft on fire, and it's the inverse situation for heavier fighter types where things like the Broadsword might have better combined HP but they just can't put a dent into the armor, while the Rocksaw tears them a new one with HE and shreds them with frag damage.
Lastly, there's also the matter of how you support/synergize both Rocksaw and Dagger.
The Dagger works best with carriers either preventing it to get shot down or making it cycle thru bombing runs faster (Astral) and works best when combined with things traveling along with it dealing heavy shield damage (Xyphos). The Rocksaw, as it is now, does not really require other fighter types of there's enough of them flying to the same target. It provides such a constant threat to enemy ships unable to handle its damage potential I adopted the smallest carrier you can fit a Squall (or otherwise kinetic weapons) into like the Slugworth from HMI with its 3 hangars, composite large mount and ballistic large mount.
I actually said (in my previous post) the Rocksaw could have it's maximum number of Chaingun bursts (before returning to the carrier) reduced to two but that would obviously be too little. Maybe four or five max just to make sure it does not immediately run out of ammo by shooting enemy fighters as it nears its intended target?
I will admit I have not yet tried combining the Rocksaw with things possibly synergizing with it well (thinking about the Broadsword with it's machineguns, high HP and flares) but I will try testing the craft in the simulation nonetheless, although my current guy already has the fleet wide carrier skills I will leave the extra OP from the other skill unused to make it as fair as I currently can.
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Yes, Rocksaw is too strong atm. I acknowledged that it needs nerfs.
You can't do multiple clips, unfortunately. It is either one clip or infinitely reloading clips.
Flak and beam PD are not good anti-fighter weapons. I use things like LAG, Heavy Mortar, IR Pulse Lasers, and Phase Lances. Or Tachyon Lances, Plasma Cannons and Devastators if I really want to delete them.
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Yes, Rocksaw is too strong atm. I acknowledged that it needs nerfs.
Also bear in mind that the experience I have with it is mostly with carriers boosting their already absurd damage, chararcher skills and a carrier officer, so I'm obviously partisan when it comes to its effetiveness, not to mention I still have the barely outdated Roider Union version with its damage still at 100.
You can't do multiple clips, unfortunately. It is either one clip or infinitely reloading clips.
Ah, that's a bummer. I guess the one good left option is to give it one moderately sizeable clip and having it go back to reload it :-\
Flak and beam PD are not good anti-fighter weapons. I use things like LAG, Heavy Mortar, IR Pulse Lasers, and Phase Lances. Or Tachyon Lances, Plasma Cannons and Devastators if I really want to delete them.
Flak+machineguns is decent against missiles and unshielded fighters as far as my exrperience curbstomping the Stormhawk republic is concerned.
PD lasers are that trusty but underwhelming options for ships with energy mounts and needing the energy elsewhere, really.
If it wasn't for a few units able to spam LR PD lasers (wich are basically a more flux effieicnt tac laser with built in PD capabilities) I would even warrant both normal and LR variant deserve some love from devs.No, the real laser point defence is tac lasers/medium lasers with PDAI and advanced turret gyros, provided the ship has the flux to handle it and fights the enemy at a long enough range to use them for their pros.
Anyway, I've done three very crude tests of the Rocksaw with my Slugworth carrier, one variant maxed out with officer, 100% CR and full OP spent, another "Standard" with no officer, 85% CR (got the skills for that too sadly) and without the extra OP from skills. This is with the chaingun still doing 100 damage. I'm using both my slughworths since one has 100% CR and the other one is at 85%. There's a large Missile Mount from the COPs wich is essentially a downgraded, infinite ammo squall and 4 (3 smalls, 1 medium) Sseth drone launchers wich are essentially 2500 range suicide drones wich explode creating a cone of pellets (kinetic damage on small mounts, HE damage for the medium mount)
Maxed Out Version
Spoiler
(https://i.imgur.com/6bztEKv.png)
Standard version
(http://[spoiler]https://i.imgur.com/aixbLKU.png[/spoiler])
Maxed Out VS Hellbore/Sabot Dominator
Spoiler
(https://i.imgur.com/jYQyYLY.png)
Deleted it almost before it even finishes Burn Driving into the carrier.
Maxed Out VS Talon/Annihilator Legion
Spoiler
(https://i.imgur.com/F4T3vxK.png)
Deleted shortly after it gets into the range to fire the rockets at the carrier
Maxed Out VS Sabot/Atropos Aurora
Spoiler
(https://i.imgur.com/u6HBxgE.png)
Deleted before even firing the second missile
Maxed Out VS Gauss/LRPD&Flak Conquest
Spoiler
(https://i.imgur.com/dPIfUie.png)
gets a few shots on the carrier before..well..exploding
Maxed Out VS Gauss/Annihilator Onslaught
Spoiler
(https://i.imgur.com/NsRsYxx.png)
Gets into range with all weapons but is eaten alive from the backside shortly after
Maxed Out Vs Doom
Spoiler
(https://i.imgur.com/kCOucu5.png)
Can't even phase back out before being bursted down
Standard VS Hellbore/Sabot Dominator
Spoiler
(https://i.imgur.com/HzNJSIe.png)
Dominator lasts longer but can't even get into range just like before
Standard VS Talon/Annihilator Legion
Spoiler
(https://i.imgur.com/8TbjPK5.png)
The Legion actually manages to get in range but it's already completely stripped of back armor at the point and explodes shortly after
Standard VS Gauss/Annihilator Onslaught
Spoiler
(https://i.imgur.com/nAHlGKE.png)
For some reason this one did not even get as far as the Legion and exploded by the time it burn drived forward the second time
Is the problem exacerbated by the fact none of these ships don't even use dual flaks, have most of their small mounts stripped/undergraded and have no PDAI? Of course, altough I don't think any, even modded LPCs come even close to this level of pinpoint, unavoidable and devastating damage aside from some incredibly expensive options (Immortal & BattleAxe Assault Corvettes, 26 and 22 FP respectively)
I've got to do some IRL stuff now and will test the standard version against Conquest/Aurora when I get back too. Probably will also test everything again after I update roider union, but that's going to happen later in the day.
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You are pitting a strong mod carrier using strong mod weapons and strong (pre-nerf!) mod fighters against the unoptimized, no-officer vanilla sim variants. Of course it obliterates them. You can't do proper testing of a mod's content while mixing mods and pitting officer vs. no officer.
The Rocksaw will be nerfed. Later. Please please stop filling the thread with rants about it. :(
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You are pitting a strong mod carrier using strong mod weapons and strong (pre-nerf!) mod fighters against the unoptimized, no-officer vanilla sim variants. Of course it obliterates them. You can't do proper testing of a mod's content while mixing mods and pitting officer vs. no officer.
The Rocksaw will be nerfed. Later. Please please stop filling the thread with rants about it. :(
Aye!
Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.
I don't know if it's also a carrier related problem but they were on the Ranch!
Edit: Remembered the name of that small interpector spamming the even smaller missiles. It's quite cute I must say UwU
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The roider patrols out in the wild generated by hidden roider markets will keep scanning you for contraband if you choose the "open comm link" option instead of some random greeting text.
This was after I was asked to turn on the transponder.
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Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.
I don't know if it's also a carrier related problem but they were on the Ranch!
It seems to be a bug with vanilla's Reserve Deployment. I think I replicated it on a Drover by using the system when I had lost fighters, then retreating before the bonus fighters returned - the wing remained on the field attacking things.
The roider patrols out in the wild generated by hidden roider markets will keep scanning you for contraband if you choose the "open comm link" option instead of some random greeting text.
This was after I was asked to turn on the transponder.
Confused me for a bit, but I found the problem - needed to unset a variable. Also found some lurking newlines and got rid of them.
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This is a question regarding those same patrol scans.
Considering how the Roider Union works, and since even some Pirate Markets start with Roider Dives.
Shouldn't the Roiders basically be a Free Port Faction?
Technically they are Space Miners, and the main good needed by the Miners in Starsector are Drugs.
I feel it would make things easier as well as make more sense if they have no illegal goods other than AI Cores and maybe Organs (since that goes probably a bit more extreme than Drugs)
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Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.
I don't know if it's also a carrier related problem but they were on the Ranch!
It seems to be a bug with vanilla's Reserve Deployment. I think I replicated it on a Drover by using the system when I had lost fighters, then retreating before the bonus fighters returned - the wing remained on the field attacking things.
I've just had it happen against other factions now. The leftover fighter wings just sit around in the spot where the carrier with Reserve Deployment retreated at. I actually never had it happen before, but I guess it's because It's been a while since I fought carrier centric enemies. I'll ask if it gets fixed in the 0.9.5 thread!
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Impossible = Buffalo Mk. 2 vs Onslaught
You know what? I think that's doable.
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This is a question regarding those same patrol scans.
Considering how the Roider Union works, and since even some Pirate Markets start with Roider Dives.
Shouldn't the Roiders basically be a Free Port Faction?
Technically they are Space Miners, and the main good needed by the Miners in Starsector are Drugs.
I feel it would make things easier as well as make more sense if they have no illegal goods other than AI Cores and maybe Organs (since that goes probably a bit more extreme than Drugs)
The Roider Union is a little more lawful than the generic independents faction, so no drugs and no free ports. Not every roider belongs to the Roider Union, that's what Dives represent and why they appear all over the place.
I'll ask if it gets fixed in the 0.9.5 thread!
Thanks!
Impossible = Buffalo Mk. 2 vs Onslaught
You know what? I think that's doable.
The quote in the spoiler was of Gothars doing just that. Sadly the image links are dead.
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I've built roider dives on one of my colonies, they seem to stock way more goods than they should. The colony is size 3.
Spoiler
(https://i.imgur.com/wehprKo.png)
On one hand, this is a great upgrade to the waystation, on the other, I don't think it's intended.
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I've built roider dives on one of my colonies, they seem to stock way more goods than they should. The colony is size 3.
Spoiler
(https://i.imgur.com/wehprKo.png)
On one hand, this is a great upgrade to the waystation, on the other, I don't think it's intended.
The problem is that the Roider Union submarket is available at all. Once you upgrade to a Union HQ the resource availability will become normal. Covering all the different add/remove submarket cases is a pain :'(
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Impossible = Buffalo Mk. 2 vs Onslaught
You know what? I think that's doable.
The quote in the spoiler was of Gothars doing just that. Sadly the image links are dead.
Aww. Wish I could've seen that.
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Roider Union v1.0.9
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
NOT SAVE COMPATIBLE with v1.0.8! Should be compatible with saves from v1.0.7.
Version 1.0.9
Bug Fixes
- Undid a silly save-breaking change.
Version 1.0.8
Changes
- Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
- Reduced cost of converting Buffalo (A) and (R) to Aurochs.
Bug Fixes
- Fixed transponder check repeating when comms are reopened.
- Retrofit tariff price adjustment is more accurate.
- Fixed crash when upgrading to Union HQ.
- Recoded Roider Dives and Union HQ. Should be less buggy.
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One change i feel you could add could be similar to the GMDA Patrol Building that was added.
I know that if you don't have a Military Base, the Roider HQ will generate fleets.
But it would be cool that even with a Military Base the Roider HQ generated Roider Fleets. Would truly showcase that the building you have is more of a 3rd party faction working with you rather.
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Unfortunately it can't be done without spawning more patrols than a Military Base normally would. I will look into getting roider patrols to spawn when the Mil Base is disrupted, though.
Note that the Roider Union is, lore-wise, not necessarily involved with the Union HQ patrols. They are organized by local roiders, who may or may not be Union members.
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Dropping by to express my newfround love for both the Spike and Like Drivers. I have long searched for a kinetic ounterlart of both Heavy Mortar and Hellbore cannon and these two chonky bois of yours nearly fill that range/damage per shot gap between assault range and long range kinetic firepower with great damage per shot.
I've been especially employing the Spike driver as its amazing flux to damage ratio makes for a great weapon not only on medium range combatants but on overridden ships too!
Now, I would love for a low cost kinetic sibling of the Light mortar if you think that'd be a good idea to introduce. Just give it the same pros and cons of it's two bigger brothers and with 500 range and something like 3 OP and great flux to damage ratios. Overridden ships with lots of small kinetics and combat shuttles would love using it!
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Now, I would love for a low cost kinetic sibling of the Light mortar if you think that'd be a good idea to introduce. Just give it the same pros and cons of it's two bigger brothers and with 500 range and something like 3 OP and great flux to damage ratios. Overridden ships with lots of small kinetics and combat shuttles would love using it!
Contender cannon from Ship And Weapon Pack. It's exactly what you described. If you can't settle with it's low rate of fire, you can always tweak it in the weapon.csv file to your liking.
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So how exactly are mining prospects calculated? What does it take for a Roider Dive to activate?
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Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.
EDIT: Sorry, got my wires crossed with something else; the base values are 1 and -1, not 3 and 1.
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Could you, please, add support for Unknown Skies new planetary conditions? Parasitic Spores in particular are supposed to completely negate demand for drugs on planet at the cost of reduced production of all industries. Roider Dives are currently not affected by them.
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I will look into it.
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BTW will you add any new ships in the future updates? Might be interesting to see Apogee refitted by roiders to be more economical or maybe as some kind of designated salvage vessel. Some cruiser with salvage gantry might be fitting for roiders. And maybe some unique hull mod that gives fleetwide boost for crew recovered in combat from your and enemy ships alike.
UPD: Some kind of combat tug might also be a useful addition. Maybe one refit of Buffalo or Gemini/Tarsus turned into destroyer sized tug-tanker vessel?
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It seems that the option for asking where a roider base is disappears from the bar menu even if you don't choose it.
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UPD: Some kind of combat tug might also be a useful addition. Maybe one refit of Buffalo or Gemini/Tarsus turned into destroyer sized tug-tanker vessel?
A combat tug is an interesting idea.
It seems that the option for asking where a roider base is disappears from the bar menu even if you don't choose it.
It is supposed to appear at a certain number of random markets, but, dimly remembering my code, it sounds like it is randomly relocating instead.
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I suspect there is something broken with Roider HQ player could build. I didn't get it in the list after learning the blueprint. And I also got stable crashes when trying to load save made shortly after learning the blueprint.
[attachment deleted by admin]
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Union HQ is an upgrade to Roider Dives; you can't build it directly.
Please post the last bit of your starsector.log that shows the crash and a few lines before it. Make sure you are running v1.0.9, too; there is a crash bug related to Union HQs in older versions.
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If you are getting the above crash, you can fix your save by going to saves/[character_name]/campaign.xml and finding some lines that look something like this:
<knownIndustries z="1373">
<st>roider_union_hq</st>
<null></null>
</knownIndustries>
Just delete the "<null></null>" line and save the file.
EDIT: The crash is caused by giving yourself a corrupt version of the Union HQ blueprint through console commands. When you use "AddSpecial roider_industry_bp" you MUST specify "roider_union_hq" as the data!
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It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general. I know how to fix these but future versions of the mod would revert my changes.
Since most functions are locked behind commission or reputation, this mod hardly offers anything for those who do not plan to be friends with them even if you manage to build your own Union HQ, because retrofitting checks for standing anyway, not to mention the limited options outside Korovin are just meh.
Otherwise being able to retrofit barely combat worthy hulls from the beginning for an affordable price is a fantastic experience and provides very smooth progression. I really enjoy this mod but it makes me pass up every roider hostile faction.
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It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general.
Roiders only offer ship conversions that they themselves use. What ships are missing that you expected to see?
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It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general.
Roiders only offer ship conversions that they themselves use. What ships are missing that you expected to see?
Korovin is missing Church and some Luddic variants like the Phaeton. Other markets the base Colossus and Mudskipper.
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The Roider Union does not convert ships to other factions' variants. Why would they? That doesn't make any sense.
If you want to make retrofitters for those factions that do those conversions, you should make your own mod that adds that. You are welcome to copy the Roiders' code for it.
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The Roider Union does not convert ships to other factions' variants. Why would they? That doesn't make any sense.
If you want to make retrofitters for those factions that do those conversions, you should make your own mod that adds that. You are welcome to copy the Roiders' code for it.
I didn't say they should. What they do is converting some vanilla luddic variants to their own, but not all. What they also can't do is converting the base Colussus at roider_light but they can convert the luddic version which absolutely makes no sense.
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Ah! I apologize. I misunderstood you.
The only vanilla Pather ships/skins are:
Kite
Brawler
Buffalo (sprited, but not implemented)
Cerberus
Colossus 2
Lasher
Hound
Gremlin
Prometheus
Out of those, only the Colossus 2 can be converted. All the other Pather ships are added by mods which haven't added support for Roider conversions. Same with Church ships.
You can convert the Pather Colossus 2 to the Roider Colossus 2 without Heavy Industry because they are nearly identical. The base Colossus has to have its decks collapsed and a bunch of turrets and the Hammer Barrage installed - hard to do without a proper shipyard.
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Ah! I apologize. I misunderstood you.
The only vanilla Pather ships/skins are:
Kite
Brawler
Buffalo (sprited, but not implemented)
Cerberus
Colossus 2
Lasher
Hound
Gremlin
Prometheus
Out of those, only the Colossus 2 can be converted. All the other Pather ships are added by mods which haven't added support for Roider conversions. Same with Church ships.
You can convert the Pather Colossus 2 to the Roider Colossus 2 without Heavy Industry because they are nearly identical. The base Colossus has to have its decks collapsed and a bunch of turrets and the Hammer Barrage installed - hard to do without a proper shipyard.
No biggie. Well I did not assume that this behaviour is intended and I can only make assumptions based on mod files. Is there a manual somewhere for Union HQ mechanics? Having heavy industry on the same market changes things? How does commodity production work?
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I am working on improving the tooltips for the Roider Dives and Union HQ.
Roider Dives spawns mining fleets and supplies ore, rare ore, organics, and volatiles.
Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.
Union HQ also spawns patrol fleets, adds a submarket, and adds retrofitting. A partial conversion set is offered at all Union HQs, and the full set is available where there is also a Heavy Industry/Orbital Works. The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
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I am working on improving the tooltips for the Roider Dives and Union HQ.
Roider Dives spawns mining fleets and supplies ore, rare ore, organics, and volatiles.
Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.
Union HQ also spawns patrol fleets, adds a submarket, and adds retrofitting. A partial conversion set is offered at all Union HQs, and the full set is available where there is also a Heavy Industry/Orbital Works. The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Wow, I had no idea Heavy Industry augments Union HQ and gives the player full access to retrofitting on owned markets and its not exclusive to Korovin.
Thanks, it's much clearer now.
Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?
The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?
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Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?
Nope. They can't harvest resources off of non-neutral planets, but that is it.
Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?
Each Union HQ in a system gives you 6 fleets. Each Patrol HQ gives you 2 fleets. A Union HQ and a Patrol HQ on the same colony gives you 6 fleets, because they don't stack. Military Bases and High Commands can give you more than 6 fleets, so they outperform Union HQs. Roider patrols can still spawn sometimes, though.
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Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?
Nope. They can't harvest resources off of non-neutral planets, but that is it.
Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?
Each Union HQ in a system gives you 6 fleets. Each Patrol HQ gives you 2 fleets. A Union HQ and a Patrol HQ on the same colony gives you 6 fleets, because they don't stack. Military Bases and High Commands can give you more than 6 fleets, so they outperform Union HQs. Roider patrols can still spawn sometimes, though.
What's the deal with Roider Dives? How do they interact with Patrol HQs?
And thanks for explaining :)
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Dives are where lowercase-R roiders gather. Not all roiders are Roiders - members of the Roider Union - which is why you see pirate roiders.
Dives don't spawn patrols, so they don't interact with Patrol HQs, etc.
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Dives are where lowercase-R roiders gather. Not all roiders are Roiders - members of the Roider Union - which is why you see pirate roiders.
Yeah, I remember the glitchy nightmare when I befriended the pirates in a Vayra's Sector playthrough.
Union HQ production feels underwhelming. A size 5 market with moderate rare ore produces 4 transplutonic ores using an administrator blessed with Industrial Planning.
Union HQ produces only 3 utilizing a +3 bonus via Ultrarich rare ores. Also what's up with the -1 modifier? (see pic)
(https://i.ibb.co/CJZTPw4/meh-Union-HQ-production.png) (https://ibb.co/f85PDXZ)
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Union HQ resource supply is the exact same as Roider Dives because Union HQ does a bunch of other stuff. It doesn't scale with colony size because Roider Dives doesn't take up an industry slot and is likely to have the best modifiers on four resources, none of which have to be on the planet.
As it says, the -1 is the base size. You need at least +2 from an admin and/or resources to get any supply.
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Could you implement the conversion mechanic for all the pirate conversions flying around? It would be really cool to drag an atlas home, sell its cargo, and pay to get it rebuild into the Atlas Mk2.
It would probably be much more involved to get it working for any of the other mods' hackjob conversions, but the system you currently have is pretty fun.
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It would not be hard to do. However, it is outside the scope of this mod. If you want to make that mod, though, feel free to use the Roider retrofit code.
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Roider Union v1.1.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Post-tournament balance update! New hullmod transfer system for armor modules! Save compatible.
Known bug: Gunnery Implants skill interacts weirdly with Spike Driver and Pile Driver's non-zero minimum shot spread.
Version 1.1.0
New Features
- Added automatic hullmod transfer from parent hull to armor modules
- Added support for Unknown Skies' parasitic spores condition
- Added Atlas Mk.2 to Telamon conversion
- Added MIDAS to fighters
Changes
- Roider Dives and Union HQs can harvest from same-faction planets
- Union HQs spawn more/less patrols depending on colony size
- Raised Roider Neutral/Friendly Encounter music's volume slightly
- Nerfed Spike Driver
- Increased flux per shot from 220 to 240
- Increased minimum spread from 0 to 5
- Buffed Pile Driver
- Projectiles now pierce missiles
- Reduced flux per shot from 650 to 600
- Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
- Pile Driver shots now pierce missiles
- Buffed Sharpshooter's rate of fire by 20%
- Increased Bolt-class interceptor's wing size from 3 to 4
- Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
- Buffed Dragline-class support fighter
- Mini Sharpshooter turrets can rotate 360 degrees
- Annihilator Pod can fire continuously
- Nerfed Rocksaw-class heavy assault fighter
- Reduced roam range from 4000 to 3000
- Reduced chaingun's burst size from 40 to 20
- Nerfed chaingun's DPS by 10%
- Buffed Breaker drone's speed from 180 to 200
- Buffed Duster's sustained kinetic DPS by 40%
- Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
- Gave it High Maintenance to compensate early-game
- Buffed Aurochs-class destroyer
- Increased flux capacity from 4000 to 4500
- Improved shield efficiency from 1.0 to 0.7
- Buffed Cowboy-class light carrier
- Changed rear turrets from BALLISTIC to COMPOSITE
- Increased flux dissipation from 100 to 150
- Increased maneuverability
- Buffed Onager-class destroyer
- Increased main hull's armor from 600 to 650
- Increased armor module's armor from 800 to 950
- Buffed Firestorm-class destroyer
- Reduced forward turret coverage to improve AI performance
- Increased main hull armor from 500 to 600
- Increased armor module armor from 750 to 800
- Increased flux capacity from 5000 to 6000
- Increased flux dissipation from 200 to 250
- Increased OP from 40 to 60
- Increased speed from 50 to 65
- Buffed Gambit's maneuverability
- Buffed Ranch-class carrier
- Increased armor module's size to cover entire front
- Increased armor module's hull from 700 to 1000
- Added 2 new small ballistic turrets at the front
- Increased OP from 90 to 100
- Increased flux capacity from 4500 to 5000
- Increased maneuverability
- Nerfed supply/DP cost; increased from 20 to 22
- Rebalanced Telamon as fast battleship
- Buffed speed from 25 to 35
- Nerfed armor from 1300 to 1250
- Buffed front module's hull from 2000 to 2500
- New hullmod transfer system removed armor modules' unintended super-durability
Bug Fixes
- Buffalo Mk.2 to Aurochs conversion now requires commission
- Made giving yourself Union HQ BP through Console Commands safe
- Was possible to malform the command and get a save-corrupting BP
- Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
- Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
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Looks great, I'll definitely play a roider run next time.
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Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?
Would also be good to have new pather ships from Luddic Enhancement included into list of ships that could be converted into roider variants.
Also what about some new modular hullmod that is a nerfed version of salvage gantry? Or they could have mining drones/shuttles that give you this hullmod - boosts amount of fuel recovered and gives additional fleetwide boost for recovered crew.
UPD: That's actually an idea for some cool logistic vessel which gives fleetwide bonus to repair/crew recovery out of combat. I think that fits nature of roiders perfectly.
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Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?
The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
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The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
But that was exactly where I was converting my ships IIRC, I even sold them corrupted nanoforge. Only pather variant was shown as allowed base hull for conversion.
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Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.
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Roider HQ works good now. Though it's sad how greately it is tied to commission to operate at full capacity. And if they are at war with you even independent roiders would avoid you - making industry completely useless. Shouldn't pirate roiders visit you instead in such case if you are at good relations with pirates? And considering that you are leasing an industry slot for RU to have their HQ wouldn't it make sense for them not to demand a commission there? Maybe their shipyard would simply sell less/less quality ships made by independent roiders when you lack one. I think it would make sense to add a check for Independent and Pirate relations for non-union roiders contribution. And reduce default resource collection as result, boosting it when at good relations with more then one of these factions.
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I hear you that it's not very interesting to be hostile with the Roider Union. There are a lot of reasons to be friends with them and negative incentives to be enemies. While Union HQ will stay as-is because, like credits, good relations are part of its price, I have plans that will make it worthwhile to cross the Roiders.
Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.
Glad to hear that!
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y does the piledriver exist. literarily the worst thing to put on your ship and the worst thing to be up against. It's even the worst map in blr.
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Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start. Going for a scrappy low-tech space miner vibe.
https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1
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Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start. Going for a scrappy low-tech space miner vibe.
https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1
It's great to see people playing Roiders. Saw you pass over Fighter Clamps a couple times - don't miss out on early-game fighter spam!
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Yeah, I've been trying to figure out how to get them to work off camera. It's tough to balance the OP on the small ships though. It's actually one of the reasons I wanted to play Roiders. I don't normally play carriers so I'm excited to try a different playstyle than I'm used to. Especially since most the Roider ships seem to be more along the lines of combat carriers, which will be a nice contrast from either drover and/or astral spam you normally see with carrier fleets.
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I think that (at least with Nexerelin) fighter clamps prevents the attached fighters from mining. They don't show up on the list of mining ships (or at least their values aren't calculated). It could be said to be balanced badly if they could mine efficiently (maybe if possible put a -50% mining modifier because they mine slower??). It would be good to have that fact show up on the tool tip though. Just built an early game fleet of miners that now have no mining ability.
edit: Confirmed, I did the math and checked with multiple fighters that are listed on the "what ships/fighters can mine" list.
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It seems to work for me - the wing's mining strength is included as part of the ship's strength. I checked with Converted Hangar and Fighter Clamps, with Mining Drones and Breaker Drones, and with fighters and without.
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Could you, please, add support for that one from Unknown Skies as well? It should negate the drug demand on colony but does not currently does so for Roider Dives/HQ
(https://media.discordapp.net/attachments/187635036525166592/818382189241696286/Hypnotoad.png)
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Huh, not sure how I missed that.
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It seems to work for me - the wing's mining strength is included as part of the ship's strength. I checked with Converted Hangar and Fighter Clamps, with Mining Drones and Breaker Drones, and with fighters and without.
Odd. I'll do more testing and let you know if it's still going wrong. That game did somehow break (it stopped saving 90% of the time) so maybe that was it.
Thanks.
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What about some built-in or modular roider hullmod that gives your marines some heavy duty tools to contribute in surveying or salvage operations? This way having some around would always be a good idea.
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IIRC vanilla will have special survey/salvage events in the next version that will require marines, so I won't need to do anything to encourage carrying them.
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I think my issues with mining fighters must have either been a broken save, a weird conflict, or to do with the fact that so many of the names on the nexerelin list are now slightly changed. Pods, wings, drones, auxiliaries.... This playthrough works, although I did disable a lot of things.
I quite enjoy having fighter clamps as a default mod, available to every race at the start - immersion-wise it's great.
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Roider Union v1.2.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Basic update to 0.95a plus some bug fixes!
Version 1.2.0
New Features
- Updated to 0.95a!
- Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
- Added new projectile sprites for Spike Driver and Pile Driver
- Fighter Clamps hullmod straight-up blocks bombers now
Bug Fixes
- Pirates can now learn retrofit templates added mid-save
- Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
- Faction relations are now set properly when Nexerelin is disabled
- Added autofit variants for Gambit-class light cruiser
- Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
- Added support for Unknown Skies' Psychosomatic Fungus condition
- Independent roider base bar rumors should no longer chain-spawn
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HA HA! YES! TIME FOR FIGHTER CLAMPS!
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One more check on the must have mods list!
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Woo my favorite faction is back! Now if we could only get a mini-mod version of mining while we wait for Nex.
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A little suggestion but Pirate Roider Gangs should have their transponders turned off as right now they spawn and immediately get jumped by lawful ships cause they're so visible with their transponders turned on.
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heh, yeah. I saw that last night and made a note to fix it.
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Roider Union v1.2.1
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Fixed some crashes, the retrofit option appears in bars again, and pirate roiders no longer blaze around transponder-on!
Version 1.2.1
Bug Fixes
- Fixed crash caused by referencing a removed skill
- Fixed crashes caused by Nexerelin renaming classes
- Retrofit bar event should always appear again
- Pirate roider fleets now go around transponder-off
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Hotfix is up! Fixed the crash when you decline to pay the retrofit fee.
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Hello! Reporting a crash when starting a new game (0.95-RC12). Had to disable the mod for now.
199256 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
199323 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
199413 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
199458 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
199743 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRadius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocations(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
199861 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
199862 [Thread-9] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
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This is a vanilla crash - there are several mods that can trigger it and vanilla probably can too.
https://fractalsoftworks.com/forum/index.php?topic=20334.0
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So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.
140631 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Tri-Tachyon as 0.0
140634 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
140662 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
140833 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
at scripts.campaign.retrofit.Roider_UnionHQRetrofitManager.getRetrofits(Roider_UnionHQRetrofitManager.java:128)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.getSources(Roider_PiratesLearnBPsScript.java:87)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.<init>(Roider_PiratesLearnBPsScript.java:25)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
141159 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
141159 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
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Reporting an obscure inconsistency. The Heavy Armor hullmod was buffed in 0.95 to give more armor but the Armor modules for Roider ships still inherit an old version of the Heavy Armor hullmod.
-
So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.
You are using an old Roider Union version. Please update.
Reporting an obscure inconsistency. The Heavy Armor hullmod was buffed in 0.95 to give more armor but the Armor modules for Roider ships still inherit an old version of the Heavy Armor hullmod.
Yes, thank you. It slipped by me until after the last patch. I was too busy assuming it used HeavyArmor's values directly :P
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So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.
You are using an old Roider Union version. Please update.
Yep, did not notice there was a quick update and that fixed the issues. Thank you.
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Running Roider 1.2.1b and still have issues when starting new randomized sector with Nexelerin:
Spoiler
1245149 [Thread-3] INFO exerelin.campaign.StartSetupPostTimePass - Running start setup post time pass
1245158 [Thread-7] INFO sound.O - Cleaning up music with id [022.ogg]
1245325 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at scripts.world.Roider_Gen.replaceIndustry(Roider_Gen.java:368)
at scripts.world.Roider_Gen.addNexRandomRockpiper(Roider_Gen.java:341)
at scripts.Roider_ModPlugin.onNewGameAfterTimePass(Roider_ModPlugin.java:92)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Roider Union v1.2.2
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Patched the getInnerRadius() crash on new game. This will fix it for all mods and is compatible with other mods fixing it. Next vanilla version will have the fix natively. Also did a couple other things.
Version 1.2.2
New Features
- Added Colossus Mk.3 to Colossus Mk.2 (R) conversion
Changes
- Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor
Bug Fixes
- Patched incorrectly configured vanilla star system causing multiple mods to crash
- Fixed no random bar events appearing at markets with Union HQs
-
So honestly I didn't have the getInnerRadius() crash until I installed this latest version earlier today. Unlucky me? Or maybe because I'm using Adjusted Sector, or a faction conflict? I'm not using Nex yet, wanting to finish my current game before I use it.
Spoiler
996009 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (479886.12, 4000.0)
996012 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Minor Weapons Cache, faction: Exalted
998065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Did you start a new game? The fix only works on new games.
-
I honestly can't say with 100% certainty, so that may be the problem. I've started a lot of new games recently as I've added/adjusted mods.
Looks like it's time to start over again to check! Thanks for the reply.
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1.2.2 current version of Roider Union is working now with Nex. YAY
edit: Tried latest version
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can anyone tell me if roider dives is from this mod and how to best uti8lize it
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can anyone tell me if roider dives is from this mod
Yes
and how to best uti8lize it
Dunno the 'best' way. They generate a Roider Miner fleet the same way that patrol stations do. If you are allied with the Roiders, this means you have a free allied fleet hanging around the system. They also increase demand for certain stuff that happens to be easy to get, so they are almost always buying your vendortrash.
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Roider Dives supplies resources from nearby planets and spawns mining fleets of the market's faction. They hang out at mining-related places and they don't build/capture objectives, so they aren't as useful as patrols. It doesn't require you to be friends with the Roider Union, unlike the Union HQ industry.
The main use is either the free fleets as mentioned or getting a little bit of resources that aren't on your planet.
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Roider Dives are free little income early game + cheap militia that does not require you to have good blueprints.
Roider HQ is basically militia base + pre 0.95 Commerce. You get submarket to sell excess stuff at your remote colony, you can purchase roider ships or convert pirate trash into them here and you get larger militia gangs that draw from roider blueprints instead of your own. Very useful early game for roider allied player - your patrols are useful earlier, you can procure new ships for your exploration fleet and you get resources on top of it.
It also fits in mechanically and thematically with Commerce on the same planet - for peak ancap market with privatized military and service sectors.
-
Do roider ships/retrofits interact with auxillary support at all?
-
Some Roider ships have Militarized Subsystems built-in. That's it.
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I love the idea of retrofitting, but do any of you ever find it worth it? It seems not cost effective.
Every time I consider retrofitting, it just seems like its always cheaper to just sell my old ship and buy a ship from the roider shipdocks directly.
Example. I want to retrofit my pristine phaeton tanker to a roider version. Retrofitting costs me 40k. Where as I could sell the tanker for 10k, and buy a roider version for 40k in the shop. Saving me 10k overall.
Am I missing something here? Cool ships btw.
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I love the idea of retrofitting, but do any of you ever find it worth it? It seems not cost effective.
Every time I consider retrofitting, it just seems like its always cheaper to just sell my old ship and buy a ship from the roider shipdocks directly.
Example. I want to retrofit my pristine phaeton tanker to a roider version. Retrofitting costs me 40k. Where as I could sell the tanker for 10k, and buy a roider version for 40k in the shop. Saving me 10k overall.
Am I missing something here? Cool ships btw.
I guess it would be more of a RP choice unless the ships can keep s-mods during conversion (Haven't tried that yet so don't know if they do), or maybe if Starship legends mod mixed with this lets the ship experience transfer to the Retrofit( Haven't tried that either so don't know if they do)
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I guess it would be more of a RP choice unless the ships can keep s-mods during conversion (Haven't tried that yet so don't know if they do), or maybe if Starship legends mod mixed with this lets the ship experience transfer to the Retrofit( Haven't tried that either so don't know if they do)
That doesn't sound possible, might try it out. To be fair, retrofitting seemed expensive than just get a new ship. "Seemed" since I haven't retrofitted anything other than turning a starter Tarsus into a Condor which was around 40k or something.
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Selling and buying pristine ships on the black market is more cost-effective.
If you have a d-mod ship, it is cheaper to convert it.
If only d-mod ships are available and you want pristine, it is cheaper to convert it.
If you compare open-market prices (since conversions include tariffs), it is cheaper to convert it.
Sometimes it is cheaper to convert, sometimes it is cheaper to buy and sell.
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What about adding a roider version of Prometheus? It could be a fleshed out version of pather conversion just like with Colossus. Could be either a full makeshift carrier or a full dreadnaught full of ballistics. Or it might be a mobile base/refueling station - it would have a generous fuel and cargo capacity + Surveying Equipment or Salvage Gantry.
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What about adding a roider version of Prometheus? It could be a fleshed out version of pather conversion just like with Colossus. Could be either a full makeshift carrier or a full dreadnaught full of ballistics. Or it might be a mobile base/refueling station - it would have a generous fuel and cargo capacity + Surveying Equipment or Salvage Gantry.
Knowing Roiders, their Prometheus would have 50% of the Normal capacity (1500) but have a built-in refinery to "mine" Gas Giants directly into Fuel.
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Are fighters in this OP?
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Are fighters in this OP?
I would not say so, no.
I've had a discussion with SafariJohn about the Rocksaw back in 0.91, which is a 2-unit assault fighter wing sporting a low rate of fire assault chaingun and two vulcans. It did seem rather overperforming back then but I've got to admit all roider union weapons and fighter/bomber LPCs feel very much okay right now, especially after some balance changes John did after a tournament, which included the rocksaw!
- Nerfed Rocksaw-class heavy assault fighter
- Reduced roam range from 4000 to 3000
- Reduced chaingun's burst size from 40 to 20
- Nerfed chaingun's DPS by 10%
Roider union has some amazing fighter LPCs, that being a vital part of their doctrine, but they're not overbearing at all. I've played most of my third campaign as a pirate hostile to them and I've raided their convoys and colonies just the same, they did very much feel in line with Persean League/Hegemony but with a stronger fighter/bomber focus that can really punish isolated ships.
I personally also suggest you to install SafariJohn's other mod, which simply rebalances Pilums back into usefulness!
Addendum: Welcome to the Forum by the way! I hope we read and reply to eachother in the future :)
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The Roiders definitely have a set of very useful fighters, my absolute favorite being the Dragline. For 15 OP, you get 2 infinite ammo Annihilator Rocket Pods with damn good suppressive effect for anything too slow or too occupied to escape, and 4 mini-Sharpshooters that provide a damn good PD screen as they've also got IPDAI built in. They're also very tanky in their own right, so they can take hits for you when you vent and not get shot down. Slap that on a Mora, along with a couple Rocksaws, and you've got a ridiculously good knife-fighting battle-Mora - if it can't escape the rockets, it can't escape the Mora.
Come to think of it, I'm surprised the Roiders never made their own version of the Mora - it's definitely right up their alley mechnically, functionally, and lore-wise. I can't imagine them not slapping some MIDAS armor modules on it to make it yet more tanky.
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Most of the Roider fighters are intentionally stronger than average. I think the Bolt is the only one over-performing right now - their EMP potential seems to be more than I intended, so they will be getting the nerf bat. People have been griping about Draglines lately, but IME they are not as reliable as Xyphos wings and they walk a fine line with being completely useless.
Come to think of it, I'm surprised the Roiders never made their own version of the Mora - it's definitely right up their alley mechnically, functionally, and lore-wise. I can't imagine them not slapping some MIDAS armor modules on it to make it yet more tanky.
Why reinvent the wheel? Just slap MIDAS on a Mora. Bam, Roider Mora. Same thing with Dominators and Enforcers.
The real-life reason there aren't more (R) skins is I don't want to bloat the mod with shallow designs. I do have some future conversion ideas for them, though.
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You know what would be fun? What if Roiders had a love/hate relationship with 'Asteroid Ships' from Asteroid Ship Pack by liam556 (https://fractalsoftworks.com/forum/index.php?topic=17871.0)? MIDAS systems could do ramming damage to them or something.
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You know what would be fun? What if Roiders had a love/hate relationship with 'Asteroid Ships' from Asteroid Ship Pack by liam556 (https://fractalsoftworks.com/forum/index.php?topic=17871.0)? MIDAS systems could do ramming damage to them or something.
"Let me mine that asteroid you knave!"
"Don't you dare touch it, that's my to-be battlecarrier!"
I could definetly see it :P
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what about super strong special rare roider mora for IBB which has damper field and a super big chunk of armor welded to the front lolol
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so roider bases are permanent fixtures once they spawn?
ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.
kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.
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Random roider bases are always independent and don't bother you about your transponder.
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do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.
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Yes. They never respawn.
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huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.
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The Roider versions of the Phaeton and Colossus Mk.II logistics stats are still based on 0.9.1a. The Phaeton gained more 200 more fuel capacity and now costs 4DP while the Colossus uses 4 fuel per/LY instead of 3.
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Thanks! Fixed those up.
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What about another refit of Salvage Rig for Roiders? That one would be adapted for long range exploration - with added crew quarters (even if cramped ones) and a couple of small turrets/build-in drones.
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Awesome mod, can't play without spike drivers and fighter clamps now.
Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.
I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?
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Awesome mod, can't play without spike drivers and fighter clamps now.
Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.
I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?
Hmm, I bet the current code allows random events in the first pass, so it looks right when I start up a new game, but then wipes them from then on-out. I intend to look at it again either way.
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So I'm just posting to show Roider Appreciation. They've been in my modlist more or less permanently for months, and while I don't play as them much, I do love and appreciate the flavor they help add to the game and I do like a number of their ships a lot. (If I wasn't on such a "true modular supercapital" and kick right now, I'd absolutely use a Telamon as my flagship all the time.)
This is a great mod and I hope you keep it up to date and whatnot, SafariJohn!
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Roiders do really look like something fitting vanilla. Basically a civilianish-midline faction. Though it might be interesting to have a few high tech ships with slightly different color scheme. Like Apogee (R) turned into a drone carrier with salvage gantry. Basically a designated cruiser sized salvage vessel. Could be even a rarer Domain era brethren of Apogee designed for rescue operation.
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Roider Union v1.3 coming Soon™!
New ships and fighters, such as the Sheriff-class frigate with its powerful Dread Loaders system!
(https://i.imgur.com/885xXlc.gif)
Switch out built-in Breaker drones for defense drones with the new Tracker Swap hullmod!
(https://i.imgur.com/wBA5lZ2.gif)
Keep your opponents where you want them with the Phasenet: right in front of your Wrecker's guns!
(https://i.imgur.com/NIuIjX3.gif)
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So I'm just posting to show Roider Appreciation. They've been in my modlist more or less permanently for months, and while I don't play as them much, I do love and appreciate the flavor they help add to the game and I do like a number of their ships a lot.
I'm just going to second this, and also add; if you're not trying a Roider playthrough at least once, you're missing out. Put on some dark, instrumental music, turn the lights down, and do a hardscrabble run with a Roider fleet, and it'll freshen the game up for you in a way you didn't know you needed.
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I'm just going to second this, and also add; if you're not trying a Roider playthrough at least once, you're missing out. Put on some dark, instrumental music, turn the lights down, and do a hardscrabble run with a Roider fleet, and it'll freshen the game up for you in a way you didn't know you needed.
Add my voice to this, and I recommend the wonderful Starpocalypse mod for such a playthrough as the way it makes pristine military ships harder to acquire makes the Roider refit service IMMENSELY more useful, and one of the few ways to obtain D-free combat ships reliably out of the many civvie wrecks you can find, mothball and tow back in the sector. The space trucker dream, just add 80's road radio.
Switch out built-in Breaker drones for defense drones with the new Tracker Swap hullmod!
Will these defense drones be able to escort friendly ships at range (allowing a Comboy-class to become a pure support ship)?
I'm interested in the lore of the Wrecker, as it doesn't look anything like previous Roider ships and doesn't look like a refit. Is the Roider Union now able to design and produce original warships, making them a bigger actor in the sector?
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Trackers have 0 range; they defend their carrier against beams and missiles.
The Wrecker is an Eagle conversion combined with strange technology found in the fringe.
The new frigate, on the other hand, is not a conversion, not a Roider design, and nobody is sure where, who, or what they got it from.
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The Wrecker is an Eagle conversion combined with strange technology found in the fringe.
The new frigate, on the other hand, is not a conversion, not a Roider design, and nobody is sure where, who, or what they got it from.
Oooh, that's interesting. It changes the image I had of the faction. Maybe not simply "space miners banding together" and something more mysterious.
Excited for the update. This mod will never be off my modlist for as long as it exists.
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the mention of "nobody is sure where, who, or what they got it from" and strange tech from the fringe, does that mean any future stuff is gonna sorta be leaning in that direction? The fruits of what roider prospectors have found, I guess?
-
We'll see.
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SafariJohn
First are foremost your mod is my favorite faction to play as. I do have a question though regarding the breaker drone. When I ask for the list of weapons and ships that can mine, it does not show up on the list. As is is armed with mining equipment, I had assumed it had the same mining stats as say the lr mining pod which is similar. Is is just not flagged with mining or does is not help when mining by design? Silly little question I know but I want to keep my fleet Roider stock as possible.
Thanks,
A fellow Rockhopper
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SafariJohn
First are foremost your mod is my favorite faction to play as. I do have a question though regarding the breaker drone. When I ask for the list of weapons and ships that can mine, it does not show up on the list. As is is armed with mining equipment, I had assumed it had the same mining stats as say the lr mining pod which is similar. Is is just not flagged with mining or does is not help when mining by design? Silly little question I know but I want to keep my fleet Roider stock as possible.
Thanks,
A fellow Rockhopper
The Breaker drones' Blasting Lasers are definitely taken into account for mining, add and remove Breakers from a ship and you'll see the difference when asking to list mining ships in your fleet. As for why Breaker drones don't appear in the fighter wings part of the list of "ships and weapons that can mine", I forgot. But they work fine.
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Thank you for the reply. I did some testing on my own in game and found that the breaker drone actually seems the best investment for 3 ordnance mining beating the Mining platform aux and the L/R mining pod aux ( the other 3 ordnance drones I tested against).
One thing I also realized when I looked over the list of drones and weapons that pops up when you use the Nexelerin pop up that it does not list several mining weapons and drones from mods other than Nex and vanilla. However those added weapons and drone do indeed add to the overall mining number that the list shows when you list ships that can mine.
Damn this is so confusing and tedious when trying to set up the ideal mining fleet, having to wait for the ship to be at max readiness each time to uninstall a drone and replace it with a different one for testing. I just wish there was a mod that shows the mining value when you hover over a weapon/ship/drone.
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A Breaker drone wing gives 3 Blasting Lasers' worth of mining power. It doesn't have any innate mining power may be why it isn't showing up? IIRC it was showing up in the mining fighters list last time I checked a year or two ago, though.
Damn this is so confusing and tedious when trying to set up the ideal mining fleet, having to wait for the ship to be at max readiness each time to uninstall a drone and replace it with a different one for testing.
You know you can change loadouts at markets for free, right? No reason to burn CR/supplies on that.
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Hi, I am a player from the Chinese community. Your mod is a very outstanding work, with excellent sprites, I really like this mod.
So Could I ask permission to translate it into Chinese and post it on the Chinese forum?
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It doesn't have any innate mining power may be why it isn't showing up? IIRC it was showing up in the mining fighters list last time I checked a year or two ago, though.
Other ships/fighters that have no innate mining power but have built-in mining weapons show up fine.
So I looked at the files and found the reason why the Breakers aren't showing up: in mining_ships.csv, roider_drone_breaker is set as TRUE in the hidden column for whatever reason. I tested with that set to FALSE and now they show up properly in the fighter section of the mining list ingame.
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Hi, I am a player from the Chinese community. Your mod is a very outstanding work, with excellent sprites, I really like this mod.
So Could I ask permission to translate it into Chinese and post it on the Chinese forum?
Yes, you can ask for permission.
:D
(And yes, you can translate and post it. Feel free to PM me if you have any questions.)
It doesn't have any innate mining power may be why it isn't showing up? IIRC it was showing up in the mining fighters list last time I checked a year or two ago, though.
Other ships/fighters that have no innate mining power but have built-in mining weapons show up fine.
So I looked at the files and found the reason why the Breakers aren't showing up: in mining_ships.csv, roider_drone_breaker is set as TRUE in the hidden column for whatever reason. I tested with that set to FALSE and now they show up properly in the fighter section of the mining list ingame.
Thank you for looking into it. I will fix that up.
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Hello! Unsure if this is the right place to post this - I'm getting a crash to desktop when I try to retrofit hulls.
Fatal: Hullmod with id [hmi_fighteritu] not found
Check starsector.log for more info.
Here's the log except just before the crash:
14655737 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector Update\starsector-core\..\mods\Roider Union]
14699388 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector Update\starsector-core\..\mods\Roider Union]
14723788 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [hmi_fighteritu] not found
java.lang.RuntimeException: Hullmod with id [hmi_fighteritu] not found
at com.fs.starfarer.loading.specs.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.isDHull(Unknown Source)
at scripts.campaign.retrofit.Roider_BaseRetrofitPlugin.updateText(Roider_BaseRetrofitPlugin.java:326)
at scripts.campaign.retrofit.Roider_BaseRetrofitPlugin$3.pickedFleetMembers(Roider_BaseRetrofitPlugin.java:748)
at com.fs.starfarer.ui.newui.oOOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
In all fairness to SafariJohn, I have crammed my game questionably full of mods, so hard to say if it's conflicting with something that's not referenced in that log sample.
Any suggestions would be greatly appreciated!
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That's a crash being caused by Hazard Mining. Make sure your HMI is up to date.
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First of all, awesome and fun mod!
Great mechanics on the modules inheriting the parent module's hullmods. I was wondering if it was intentional that the modules don't inherit s-mods? It would be great if they did. Thank you!
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Hello! Unsure if this is the right place to post this - I'm getting a crash to desktop when I try to retrofit hulls.
That looks like an HMI crash, as SpaceDrake said.
First of all, awesome and fun mod!
Great mechanics on the modules inheriting the parent module's hullmods. I was wondering if it was intentional that the modules don't inherit s-mods? It would be great if they did. Thank you!
That is an oversight that is fixed for the next version
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New Jane-class tanker brings drone carrier capability at an affordable price! Seen here in an attack variant with the Tracker Swap hullmod installed:
(https://i.imgur.com/lZwX4Mv.png)
This ship will replace the Dram (R) and Phaeton (R). The superfluous Buffalo (R) is also getting cut and the last (R) skin, the Roider Colossus, is getting a shiny new name: the Ogrov torpedo cruiser!
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Any plans to give the Roiders a ship with ore/fuel processing capabilities, or their own superfreighter? Playing as Roiders I find it challenging to find Atlases in the field, and just end up running a big swarm of vanilla Collossi. (I know their focus is refits, but something purchaseable there would be really nice.)
Some kind of fleet-level carrier would also be nice. (Maybe a converted Prometheus? Lots of empty internal space, right?)
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well refits are for combat, it would make sense that bunch of ore mining corps would commission own design for ore haulers, since asteroid mining would have slightly different needs than commercial transport.
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New ship looks nice, Buffalo and tankers (R) are really not needed that much - Hegemony Auxilary versions already filled the niche in vanilla/other mods. Though it might be interesting to have ships with functions resembling Nijigen Extend Forge ships. Maybe a Buffallo could be turned into a modular mobile factory? Which could be adjusted with hullmods to produce supplies or fuel from raw materials salvaged. The other alternative for Buffalo conversion is a more robust version of Salvage Rig - unlike rig it would have a decent cargo storage and crew capacity, maybe Surveying Equipment too. Basically a designated destroyer sized explorer/salvager.
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on my actual run, i'm playing roider (+ full industrial path + a bit blue tech tree)
smelter/forge ship would be nice
are any of the roider ships capable of farming ordos? maybe the one with timeshell +hmg?
I have a lot of other faction ships, all selffound, like Dun Scaith and Traumtanzer, but even small ordos are problematic
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@SafariJohn
Have you seen the recently new mod "The Junk Yard Dogs" V0.4 (https://fractalsoftworks.com/forum/index.php?topic=22826.0;topicseen)?
It seems to have story similarities to the Roiders. Any thoughts about it? I would be neat to have synergy between Roiders and the JYD active ability.
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Any plans to give the Roiders a ship with ore/fuel processing capabilities, or their own superfreighter? Playing as Roiders I find it challenging to find Atlases in the field, and just end up running a big swarm of vanilla Collossi. (I know their focus is refits, but something purchaseable there would be really nice.)
well refits are for combat, it would make sense that bunch of ore mining corps would commission own design for ore haulers, since asteroid mining would have slightly different needs than commercial transport.
Anything with MIDAS on it is basically a Roider ship.
Some kind of fleet-level carrier would also be nice. (Maybe a converted Prometheus? Lots of empty internal space, right?)
The Ranch already spams fighters out the wazoo. 4 decks + Reserve Deployment is a lot, even with half drones and RD getting nerfed.
on my actual run, i'm playing roider (+ full industrial path + a bit blue tech tree)
smelter/forge ship would be nice
are any of the roider ships capable of farming ordos? maybe the one with timeshell +hmg?
I have a lot of other faction ships, all selffound, like Dun Scaith and Traumtanzer, but even small ordos are problematic
You want to deploy Telamon battleships, probably with heavy carrier support using Duster heavy fighters. Any time you are fighting Remnants you want lots of kinetic damage.
Have you seen the recently new mod "The Junk Yard Dogs" V0.4 (https://fractalsoftworks.com/forum/index.php?topic=22826.0;topicseen)?
It seems to have story similarities to the Roiders. Any thoughts about it? I would be neat to have synergy between Roiders and the JYD active ability.
I do not play other mods much. From JYD's page, it looks like Roiders would not trust them or be outright enemies. JYD are friends with TriTachyon; Roiders hate TT. Not to mention competing for mining sites.
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Roider Union - Expeditions - v1.3.0
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Not Save Compatible!
New fleets, ships, fighters, and more! Become an independent roider and convert ships yourself!
Version 1.3.0
New Features
- Added new ships, fighters, and weapons:
- Added Argos-class mothership
- Added Wrecker-class cruiser
- Added Aurochs-class destroyer's armor module, finally
- Added Jane-class tanker
- Added Sheriff-class frigate
- Added Armature-class strike drone
- Comes in 2 wings sizes: 1 drone and 2 drones
- Added Tracker-class defense drone
- Added Tracker Swap hullmod - switch built-in Breaker drones to Trackers
- Added Rotary Hammer Launcher
- Added roider tech expeditions - new fleets can be found exploring in the fringe
- Added rare fleets that sell conversion services
- Added Rockpiper Shipworks industry
- When you build it, you can go to the bar to retrofit ships that you know the blueprints for
- New and improved art for Union HQ and Roider Dives
- Added several alternate conversions
- Added sprites for Spike Driver and Pile Driver projectiles
- Non-Union roider fleets always have some Roider Union ships now
- Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
- Added MagicSettings support
- Aliased class and variables names for slightly smaller save files
- Roider ships now have their own engine style
Changes
- Changed Colossus Mk.2 (R) modified freighter to Ogrov-class torpedo cruiser
- Matched certain stat changes from Ogrov's vanilla counterpart
- Moved BPs for Cyclops-class frigate and Onager-class destroyer to the Roider BP Package
- Made low-end conversions no longer require commission with the Roider Union
- Made Onager a little more common
- Removed Dram (R)
- Removed Phaeton (R)
- Removed Buffalo (R)
- Buffed Duster-class heavy fighter's speed from 200 to 220
- Nerfed Zap SRM - less EMP on hit, even less EMP on arc - and the Bolt-class interceptor by extension
- Nerfed Dragline-class support fighter
- Nerfed Mini Sharpshooter's sustained rate of fire
- Halved built-in Annihilator Pod's rate of fire, but now it double taps
- Made Midway mission a little easier since vanilla nerfed the Ranch's ship system
- Roider Union ships are somewhat less likely to spawn in their own fleets
- Roider Union is now hostile to various modded pirate factions and such
- Improved ship conversions backend
- Ship conversion costs are now autogenerated and are more accurate
- data/config/modSettings/roider_retrofits.csv is where conversions are defined now
- data/retrofits/roider_retrofits.csv still works, but is deprecated
- Armor modules no longer have OP and can no longer be refit
- Added Civ Grade hullmod to Roider ships with built-in Militarized Subsystems to match how 0.95a does it
- Extra transponder warning from certain patrols should be more obvious
- And no longer scans your cargo
- Removed Union HQ retrofitting service entry fee
- Retrofit dialog now shows available conversions as lists of ships instead of names when no retrofit is selected
- Roider mining fleets now only spawn when the player is nearby
- Tweaked Roider Union's Nexerelin alignments and gave them Temperamental trait
Bug Fixes
- Added script to help stop fighters from escorting Roider armor modules
- Hopefully stopped roider fringe bases from spawning inside of stars
- Fixed miner fleets hanging out around jump points
- Fixed miner fleets showing cargo types they aren't anywhere near
- Actually fixed no random bar events appearing at markets with Union HQs
- Fixed some variants with incorrect OP following 0.95a's weapon changes
- Removed redundant and buggy Commissioned Crews code from EVA Expertise
- Can no longer commission with Roiders when your faction is already in a Nexerelin alliance
- Armor modules should now all show correctly in the mini-ship displays like fleet encounters
-
- Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
Wooo!
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I'm sorry to say I'm experiencing unrecoverable freezes since updating to the latest version of Roider Union.
It's the only mod I've updated and everything was going smoothly until I did so I fear this mod must be the culprit.
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Can you tell me when it starts freezing? I noticed strange slowdowns when jumping into systems but I couldn't track it down.
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Can you tell me when it starts freezing? I noticed strange slowdowns when jumping into systems but I couldn't track it down.
The freezes are sudden, it goes from smooth to completely frozen. Last time it happened shortly after buying a new ship from a black market, but the time before that it happened when I approached the jump point out of that system (Ounalashka, from another mod).
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Roider Union - Expeditions - v1.3.0
Oh, Awesome! 8) ;D
-
Can you tell me when it starts freezing? I noticed strange slowdowns when jumping into systems but I couldn't track it down.
The freezes are sudden, it goes from smooth to completely frozen. Last time it happened shortly after buying a new ship from a black market, but the time before that it happened when I approached the jump point out of that system (Ounalashka, from another mod).
I tried playing a bit more, this time after updating my outdated versions of LazyLib and MagicLib, but this time it crashed on save.
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Can you post the crash dump from the log? That might have something.
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Can you post the crash dump from the log? That might have something.
Unless I'm looking in the wrong place (bottom of the starsector.log file) , there isn't one.
I suspect it's because the game just freezes but doesn't outright crash, so I have to terminate it via task manager.
Sorry if I can't be more specific, and thanks for trying to help me.
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Roider Union - Expeditions - v1.3.1
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed an infinite loop freeze!
Version 1.3.1
Bug Fixes
- Fixed infinite loop from badly positioned fringe roider bases
- Stopped fringe roider bases from spawning in bad systems
- Fixed MIDAS not negating damaging asteroid impacts
-
Have you seen the recently new mod "The Junk Yard Dogs" V0.4 (https://fractalsoftworks.com/forum/index.php?topic=22826.0;topicseen)?
It seems to have story similarities to the Roiders. Any thoughts about it? I would be neat to have synergy between Roiders and the JYD active ability.
I do not play other mods much. From JYD's page, it looks like Roiders would not trust them or be outright enemies. JYD are friends with TriTachyon; Roiders hate TT. Not to mention competing for mining sites.
I am a long time admirer of this mod, you can see my comments earlier in the thread, and it was the inspiration for me to try my own. I originally had JYD allied with the Hegemony however changed it to be on friendly terms with TriTachyon mainly due to their experiments in automated mining and we all know how big brother feels about that. :)
Anyway, damn SafariJohn you really added the bells and whistles this release. You make me just want to convert my faction into a ship pack and play as a Roider again!
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It is nice to hear that :) And it is always good to see new mods and modders on the scene!
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Awesome update!
My one complaint is that i'm unable to select the armor modules now. It would be great to see which hullmods are inherited by the armor modules and the effects of those hullmods on those modules. Like how much hull or armor was added to the module. This way we would be able to make proper judgment on specific builds that we want.
Thanks a bunch! Cheers!
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Still freezing unfortunately. It always happens in the first month of playtime if that can help.
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I am having the same issue with a freeze loop early in the game with the current version. I let it loop even after Windows asked if I wanted to close the application and it just just hung. I went through the logs but did not see any error messages sorry to say.
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Roider Union - Expeditions - v1.3.2
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed more infinite loops! If you still experience freezes, start a new game. If you experience freezes in a new game, send me the save so I can find what is causing it.
Version 1.3.2
Bug Fixes
- Fixed more infinite loops
- Fixed random crash at end of battle with Sheriff in it
- Fixed random Phasenet AI crash during battle
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Could there be a small integration of Vayra's ship pack so that Independent roiders would use Pathfinder, Prospector, Badger, Groundhog and Spade in their fleets along with vanilla and roider ones? These yellow ships are civilian mining ships which independent roiders would probably like.
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If independents already know those hulls then they should already appear sometimes in indie roider fleets.
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If independents already know those hulls then they should already appear sometimes in indie roider fleets.
Didn't knew that, seems like those I encounter are just too small to have a Pioneer or Pathfinder to appear.
BTW, what about adding roider package/industry BP as "own faction" starting options in Nexerelin? You can now choose to start with some of the BP packages at the game start for free. Right not it's vanilla packages and some of the HMI ones.
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Roider Union - Expeditions - v1.3.3
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed conversion fleet null pointer crashes and some other things.
Version 1.3.3
Bug Fixes
- Fixed conversion fleet null pointer crashes
- Added conversion fleet intel's small description
- Fixed Rockpiper Shipworks' missing upkeep
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A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version? I would really like to run the new version but I am in the middle of a nice campaign...
I get an error when I try to load with the new version and this is what i see in the log file:
120917 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Spel\Starsector\starsector-core\..\mods\Roider Union]
120967 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
120967 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Cannot set field
class : scripts.campaign.econ.Roider_Dives
required-type : scripts.campaign.econ.Roider_Dives
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 72065
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : com.fs.starfarer.campaign.CustomCampaignEntity
class[4] : com.fs.util.container.repo.ObjectRepository
class[5] : com.fs.starfarer.campaign.StarSystem
class[6] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[7] : com.fs.starfarer.campaign.CampaignPlanet
class[8] : com.fs.starfarer.campaign.CircularOrbit
class[9] : com.fs.starfarer.campaign.CampaignTerrain
class[10] : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[11] : data.scripts.campaign.loa_UpgradingMarketHandler
class[12] : data.scripts.campaign.loa_spawnRandomMarketsPlugin
class[13] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[14] : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[15] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[16] : com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCellsIntel
class[17] : com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCells
class[18] : com.fs.starfarer.campaign.econ.MarketCondition
class[19] : exerelin.campaign.intel.specialforces.SpecialForcesAssignmentAI
class[20] : com.fs.starfarer.rpg.Person
class[21] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[22] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[23] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[24] : com.fs.starfarer.campaign.rules.Memory
class[25] : com.fs.starfarer.campaign.CommDirectoryEntry
class[26] : com.fs.starfarer.campaign.CommDirectory
class[27] : java.util.HashMap
class[28] : exerelin.campaign.ColonyManager
class[29] : java.util.LinkedHashSet
class[30] : com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard
class[31] : com.fs.starfarer.loading.specs.FactionProduction
class[32] : com.fs.starfarer.campaign.Faction
class[33] : com.fs.starfarer.campaign.econ.Submarket
class[34] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[35] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[36] : com.fs.starfarer.campaign.econ.Economy
class[37] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[38] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[39] : com.fs.starfarer.campaign.Hyperspace
class[40] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Cannot set field
class : scripts.campaign.econ.Roider_Dives
required-type : scripts.campaign.econ.Roider_Dives
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 72065
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : com.fs.starfarer.campaign.CustomCampaignEntity
class[4] : com.fs.util.container.repo.ObjectRepository
class[5] : com.fs.starfarer.campaign.StarSystem
class[6] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[7] : com.fs.starfarer.campaign.CampaignPlanet
class[8] : com.fs.starfarer.campaign.CircularOrbit
class[9] : com.fs.starfarer.campaign.CampaignTerrain
class[10] : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[11] : data.scripts.campaign.loa_UpgradingMarketHandler
class[12] : data.scripts.campaign.loa_spawnRandomMarketsPlugin
class[13] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[14] : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[15] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[16] : com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCellsIntel
class[17] : com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathCells
class[18] : com.fs.starfarer.campaign.econ.MarketCondition
class[19] : exerelin.campaign.intel.specialforces.SpecialForcesAssignmentAI
class[20] : com.fs.starfarer.rpg.Person
class[21] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[22] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[23] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[24] : com.fs.starfarer.campaign.rules.Memory
class[25] : com.fs.starfarer.campaign.CommDirectoryEntry
class[26] : com.fs.starfarer.campaign.CommDirectory
class[27] : java.util.HashMap
class[28] : exerelin.campaign.ColonyManager
class[29] : java.util.LinkedHashSet
class[30] : com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard
class[31] : com.fs.starfarer.loading.specs.FactionProduction
class[32] : com.fs.starfarer.campaign.Faction
class[33] : com.fs.starfarer.campaign.econ.Submarket
class[34] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[35] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[36] : com.fs.starfarer.campaign.econ.Economy
class[37] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[38] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[39] : com.fs.starfarer.campaign.Hyperspace
class[40] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
.
.
.
at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Cannot set field
---- Debugging information ----
message : Cannot set field
cause-exception : java.lang.IllegalArgumentException
cause-message : null
field : class scripts.campaign.econ.Roider_Dives.DIVES_RANGE
-------------------------------
at com.thoughtworks.xstream.converters.reflection.SunUnsafeReflectionProvider.write(SunUnsafeReflectionProvider.java:96)
at com.thoughtworks.xstream.converters.reflection.SunUnsafeReflectionProvider.writeField(SunUnsafeReflectionProvider.java:56)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:460)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
... 904 more
Caused by: java.lang.IllegalArgumentException
at sun.misc.Unsafe.objectFieldOffset(Native Method)
at com.thoughtworks.xstream.converters.reflection.SunUnsafeReflectionProvider.getFieldOffset(SunUnsafeReflectionProvider.java:105)
at com.thoughtworks.xstream.converters.reflection.SunUnsafeReflectionProvider.write(SunUnsafeReflectionProvider.java:66)
... 908 more
-
A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version?
Roider Union - Expeditions - v1.3.0
Download in the OP
Not Save Compatible!
-
yep. confirming version 1.3.3 is not compatible with previous versions..
anyway thanx for this great mod!!!!
-
v1.3.0 broke saves from before, but 3.0 through 3.3 should all be save compatible with each other.
anyway thanx for this great mod!!!!
Thank you for playing it!
-
Version 1.3.3 fixed the infinite loop bug ; now I can play with the latest version of the mod and I'm having a blast with it.
Thank you !
-
This error occurred after a joining in a fight with a pirate Roider expedition fleet VS independent station + independent fleet
931589 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.fleets.Roider_ConversionFleetRouteManager.reportBattleOccurred(Roider_ConversionFleetRouteManager.java:363)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Roider Union - Expeditions - v1.3.4
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed a crash and some minor problems with conversion fleets.
Version 1.3.4
Bug Fixes
- Fixed a null pointer crash when a conversion fleet is defeated
- Fixed conversion fleets requiring the player to know the target hull
- Fixed pirate conversion fleets requiring rep to use their services
- Fixed a case-sensitive file name
-
I just have to ask, the new graphic? My best guess is an upside down black cat welding on a new deck plate.
-
It is the Argos's Conversion Docks icon. Yeah: dude floating on a tether welding hull plating.
-
Thanks for the mod and updates my good persons.
-
The Argos is such a great concept. Just literally the ability to convert the ships you find out there into combat vessels on the fly. Incredible.
-
A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version?
Roider Union - Expeditions - v1.3.0
Download in the OP
Not Save Compatible!
I honestly could not see that coming since the main post looks like this now:
Spoiler
Roider Union
(https://i.imgur.com/FPvM8iS.png)
Download v1.3.4 (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.3.4.zip)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Supports GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) | Supports Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Supports Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Supports Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.
Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations
(https://i.imgur.com/1UPDoNc.png)
Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.
Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan (https://soundcloud.com/matthias-borgias)
Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!
Changelog:
Version 1.3.4
Bug Fixes
- Fixed a null pointer crash when a conversion fleet is defeated
- Fixed conversion fleets requiring the player to know the target hull
- Fixed pirate conversion fleets requiring rep to use their services
- Fixed a case-sensitive file name
Version 1.3.3
Bug Fixes
- Fixed conversion fleet null pointer crashes
- Added conversion fleet intel's small description
- Fixed Rockpiper Shipworks' missing upkeep
Version 1.3.2
Bug Fixes
- Fixed more infinite loops
- Fixed random crash at end of battle with Sheriff in it
- Fixed random Phasenet AI crash during battle
Version 1.3.1
Bug Fixes
- Fixed infinite loop from badly positioned fringe roider bases
- Stopped fringe roider bases from spawning in bad systems
- Fixed MIDAS not negating damaging asteroid impacts
Version 1.3.0
New Features
- Added new ships, fighters, and weapons:
- Added Argos-class mothership
- Added Wrecker-class cruiser
- Added Aurochs-class destroyer's armor module, finally
- Added Jane-class tanker
- Added Sheriff-class frigate
- Added Armature-class strike drone
- Comes in 2 wings sizes: 1 drone and 2 drones
- Added Tracker-class defense drone
- Added Tracker Swap hullmod - switch built-in Breaker drones to Trackers
- Added Rotary Hammer Launcher
- Added roider tech expeditions - new fleets can be found exploring in the fringe
- Added rare fleets that sell conversion services
- Added Rockpiper Shipworks industry
- When you build it, you can go to the bar to retrofit ships that you know the blueprints for
- New and improved art for Union HQ and Roider Dives
- Added several alternate conversions
- Added sprites for Spike Driver and Pile Driver projectiles
- Non-Union roider fleets always have some Roider Union ships now
- Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
- Added MagicSettings support
- Aliased class and variables names for slightly smaller save files
- Roider ships now have their own engine style
Changes
- Changed Colossus Mk.2 (R) modified freighter to Ogrov-class torpedo cruiser
- Matched certain stat changes from Ogrov's vanilla counterpart
- Moved BPs for Cyclops-class frigate and Onager-class destroyer to the Roider BP Package
- Made low-end conversions no longer require commission with the Roider Union
- Made Onager a little more common
- Removed Dram (R)
- Removed Phaeton (R)
- Removed Buffalo (R)
- Buffed Duster-class heavy fighter's speed from 200 to 220
- Nerfed Zap SRM - less EMP on hit, even less EMP on arc - and the Bolt-class interceptor by extension
- Nerfed Dragline-class support fighter
- Nerfed Mini Sharpshooter's sustained rate of fire
- Halved built-in Annihilator Pod's rate of fire, but now it double taps
- Made Midway mission a little easier since vanilla nerfed the Ranch's ship system
- Roider Union ships are somewhat less likely to spawn in their own fleets
- Roider Union is now hostile to various modded pirate factions and such
- Improved ship conversions backend
- Ship conversion costs are now autogenerated and are more accurate
- data/config/modSettings/roider_retrofits.csv is where conversions are defined now
- data/retrofits/roider_retrofits.csv still works, but is deprecated
- Armor modules no longer have OP and can no longer be refit
- Added Civ Grade hullmod to Roider ships with built-in Militarized Subsystems to match how 0.95a does it
- Extra transponder warning from certain patrols should be more obvious
- And no longer scans your cargo
- Removed Union HQ retrofitting service entry fee
- Retrofit dialog now shows available conversions as lists of ships instead of names when no retrofit is selected
- Roider mining fleets now only spawn when the player is nearby
- Tweaked Roider Union's Nexerelin alignments and gave them Temperamental trait
Bug Fixes
- Added script to help stop fighters from escorting Roider armor modules
- Hopefully stopped roider fringe bases from spawning inside of stars
- Fixed miner fleets hanging out around jump points
- Fixed miner fleets showing cargo types they aren't anywhere near
- Actually fixed no random bar events appearing at markets with Union HQs
- Fixed some variants with incorrect OP following 0.95a's weapon changes
- Removed redundant and buggy Commissioned Crews code from EVA Expertise
- Can no longer commission with Roiders when your faction is already in a Nexerelin alliance
- Armor modules should now all show correctly in the mini-ship displays like fleet encounters
Version 1.2.2
New Features
- Added Colossus Mk.3 to Colossus Mk.2 (R) conversion
Changes
- Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor
Bug Fixes
- Patched incorrectly configured vanilla star system causing multiple mods to crash
- Fixed no random bar events appearing at markets with Union HQs
Version 1.2.1b
Bug Fixes
- Fixed crash when declining to pay retrofit fee
Version 1.2.1
Bug Fixes
- Fixed crash caused by referencing a removed skill
- Fixed crashes caused by Nexerelin renaming classes
- Retrofit bar event should always appear again
- Pirate roider fleets now go around transponder-off
Version 1.2.0
New Features
- Updated to 0.95a!
- Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
- Added new projectile sprites for Spike Driver and Pile Driver
- Fighter Clamps hullmod straight-up blocks bombers now
Bug Fixes
- Pirates can now learn retrofit templates added mid-save
- Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
- Faction relations are now set properly when Nexerelin is disabled
- Added autofit variants for Gambit-class light cruiser
- Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
- Added support for Unknown Skies' Psychosomatic Fungus condition
- Independent roider base bar rumors should no longer chain-spawn
Version 1.1.0
New Features
- Added automatic hullmod transfer from parent hull to armor modules
- Added support for Unknown Skies' parasitic spores condition
- Added Atlas Mk.2 to Telamon conversion
- Added MIDAS to fighters
Changes
- Roider Dives and Union HQs can harvest from same-faction planets
- Union HQs spawn more/less patrols depending on colony size
- Raised Roider Neutral/Friendly Encounter music's volume slightly
- Nerfed Spike Driver
- Increased flux per shot from 220 to 240
- Increased minimum spread from 0 to 5
- Buffed Pile Driver
- Projectiles now pierce missiles
- Reduced flux per shot from 650 to 600
- Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
- Buffed Sharpshooter's rate of fire by 20%
- Increased Bolt-class interceptor's wing size from 3 to 4
- Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
- Buffed Dragline-class support fighter
- Mini Sharpshooter turrets can rotate 360 degrees
- Annihilator Pod can fire continuously
- Nerfed Rocksaw-class heavy assault fighter
- Reduced roam range from 4000 to 3000
- Reduced chaingun's burst size from 40 to 20
- Nerfed chaingun's DPS by 10%
- Buffed Breaker drone's speed from 180 to 200
- Buffed Duster's sustained kinetic DPS by 40%
- Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
- Gave it High Maintenance to compensate early-game
- Buffed Aurochs-class destroyer
- Increased flux capacity from 4000 to 4500
- Improved shield efficiency from 1.0 to 0.7
- Buffed Cowboy-class light carrier
- Changed rear turrets from BALLISTIC to COMPOSITE
- Increased flux dissipation from 100 to 150
- Increased maneuverability
- Buffed Onager-class destroyer
- Increased main hull's armor from 600 to 650
- Increased armor module's armor from 800 to 950
- Buffed Firestorm-class destroyer
- Reduced forward turret coverage to improve AI performance
- Increased main hull armor from 500 to 600
- Increased armor module armor from 750 to 800
- Increased flux capacity from 5000 to 6000
- Increased flux dissipation from 200 to 250
- Increased OP from 40 to 60
- Increased speed from 50 to 65
- Buffed Gambit's maneuverability
- Buffed Ranch-class carrier
- Increased armor module's size to cover entire front
- Increased armor module's hull from 700 to 1000
- Added 2 new small ballistic turrets at the front
- Increased OP from 90 to 100
- Increased flux capacity from 4500 to 5000
- Increased maneuverability
- Nerfed supply/DP cost; increased from 20 to 22
- Rebalanced Telamon as fast battleship
- Buffed speed from 25 to 35
- Nerfed armor from 1300 to 1250
- Buffed front module's hull from 2000 to 2500
- New hullmod transfer system removed armor modules' unintended super-durability
Bug Fixes
- Buffalo Mk.2 to Aurochs conversion now requires commission
- Made giving yourself Union HQ BP through Console Commands safe
- Was possible to malform the command and get a save-corrupting BP
- Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
- Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
Version 1.0.9
Bug Fixes
- Undid a silly save-breaking change.
Version 1.0.8
Changes
- Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
- Reduced cost of converting Buffalo (A) and (R) to Aurochs.
Bug Fixes
- Fixed transponder check repeating when comms are reopened.
- Retrofit tariff price adjustment is more accurate.
- Fixed crash when upgrading to Union HQ.
- Recoded Roider Dives and Union HQ. Should be less buggy.
Version 1.0.7
New Features
- Retrofits adjust costs based on Nexerelin's 18% tariffs
Changes:
- MIDAS now reduces EMP damage instead of kinetic damage
- Tried to make MIDAS Armor correctly transfer hull and armor improvements
- Matching upcoming vanilla changes:
- Dragline's roaming range is now 0
- Rocksaw's chaingun nerfed from 90 damage to 75 damage
Bug Fixes:
- Extra transponder warning from certain Roider patrols now works
- Fixed crash bug when sometimes starting a Nexerelin random mode game
- Fixed typos in a couple dialogs
- Hopefully fixed some zombie fringe fleet spawning
- Fixed incorrectly blocked retrofit access payment
Version 1.0.6
New Features:
- Added extra transponder warning to certain Roider Union patrols
Changes:
- Duster is now a heavy fighter with a Light Machine Gun
Bug Fixes:
- MIDAS Armor's description now mentions it reduces kinetic damage
- Fixed Union HQ submarket refreshing too often
- Added Nexerelin alliance support to Union HQ submarket and retrofitting
- Retrofitting now mentions that it restores hulls to pristine condition
- Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
- Station shows market stuff instead of an empty dialog
- Midline star fortress gets replaced instead of spawning separately
- Fixed a crash when starting a new Nexerelin random mode game
Version 1.0.5
Bug Fixes:
- MIDAS no longer instantly removes itself
Version 1.0.4
Bug Fixes:
- Actually for real fixed the Mudskipper variant this time
Version 1.0.3
Bug Fixes:
- Added kinetic damage reduction to MIDAS Armor hullmod
- Added Telamon variants to autofit
- Added UI tags for MIDAS hullmod
- Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
- Blocked MIDAS on ships with MIDAS-X built in
- Blocked Extreme Modifications + Fighter Clamps exploit
Version 1.0.2
New Features:
- Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
Changes:
- Reduced crew requirements for Fighter Clamps:
- destroyers from 20 to 10 crew
- cruisers from 40 to 30 crew
- capital ships from 100 to 70 crew
Bug Fixes:
- Fixed crash from broken Mudskipper variant
- Fixed nulls in Fighter Clamps description
Version 1.0.1
Bug Fixes:
- Fixed crash when loading invalid retrofits from retrofits.csv
Version 1.0
New Features:
- The Roider Union is now a full-fledged faction
- All new art by Gwyvern
- Added Commissioned Crews compatibility
- Added full Nexerelin compatibility, including random mode
- Added four star systems:
- Atka (main Roider Union system by Tyle star system)
- Attu
- Kiska Nebula
- Ounalashka
- Added new fighters:
- Breaker drone
- Duster heavy interceptor
- Dragline support fighter
- Hopskip Mk.II bomber
- Rocksaw heavy assault fighter
- Added new ships:
- Dram (R) class tanker
- Nolasher-class frigate
- Pepperbox-class frigate
- Roach-class heavy frigate
- Aurochs-class destroyer
- Buffalo (R) class freighter
- Cowboy-class light carrier
- Firestorm-class destroyer
- Onager-class destroyer
- Phaeton (R) class tanker
- Colossus Mk.II (R) class modified freighter
- Gambit-class light cruiser
- Ranch-class carrier
- Telamon-class battleship
- Added new weapons:
- Blasting Laser
- Hazard MRM
- Sharpshooter
- Spike Driver
- Pile Driver
- Added special blueprint item for Roider conversions
- Can be bought at Union HQs
- Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
- A number after MIDAS indicates # of armor modules
- Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
- Added Roider Union encounter and market music
- Added Midway mission
- Added bar event to help find independent roider fringe markets
- Other minor additions
Changes:
- Commission is now with Roider Union instead of independents
- New sprites for existing ships, fighters, and weapons
- Zap SRM
- Bolt interceptor
- Cyclops-class frigate
- Bombard-class destroyer
- Improved retrofitting
- Now accessed from the bar
- UI improved
- Retrofits are now instant
- Buffed Zap SRM's EMP damage from 50 to 200
- Buffed Bolt's speed from 400 to 500
- Nerfed Bolt's engagement range from 4000 to 3000
- Nerfed how much stuff independent fringe markets have
- Made Roider Dives and Union HQ buildable
- Union HQ requires buying the blueprint from an existing Union HQ
- Improved Easy Prey and Eye of the Storm missions
- Changed fleet names to clarify the faction of roider miner and patrol fleets
- Reduced how many mining fleets spawn from Roider Dives.
- Probably other stuff I've forgotten
Bugs:
- Fixed
Version 0.8.1
Changes:
- Made retrofit intel and UI more consistent.
Bug Fixes:
- Fixed crash when starting a new game with Nexerelin active.
- Fixed a crash when a market has no faction.
Version 0.8.0
The Roider Union returns!
With that said does anybody still have access to 1.2.2? I literally deleted the archive yesterday.
-
A question, is the 1.3.3 update savegame compatible with the old 1.2.2 version?
Roider Union - Expeditions - v1.3.0
Download in the OP
Not Save Compatible!
I honestly could not see that coming since the main post looks like this now:
Spoiler
Roider Union
(https://i.imgur.com/FPvM8iS.png)
Download v1.3.4 (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.3.4.zip)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Supports GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) | Supports Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Supports Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Supports Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.
Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations
(https://i.imgur.com/1UPDoNc.png)
Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.
Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan (https://soundcloud.com/matthias-borgias)
Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!
Changelog:
Version 1.3.4
Bug Fixes
- Fixed a null pointer crash when a conversion fleet is defeated
- Fixed conversion fleets requiring the player to know the target hull
- Fixed pirate conversion fleets requiring rep to use their services
- Fixed a case-sensitive file name
Version 1.3.3
Bug Fixes
- Fixed conversion fleet null pointer crashes
- Added conversion fleet intel's small description
- Fixed Rockpiper Shipworks' missing upkeep
Version 1.3.2
Bug Fixes
- Fixed more infinite loops
- Fixed random crash at end of battle with Sheriff in it
- Fixed random Phasenet AI crash during battle
Version 1.3.1
Bug Fixes
- Fixed infinite loop from badly positioned fringe roider bases
- Stopped fringe roider bases from spawning in bad systems
- Fixed MIDAS not negating damaging asteroid impacts
Version 1.3.0
New Features
- Added new ships, fighters, and weapons:
- Added Argos-class mothership
- Added Wrecker-class cruiser
- Added Aurochs-class destroyer's armor module, finally
- Added Jane-class tanker
- Added Sheriff-class frigate
- Added Armature-class strike drone
- Comes in 2 wings sizes: 1 drone and 2 drones
- Added Tracker-class defense drone
- Added Tracker Swap hullmod - switch built-in Breaker drones to Trackers
- Added Rotary Hammer Launcher
- Added roider tech expeditions - new fleets can be found exploring in the fringe
- Added rare fleets that sell conversion services
- Added Rockpiper Shipworks industry
- When you build it, you can go to the bar to retrofit ships that you know the blueprints for
- New and improved art for Union HQ and Roider Dives
- Added several alternate conversions
- Added sprites for Spike Driver and Pile Driver projectiles
- Non-Union roider fleets always have some Roider Union ships now
- Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
- Added MagicSettings support
- Aliased class and variables names for slightly smaller save files
- Roider ships now have their own engine style
Changes
- Changed Colossus Mk.2 (R) modified freighter to Ogrov-class torpedo cruiser
- Matched certain stat changes from Ogrov's vanilla counterpart
- Moved BPs for Cyclops-class frigate and Onager-class destroyer to the Roider BP Package
- Made low-end conversions no longer require commission with the Roider Union
- Made Onager a little more common
- Removed Dram (R)
- Removed Phaeton (R)
- Removed Buffalo (R)
- Buffed Duster-class heavy fighter's speed from 200 to 220
- Nerfed Zap SRM - less EMP on hit, even less EMP on arc - and the Bolt-class interceptor by extension
- Nerfed Dragline-class support fighter
- Nerfed Mini Sharpshooter's sustained rate of fire
- Halved built-in Annihilator Pod's rate of fire, but now it double taps
- Made Midway mission a little easier since vanilla nerfed the Ranch's ship system
- Roider Union ships are somewhat less likely to spawn in their own fleets
- Roider Union is now hostile to various modded pirate factions and such
- Improved ship conversions backend
- Ship conversion costs are now autogenerated and are more accurate
- data/config/modSettings/roider_retrofits.csv is where conversions are defined now
- data/retrofits/roider_retrofits.csv still works, but is deprecated
- Armor modules no longer have OP and can no longer be refit
- Added Civ Grade hullmod to Roider ships with built-in Militarized Subsystems to match how 0.95a does it
- Extra transponder warning from certain patrols should be more obvious
- And no longer scans your cargo
- Removed Union HQ retrofitting service entry fee
- Retrofit dialog now shows available conversions as lists of ships instead of names when no retrofit is selected
- Roider mining fleets now only spawn when the player is nearby
- Tweaked Roider Union's Nexerelin alignments and gave them Temperamental trait
Bug Fixes
- Added script to help stop fighters from escorting Roider armor modules
- Hopefully stopped roider fringe bases from spawning inside of stars
- Fixed miner fleets hanging out around jump points
- Fixed miner fleets showing cargo types they aren't anywhere near
- Actually fixed no random bar events appearing at markets with Union HQs
- Fixed some variants with incorrect OP following 0.95a's weapon changes
- Removed redundant and buggy Commissioned Crews code from EVA Expertise
- Can no longer commission with Roiders when your faction is already in a Nexerelin alliance
- Armor modules should now all show correctly in the mini-ship displays like fleet encounters
Version 1.2.2
New Features
- Added Colossus Mk.3 to Colossus Mk.2 (R) conversion
Changes
- Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor
Bug Fixes
- Patched incorrectly configured vanilla star system causing multiple mods to crash
- Fixed no random bar events appearing at markets with Union HQs
Version 1.2.1b
Bug Fixes
- Fixed crash when declining to pay retrofit fee
Version 1.2.1
Bug Fixes
- Fixed crash caused by referencing a removed skill
- Fixed crashes caused by Nexerelin renaming classes
- Retrofit bar event should always appear again
- Pirate roider fleets now go around transponder-off
Version 1.2.0
New Features
- Updated to 0.95a!
- Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
- Added new projectile sprites for Spike Driver and Pile Driver
- Fighter Clamps hullmod straight-up blocks bombers now
Bug Fixes
- Pirates can now learn retrofit templates added mid-save
- Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
- Faction relations are now set properly when Nexerelin is disabled
- Added autofit variants for Gambit-class light cruiser
- Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
- Added support for Unknown Skies' Psychosomatic Fungus condition
- Independent roider base bar rumors should no longer chain-spawn
Version 1.1.0
New Features
- Added automatic hullmod transfer from parent hull to armor modules
- Added support for Unknown Skies' parasitic spores condition
- Added Atlas Mk.2 to Telamon conversion
- Added MIDAS to fighters
Changes
- Roider Dives and Union HQs can harvest from same-faction planets
- Union HQs spawn more/less patrols depending on colony size
- Raised Roider Neutral/Friendly Encounter music's volume slightly
- Nerfed Spike Driver
- Increased flux per shot from 220 to 240
- Increased minimum spread from 0 to 5
- Buffed Pile Driver
- Projectiles now pierce missiles
- Reduced flux per shot from 650 to 600
- Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
- Buffed Sharpshooter's rate of fire by 20%
- Increased Bolt-class interceptor's wing size from 3 to 4
- Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
- Buffed Dragline-class support fighter
- Mini Sharpshooter turrets can rotate 360 degrees
- Annihilator Pod can fire continuously
- Nerfed Rocksaw-class heavy assault fighter
- Reduced roam range from 4000 to 3000
- Reduced chaingun's burst size from 40 to 20
- Nerfed chaingun's DPS by 10%
- Buffed Breaker drone's speed from 180 to 200
- Buffed Duster's sustained kinetic DPS by 40%
- Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
- Gave it High Maintenance to compensate early-game
- Buffed Aurochs-class destroyer
- Increased flux capacity from 4000 to 4500
- Improved shield efficiency from 1.0 to 0.7
- Buffed Cowboy-class light carrier
- Changed rear turrets from BALLISTIC to COMPOSITE
- Increased flux dissipation from 100 to 150
- Increased maneuverability
- Buffed Onager-class destroyer
- Increased main hull's armor from 600 to 650
- Increased armor module's armor from 800 to 950
- Buffed Firestorm-class destroyer
- Reduced forward turret coverage to improve AI performance
- Increased main hull armor from 500 to 600
- Increased armor module armor from 750 to 800
- Increased flux capacity from 5000 to 6000
- Increased flux dissipation from 200 to 250
- Increased OP from 40 to 60
- Increased speed from 50 to 65
- Buffed Gambit's maneuverability
- Buffed Ranch-class carrier
- Increased armor module's size to cover entire front
- Increased armor module's hull from 700 to 1000
- Added 2 new small ballistic turrets at the front
- Increased OP from 90 to 100
- Increased flux capacity from 4500 to 5000
- Increased maneuverability
- Nerfed supply/DP cost; increased from 20 to 22
- Rebalanced Telamon as fast battleship
- Buffed speed from 25 to 35
- Nerfed armor from 1300 to 1250
- Buffed front module's hull from 2000 to 2500
- New hullmod transfer system removed armor modules' unintended super-durability
Bug Fixes
- Buffalo Mk.2 to Aurochs conversion now requires commission
- Made giving yourself Union HQ BP through Console Commands safe
- Was possible to malform the command and get a save-corrupting BP
- Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
- Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
Version 1.0.9
Bug Fixes
- Undid a silly save-breaking change.
Version 1.0.8
Changes
- Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
- Reduced cost of converting Buffalo (A) and (R) to Aurochs.
Bug Fixes
- Fixed transponder check repeating when comms are reopened.
- Retrofit tariff price adjustment is more accurate.
- Fixed crash when upgrading to Union HQ.
- Recoded Roider Dives and Union HQ. Should be less buggy.
Version 1.0.7
New Features
- Retrofits adjust costs based on Nexerelin's 18% tariffs
Changes:
- MIDAS now reduces EMP damage instead of kinetic damage
- Tried to make MIDAS Armor correctly transfer hull and armor improvements
- Matching upcoming vanilla changes:
- Dragline's roaming range is now 0
- Rocksaw's chaingun nerfed from 90 damage to 75 damage
Bug Fixes:
- Extra transponder warning from certain Roider patrols now works
- Fixed crash bug when sometimes starting a Nexerelin random mode game
- Fixed typos in a couple dialogs
- Hopefully fixed some zombie fringe fleet spawning
- Fixed incorrectly blocked retrofit access payment
Version 1.0.6
New Features:
- Added extra transponder warning to certain Roider Union patrols
Changes:
- Duster is now a heavy fighter with a Light Machine Gun
Bug Fixes:
- MIDAS Armor's description now mentions it reduces kinetic damage
- Fixed Union HQ submarket refreshing too often
- Added Nexerelin alliance support to Union HQ submarket and retrofitting
- Retrofitting now mentions that it restores hulls to pristine condition
- Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
- Station shows market stuff instead of an empty dialog
- Midline star fortress gets replaced instead of spawning separately
- Fixed a crash when starting a new Nexerelin random mode game
Version 1.0.5
Bug Fixes:
- MIDAS no longer instantly removes itself
Version 1.0.4
Bug Fixes:
- Actually for real fixed the Mudskipper variant this time
Version 1.0.3
Bug Fixes:
- Added kinetic damage reduction to MIDAS Armor hullmod
- Added Telamon variants to autofit
- Added UI tags for MIDAS hullmod
- Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
- Blocked MIDAS on ships with MIDAS-X built in
- Blocked Extreme Modifications + Fighter Clamps exploit
Version 1.0.2
New Features:
- Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
Changes:
- Reduced crew requirements for Fighter Clamps:
- destroyers from 20 to 10 crew
- cruisers from 40 to 30 crew
- capital ships from 100 to 70 crew
Bug Fixes:
- Fixed crash from broken Mudskipper variant
- Fixed nulls in Fighter Clamps description
Version 1.0.1
Bug Fixes:
- Fixed crash when loading invalid retrofits from retrofits.csv
Version 1.0
New Features:
- The Roider Union is now a full-fledged faction
- All new art by Gwyvern
- Added Commissioned Crews compatibility
- Added full Nexerelin compatibility, including random mode
- Added four star systems:
- Atka (main Roider Union system by Tyle star system)
- Attu
- Kiska Nebula
- Ounalashka
- Added new fighters:
- Breaker drone
- Duster heavy interceptor
- Dragline support fighter
- Hopskip Mk.II bomber
- Rocksaw heavy assault fighter
- Added new ships:
- Dram (R) class tanker
- Nolasher-class frigate
- Pepperbox-class frigate
- Roach-class heavy frigate
- Aurochs-class destroyer
- Buffalo (R) class freighter
- Cowboy-class light carrier
- Firestorm-class destroyer
- Onager-class destroyer
- Phaeton (R) class tanker
- Colossus Mk.II (R) class modified freighter
- Gambit-class light cruiser
- Ranch-class carrier
- Telamon-class battleship
- Added new weapons:
- Blasting Laser
- Hazard MRM
- Sharpshooter
- Spike Driver
- Pile Driver
- Added special blueprint item for Roider conversions
- Can be bought at Union HQs
- Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
- A number after MIDAS indicates # of armor modules
- Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
- Added Roider Union encounter and market music
- Added Midway mission
- Added bar event to help find independent roider fringe markets
- Other minor additions
Changes:
- Commission is now with Roider Union instead of independents
- New sprites for existing ships, fighters, and weapons
- Zap SRM
- Bolt interceptor
- Cyclops-class frigate
- Bombard-class destroyer
- Improved retrofitting
- Now accessed from the bar
- UI improved
- Retrofits are now instant
- Buffed Zap SRM's EMP damage from 50 to 200
- Buffed Bolt's speed from 400 to 500
- Nerfed Bolt's engagement range from 4000 to 3000
- Nerfed how much stuff independent fringe markets have
- Made Roider Dives and Union HQ buildable
- Union HQ requires buying the blueprint from an existing Union HQ
- Improved Easy Prey and Eye of the Storm missions
- Changed fleet names to clarify the faction of roider miner and patrol fleets
- Reduced how many mining fleets spawn from Roider Dives.
- Probably other stuff I've forgotten
Bugs:
- Fixed
Version 0.8.1
Changes:
- Made retrofit intel and UI more consistent.
Bug Fixes:
- Fixed crash when starting a new game with Nexerelin active.
- Fixed a crash when a market has no faction.
Version 0.8.0
The Roider Union returns!
With that said does anybody still have access to 1.2.2? I literally deleted the archive yesterday.
Go into your recycle bin and get it out, anless you empty it every day for some reason.
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I host my downloads on GitHub - v1.2.2 is still available there. https://github.com/SafariJohn/Roider-Union
I am not supporting 1.2.2 anymore, though.
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I host my downloads on GitHub - v1.2.2 is still available there. https://github.com/SafariJohn/Roider-Union
I am not supporting 1.2.2 anymore, though.
Thanks!
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Roider Union - Expeditions - v1.3.5
Download in the OP
Version 1.3.5
Same as 1.3.4, but with the right .jar file.
-
This error occurred after a newgame
355065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocations(BaseThemeGenerator.java:779)
at scripts.campaign.fleets.Roider_ConversionFleetRouteManager.addRouteFleetIfPossible(Roider_ConversionFleetRouteManager.java:141)
at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Roider Union - Expeditions - v1.3.6
Download in the OP
reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Version 1.3.6
Debug code got into the jar somehow, sorry.
-
Game doesn't crash, but I've found the following error in my log:
ERROR data.scripts.util.MagicSettings - unable to find roider_expeditionsDelay within RoiderUnion in modSettings.json
Looking into the mod's modSettings.json, there's a "roider_expeditionDelay" line - with no "s" after "expedition". I'm scared of changing it manually in the .json in case it causes other things to stop working instead because they're looking for this spelling of the line lol
-
Game doesn't crash, but I've found the following error in my log:
ERROR data.scripts.util.MagicSettings - unable to find roider_expeditionsDelay within RoiderUnion in modSettings.json
Looking into the mod's modSettings.json, there's a "roider_expeditionDelay" line - with no "s" after "expedition". I'm scared of changing it manually in the .json in case it causes other things to stop working instead because they're looking for this spelling of the line lol
Or copy-paste and have both expeditions and expedition. The IQ200GalaxyAICore fix!
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Game doesn't crash, but I've found the following error in my log:
ERROR data.scripts.util.MagicSettings - unable to find roider_expeditionsDelay within RoiderUnion in modSettings.json
Looking into the mod's modSettings.json, there's a "roider_expeditionDelay" line - with no "s" after "expedition". I'm scared of changing it manually in the .json in case it causes other things to stop working instead because they're looking for this spelling of the line lol
Or copy-paste and have both expeditions and expedition. The IQ200GalaxyAICore fix!
My brain has expanded
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Or copy-paste and have both expeditions and expedition. The IQ200GalaxyAICore fix!
1337!
Thanks for reporting this typo. It just adds a delay before major expeditions (which spawn the Story Point loot stashes) start spawning.
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Here's an idea:
Giving the player the ability to add logistic hullmods if they have an Argo in their fleet. If the Argo can dock and convert ships, why would it not be able to add logi hullmods?
Is this idea feasible?
P.S. Telamon best Atlas variant, although its face is kinda scary. ;D
-
Minor suggestion/idea: Roider Union modified Mule-class (without converting outright) with inbuilt 360 central-mount mining laser and mining pods.
-
Wrecker concept of combat tug is such a great one. It synergy so wel with HMI and Underworld ships. Like Locomotive or Junk.
-
Frustrated with the Rotary Hammer Launcher's stock ammo count, roider crews have discovered the loader can be hand-fed through the empty magazine during combat! Unfortunately it takes several minutes and the magazine itself can't be reloaded. The Rockpipers have promised a patched spec will be released once they have optimized the hand-loading cycle.
(https://i.imgur.com/5UrZl4j.gif)
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Roider Union - Expeditions - v1.3.7
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Buffed the Rotary Hammer Launcher and the Armature strike drone. And some bug fixes.
Version 1.3.7
Changes
- Gave Rotary Hammer Launcher a special ammo regen mechanic
- Regen 1 torpedo every 2 minutes, but only when ammo is less than 2
- Buffed Armature strike drone's accuracy with its torpedoes
Bug Fixes
- Fixed minor loot stashes always spawning capital ship derelicts
- Fixed major expeditions delay
- Fixed modded crash with wing swapping hullmod
- Made Roider Union hostile with Omega and Remnants
- Fixed Roider patrols in the fringe sometimes hitting you twice with transponder-off warnings
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Roider Union - Expeditions - v1.3.8
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Compatibility update for 0.95.1a. Made it easier to buy Roider ships and fixed some bugs.
Version 1.3.8
Changes
- Union HQ submarket is more lenient about commission and reputation requirements for ships
- When picking a retrofit target, unavailable hulls are listed last
Bug Fixes
- Fixed s-mod and Starship Legends reputation transfer when retrofitting
- Fixed a crash with Argos conversions
- Fixed Rotary Hammer Launcher animation sometimes stopping on the wrong frame
-
https://pastebin.com/VSLDVkb8
I don't know how to post a bug, I just copied the last section of the log file at the end and I hope that it has the info you need. I was playing with this mod and I think the crash was from a sound file that failed to load, but I have no idea really.
-
I did something sketchy in the code and it failed. Shouldn't be too hard to fix though.
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Roider Union - Expeditions - v1.3.9
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed a crash bug and a slowdown problem.
Version 1.3.9
Bug Fixes
- Fixed Union HQ submarket null pointer crash
- Fixed progressive slowdown from loading retrofit data
- Fixed Breaker drone's offset shield center
-
I would like to request being able to retrofit the Shepard-class Drone Tender (and possibly other variants added by mods) into a proper combat ship, and could there be compatibility with modded variants of existing refittable ships?
I got kinda dissapointed when I tried refitting a Luddic Path IED Phaeton from the Luddic Enhancement Mod (https://fractalsoftworks.com/forum/index.php?topic=15084.0) only to realize the refitting menu doesn't count it as a Phaeton variant. It would be great to refit ships from other mods into similar Roider Union designs, and considering some other refits, I don't think it'll be that much of a hassle for Roider engineers to modify ships from other mods.
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I'm getting a crash when trying to retrofit something using the mothership ability to convert a tarsus class to condor
Spoiler
107976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.retrofit.Roider_BaseRetrofitManager.deliverShip(Roider_BaseRetrofitManager.java:275)
at scripts.campaign.retrofit.Roider_BaseRetrofitManager.addToQueue(Roider_BaseRetrofitManager.java:267)
at scripts.campaign.retrofit.Roider_ArgosRetrofitPlugin.confirmRetrofits(Roider_ArgosRetrofitPlugin.java:723)
at scripts.campaign.retrofit.Roider_ArgosRetrofitPlugin.optionSelected(Roider_ArgosRetrofitPlugin.java:109)
at com.fs.starfarer.ui.newui.W$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.new.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
107979 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
107979 [Thread-9] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
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and could there be compatibility with modded variants of existing refittable ships?
I got kinda dissapointed when I tried refitting a Luddic Path IED Phaeton from the Luddic Enhancement Mod (https://fractalsoftworks.com/forum/index.php?topic=15084.0) only to realize the refitting menu doesn't count it as a Phaeton variant. It would be great to refit ships from other mods into similar Roider Union designs, and considering some other refits, I don't think it'll be that much of a hassle for Roider engineers to modify ships from other mods.
Roiders can already do that. You just need to add the relevant lines and ships in roider_retrofits.csv (look at existing ones for reference) and you can have all the ship conversion options you want. SafariJohn even went above and beyond to redo the way conversions work and have automated price calculation which makes adding new conversions very easy.
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Roider Union - Expeditions - v1.3.10
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Standardized armor module hull and armor values. Fixed a crash with Argos retrofitting.
Version 1.3.10
Changes
- Standardized armor modules' hull and armor
- Base hull is 20% of parent's base hull
- Base armor is 150% of parent's base armor
- Buffed Aurochs' armor from 250 to 300
- Buffed Gambit's armor from 900 to 1000
- Buffed Ranch's armor from 400 to 700
Bug Fixes
- Fixed crash when trying to use Argos retrofitting
-
I'm getting a crash when trying to retrofit something using the mothership ability to convert a tarsus class to condor
Thank you for reporting this!
The Dominator and its variants can be refitted into the Salvage Rig-based Bombard-class, an Omen can somehow become an Aurochs-class Destroyer, and I'm not sure how a Falcon or Eagle becomes a Wrecker-class after refitting.
If they can turn a salvage rig into a Bombard, why not cutting off a section of a Dominator?
The most difficult component of the Aurochs is its EMP emitter, which can be ripped off an Omen. Buffalo hulls are a dime a dozen.
Wrecker is literally an Eagle turned backwards and ripped open.
-
Roider Union's form of government? Liftocracy. 8)
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Hi SafariJohn, I thought I should tell you about a CTD I've been having which seems to be caused by Roider Union. Below is what I posted in the support forum, hopefully it helps.
EDIT: Should have mentioned this is 0.95.1a-RC6
Travelling through space, about 30 seconds after loading the save I get a CTD without fail. I just recently updated MagicLib, DroneLib, and Fast Engine Rendering, but this crash happened some time after doing that. Seems to be related to Roider Union, but I'm not sure. I would greatly appreciate any assistance!
280959 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.econ.Roider_Shipworks.disruptionFinished(Roider_Shipworks.java:117)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(BaseIndustry.java:436)
at scripts.campaign.econ.Roider_Shipworks.advance(Roider_Shipworks.java:94)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
SYSTEM PROPERTIES
Java version: 1.7.0_79
Java vendor: Oracle Corporation
ENABLED MODS
$$$_trailermoments-1.2: $$$ Trailer Moments
lw_autosave-1.1c: Autosave
aaCari UIl-v1.0.3: Cari's UI (Lite)
clearCommands-1.0.d: ClearCommands
CAS-1.4: Combat Alarm Sounds
chatter-1.11.4: Combat Chatter
lw_console-2021.4.10: Console Commands
portrait-v1.0.0: Custom Portrait
DisassembleReassemble-v 1.6.9: Disassemble Reassemble
dronelib-1.1.1: DroneLib
fast_engine_rendering-1.1.2: Fast Engine Rendering
sun_flux_reticle-1.1.1: Flux Reticle
HMI-0.3.4k: Hazard Mining Incorporated
hte-1.4.8a: High Tech Expansion
hostileIntercept-1.3.2: Hostile Intercept (and Autopause!)
timid_xiv-1.06: Iron Shell
kadur_remnant-3.2.3: Kadur Remnant
lw_lazylib-2.7b: LazyLib
leadingPip-1.9.1: Leading Pip
logisticsNotifications-1.3.3: Logistics Notifications
luddenhance-1.2.5j: Luddic Enhancement
MagicLib-0.41: MagicLib
Mayasuran Navy-8.3.5 RC2: Mayasuran Navy
nexerelin-0.10.3i: Nexerelin
roider-1.3.10: Roider Union
swp-1.12.999: Ship/Weapon Pack
simpleplayerflags-1.0: Simple Player Faction Flags
speedUp-0.7.2: SpeedUp
stelnet-2.3.0: Stellar Networks
tahlan-0.7.5c: Tahlan Shipworks
tiandong-1.2.1a: Tiandong Weapons
TORCHSHIPS-0.16rc2: Torchships And Deadly Armaments
transfer_all_items-1.2: Transfer All Items
US-0.43: Unknown Skies
URW-1.43: Upgraded Rotary Weapons
vayrasector-3.2.1: Vayra's Sector (Unofficial Update)
vayrashippack-1.2.3: Vayra's Ship Pack
audio_plus-1.1.3: ZZ Audio Plus
prv-v22: prv Starworks
shaderLib-1.6.0: zz GraphicsLib
-
Thank you for the report, I'll get this fixed up.
Here is the temp fix I posted on your bug report thread:
The problem is the code mistakenly assumes your disrupted Rockpiper Shipworks has an AI core. It crashes when the disruption finishes.
Temp fix is to add an AI core to your Rockpiper Shipworks structure. Editing the save file is sure to work, but you may be able to teleport to your colony and add one before the crash occurs.
-
Thanks for the response!
Unfortunately, none of my colonies have a Rockpiper Shipworks. It must be one of the AI colonies, I'll investigate more when I've slept.
-
By default, only the hidden Roider Union station in the fringe has Shipworks. Its id is roider_fringeHQBase.
-
What about a designated survey ship for roiders? Maybe a restored Apogee of sorts, considering that one is no longer part of High Tech package and is a very rare sight now - few that still remain should be coveted in sector. Could turn it into a designated missile ship similar to Buffalo MK.II but large and with armor modules instead of it's powerful shield. Or a sniper ship of sorts with some unique built-in large ballistic or laser weapon.
-
Awesome, I save edited a gamma core into the roider shipworks and the CTD has stopped, thanks for the help
-
Awesome, I save edited a gamma core into the roider shipworks and the CTD has stopped, thanks for the help
How does one do this? I don't know what to do with the ref ID, there are dozens of hits for it, when opening the xml file with Notepad++.
Edit: The Roiders faction has been wiped out in the sector, save for the hidden market I couldn't even find, so brute forcing the solution by deleting every reference to "roider_shipworks" seems to have fixed the crash.
-
Was not sure exactly how to do it, so I put in my due diligence for you. Find all the blocks that are something like this:
<roider__sw z="16590" id="roider_shipworks" bP="0.0" b="false" wD="false">
...
<dR z="16591" b="0.0" m="0.0"></dR>
...
</roider__sw>
And change them to like this:
<roider__sw z="16590" id="roider_shipworks" bP="0.0" b="false" aCI="gamma_core" wD="false">
...
<dR z="16591" b="0.0" m="1.0">
<fMs z="10000000" s="ind_roider_shipworks_0" d="Gamma core" v="1.0"></fMs>
</dR>
...
</roider__sw>
Note the aCI="gamma_core" added to the first line.
-
you can get a link to download the old version of the mod for 0.9.1a pls?
-
I haven't found any retrofitting lists yet so I'll compile my own for future reference, sorted by ship size. Base hulls in italics are from other mods, not counting variants.
Frigates
Cyclops: Hermes, Cerberus
Nolasher: Wayfarer
Pepperbox: Mudskipper, Mudskipper Mk.II
Roach: Scarab, Starlight Scarab
Destroyers
Bombard: Salvage Rig, Dominator
Aurochs: Omen, Buffalo
Condor: Tarsus, Firestorm
Cowboy: Nebula
Firestorm: Tarsus, Condor
Onager: Mule
Cruisers
Gambit: Venture
Ogrov: Colossus, Colossus Mk.II, Colossus Mk.III
Ranch: Starliner
Wrecker: Eagle, Falcon
Capitals
Argos: Prometheus, Prometheus Mk.II
Telamon: Atlas, Atlas Mk.II
Civilian
Jane: Dram, Phaeton
-
So my latest load started doing this:
353054 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading F:\Games\Starsector\starsector-core\..\saves\save_Dezgard_7325707729334816512...
353059 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 2
353059 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
353407 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: F:\Games\Starsector\starsector-core\..\mods\Roider Union]
353743 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
353743 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Invalid reference
Not sure what's doing it I changed nothing it just started, here is the debug:
---- Debugging information ----
message : Invalid reference
reference : 148442
referenced-type : com.fs.starfarer.campaign.fleet.CampaignFleet
referenceable : true
class : com.fs.starfarer.rpg.Person
required-type : com.fs.starfarer.rpg.Person
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 355347 <-------------------------------------------------------Is that the line number from the save file?
class[1] : com.fs.starfarer.campaign.fleet.FleetMember
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.campaign.fleet.FleetData
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : com.fs.starfarer.campaign.CharacterStats
class[6] : com.fs.starfarer.campaign.econ.Market
class[7] : com.fs.starfarer.loading.specs.FactionProduction
class[8] : com.fs.starfarer.campaign.Faction
class[9] : com.fs.starfarer.campaign.econ.Submarket
class[10] : com.fs.starfarer.campaign.CustomCampaignEntity
class[11] : com.fs.util.container.repo.ObjectRepository
class[12] : com.fs.starfarer.campaign.StarSystem
class[13] : com.fs.starfarer.campaign.CampaignPlanet
class[14] : com.fs.starfarer.campaign.CircularOrbit
class[15] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[16] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[17] : com.fs.starfarer.campaign.econ.Economy
class[18] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[19] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[20] : com.fs.starfarer.campaign.Hyperspace
class[21] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-
I will need to see the save. You can send it to me on Discord (SafariJohn#5061), here in this thread, or PM it to me.
-
Great mod, but need way more ships, IMHO.
This one stays permanently on.
-
Coming soon!™ The Gambit fast cruiser is receiving a large composite turret! In addition, a pirate version sporting a wide-arc medium turret has been spotted!
(https://i.imgur.com/OLKdaGG.png)
(https://i.imgur.com/iWmoh6F.png)(https://i.imgur.com/ZPUa24s.png)
-
So I have a weird station in penelope that I didn't really care much about until they started bothering me about my transponder(my main colony is in penelope)
I tried blowing it up, nope it's a permanent station, I can't send operatives to it to disrupt things, and if I raid it, any negative just gets "brought in by roiders"
Spoiler
(https://cdn.discordapp.com/attachments/512356777451323393/933597092738383942/unknown.png)
The hells the deal with this station? Looked through it with console for special conditions or something but no, they don't even have an administrator.
-
The Roider Union has 1 or more randomly generated bases. You should be able to attack and destroy it in combat like a pirate base.
Please put large images in spoilers.
-
It has being a long time I was waiting for pirate conversion. Gambit looks like a perfect one. However what about some other conversions? Firestorm and Onager would likely be popular among pirates too.
-
Roider Union - Expeditions - v1.3.11
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
The Gambit-class fast cruiser now has a large composite mount! Improved other things! Also fixed bugs!
Version 1.3.11
New Features
- MIDAS-X hullmods now show their armor modules' armor and hull (with modifiers!)
- Added Mad Rockpiper bar encounter
- Added Roider Union intro description to Nexerelin faction selection screen
- Roider Union now posts regular bounties
- Improved Rotary Hammer Launcher
- Added sound effects to reload
- Clarified special ammo regen mechanic
- Reworked Gambit to be a "fast" cruiser
- Now has a large composite mount!
- Added pirate version
Changes
- Made Roider Union hostile to Anarakis Reparations Society because they are pirates
- Reduced Breaker drone's replacement time from 10 seconds to 5 seconds
- Increased Sharpshooter's (and Mini's) range to 700
- Tweaked Nexerelin starting fleet options
- Roider fringe bases no longer spawn in unpopulated core systems
- Removed Sheriff-class frigate from Roider Union's import hulls
Bug Fixes
- Fixed crash when Rockpiper Shipworks gets disrupted
- Route tokens created by miner fleets should get cleaned up now
- Old tokens will remain leaked
- Improved MIDAS Armor hullmod transfer
- Fixed rare null conversion fleet crash
-
Could you actually remove Civilian Sub-Systems from some of the Roider conversions for the sake of consistency with vanilla? Like on their tanker.
-
Roider Union - Expeditions - v1.3.12
Download in the OP
Fixed crash when viewing MIDAS modspec
Version 1.3.12
Bug Fixes
- Fixed crash when viewing MIDAS modspec
Could you actually remove Civilian Sub-Systems from some of the Roider conversions for the sake of consistency with vanilla? Like on their tanker.
I will have to look at it again. Vanilla's flip flopping on that in the last several versions has left Roider ships in the lurch at every turn.
-
It seems like there is some kind of problem with Gambit blueprint now. I found both normal and pirate versions of his conversion blueprint and learned them. I got a message that I already know pirate version, but I don't have it in the learned blueprint list. I seem to not be able to choose Gambit as an option in Conversion Dock either.
UPD. Normal variant still appears for colony production, but pirate one does not. It also had no prerequisites to learn and "no description... yet"
-
Quickly tested and I see Gambit P in the build menu. It is "Pirate" type, make sure you have that filter on.
RE no desc yet and BPs: Dangit. The Gambit P uses a hack to have 2 paragraphs in its description and I forgot to clean up some of the messy details around that.
-
Quickly tested and I see Gambit P in the build menu. It is "Pirate" type, make sure you have that filter on.
RE no desc yet and BPs: Dangit. The Gambit P uses a hack to have 2 paragraphs in its description and I forgot to clean up some of the messy details around that.
I didn't have any filters on. Anyway, I loaded an earlier save with pirate version not yet learnt, I will try again today and see if anything changes.
BTW, shouldn't roider start in Nexerelin at the very least give the player basic roider package, MIDAS and Tracker swap modspecs? *Maybe* also bps for ships which base variants are also known on the start: Gambit, Jane, Firestorm, Cowboy, Nolasher and that piece of artillery made out of salvage rig.
-
Alright, it seems like a problem with Gambit (P) blueprint comes from lack of prerequisite hull listed in it's conversion blueprint - none required according to description. When learning it I get a message that I must know one to learn it - and blueprint still goes away, but nothing is unlocked. Both Venture and normal Gambit were known to me already.
-
Hello there,
I have a little problem. When I try to boot up Starsector with the Roiders freshly installed, it crashes with the following error :
Spoiler
11237 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This is a fresh install of Starsector (0.95.1a-RC6), with the latest versions of LazyLib (2.7b), MagicLib (0.42.1) and the Roiders (1.3.12)
-
BTW, shouldn't roider start in Nexerelin at the very least give the player basic roider package, MIDAS and Tracker swap modspecs? *Maybe* also bps for ships which base variants are also known on the start: Gambit, Jane, Firestorm, Cowboy, Nolasher and that piece of artillery made out of salvage rig.
Probably. I'll look into it.
Alright, it seems like a problem with Gambit (P) blueprint comes from lack of prerequisite hull listed in it's conversion blueprint - none required according to description. When learning it I get a message that I must know one to learn it - and blueprint still goes away, but nothing is unlocked. Both Venture and normal Gambit were known to me already.
Oh, I forgot to sort out Gambit P's retrofit stuff. It has the tag to get a template item, but doesn't have retrofits.csv entries or anything.
I have a little problem. When I try to boot up Starsector with the Roiders freshly installed, it crashes with the following error :
Strange... that kind of error should be affecting everyone. Best I can tell you atm is delete your Roider install and redownload. Something must have got corrupted.
-
I've got a weird glitch occurring when I have both a Union HQ and a Rockpiper Shipworks on the same colony/market. When I go to the bar, I have the option to speak to either a CEO for retrofits, or a 2nd option to "access your rockpiper shipworks retrofits". But when I try to click on the Rockpiper option, nothing pops up except an error message.
"ClassCastException
scripts.campaing.retrofit.Roider_UnionHQRetrofitManager cannot be cast to scripts.campaign.retrofit.Roider_ShipworksRetrofitManager"
And then I can't leave the bar unless I instead click on the Union HQ retrofit option first, then I can back out of the bar.
However, with only the Rockpiper present with no Union HQ, I can access the retrofit menu just fine.
-
Oh hey, I also have this exact error message pop up in the dialogue when Rockpiper Shipworks is active on my colony. Were you commissioned with the Roiders at the time?
-
So what about a conversion of Gemini? Lorewise it has modular cargo containers which are not exactly useful in sector due to the lack of sufficient amount of compatible containers. But what if some rockpiper would found something more interesting to do with such a modular design? They could try latching armor modules instead of even something more interesting like:
1) Super fighter clamps design - turn it into a carrier that has two very large drones/corvettes latched on it instead of containers like on bizzare soviet flying carriers https://en.wikipedia.org/wiki/Zveno_project. It's system would envolve these parasite craft latching back to the carrier for repairs/rearming, though the replacement of lost ones is still not possible.
2) Missile boat design: give it a large missile hardpoint and cargo containers replaced with external munition storage - that thing would effectively carry as much munitions as two large missile weapons, instead of one. However these solution is somewhat dangerous and if hit enough storage would explode dealing damage to carrier and removing ALL of it's remaining missile reserves. Throw Fast Missile Racks on top and you could have an insane Hammer torpedo boat - both pirates and pathers would be so much delighted!
3) Modular cargo but better. Basically roiders have developed their own modular containers which could be used and their conversion could be easily configured to serve as hybrid tanker/freighter/crew transport depending from what kind of modules would be latched on it kinda like in Interstellar Imperium.
-
Oh hey, I also have this exact error message pop up in the dialogue when Rockpiper Shipworks is active on my colony. Were you commissioned with the Roiders at the time?
Not at the time, but when I got a Roider Commission as a test, it was still popping up.
-
Roider Union - Expeditions - v1.3.13
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed Shipworks blocking Union HQ retrofitting and various bugs and oversights with the new stuff.
Version 1.3.13
Bug Fixes
- Updated Gambit normal maps
- Added Gambit (P) retrofits
- Fixed Gambit (P) description
- Fixed Shipworks blocking Union HQ retrofit at player colonies
-
I had a crash on game start with the version 1.3.13 until I change "baseHullId":"roider_gambit_p" to "baseHullId":"roider_gambit_p_base" in roider_gambit_p_early.skin file.
-
Can you please post the log message for that crash? It works fine as-is for me.
-
I am running Starsector on linux (I know that it can be usefull to know as system is case sensitive).
Here is the log, but I am afraid there is not more information than in my previous message: Spoiler
7994 [Thread-4] INFO com.fs.starfarer.loading.ShipHullSpecLoader - Loading hull skin [data/hulls/skins/roider_gambit_p_early.skin]
7994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: /home/[REDACTED]/.jeux/starsector/./mods/Roider Union (data/hulls/skins/roider_gambit_p_early.skin)]
8000 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Thank you. Replicated - looks like skins of skins are sensitive to load order. Windows loads in one direction, Linux in the opposite, so what is safe on Windows crashes on Linux and vice versa.
-
Roider Union - Expeditions - v1.3.13 Linux
(https://i.imgur.com/qIWV2Xm.png)
Download Linux version (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.3.13%20Linux.zip)
This version fixes the on-start crash for Linux users. It should be compatible with saves from 1.3.10 and earlier.
Unfortunately, this crash means the next release will be save breaking, though that may be a while.
-
Roider Union - Expeditions - v1.3.13 Linux
Download Linux version (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.3.13%20Linux.zip)
This version fixes the on-start crash for Linux users. It should be compatible with saves from 1.3.10 and earlier.
Unfortunately, this crash means the next release will be save breaking, though that may be a while.
Still crashing for me on Linux:
13508 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [zroider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [zroider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Huh. Neither version works for you?
This skin business is a mess. Best I can tell you is to do as bodeshmoun did and change roider_gambit_p_early.skin to use roider_gambit_p_base as its baseHullId.
-
...hang on.
java.lang.RuntimeException: Ship hull spec [zroider_gambit_p] not found!
Where'd that extra z come from?
-
That is part of the Linux version to change the load order.
-
Huh. Neither version works for you?
Correct.
-
I found something strange about the Rockpiper Shipworks - production and demand seem to be switched.
demand(Commodities.SHIPS, size);
demand(Commodities.HEAVY_MACHINERY, size - 2);
supply(Commodities.SUPPLIES, size - 2);
supply(Commodities.METALS, size);
I'd expect to get ships out of shipworks, not metal... Unless it's a scrapyard, but the description suggests otherwise. Now I'm confused... :-\
BTW Great mod, I really like it!
-
It scraps ships to produce an extremely limited amount of high quality ships (the ships you retrofit). The metals and supplies are the stuff they don't need.
-
Hello! I'm working on my own HullMod and was looking at your `Roider_FighterClamps` in search for an option to limit fighter wing selection. I saw you specifically disallowed installation of drones on the clamps, but I cant see it in the HullMod itself. So how did you do it? I want to do the exact opposite (Drone-Only Fighter Bays). Cheers!
-
Is Mad Rockpiper event repeatable or it's one time even when triggered? It's nice to roiderize non-roider ships with MIDAS.
-
Hello! I'm working on my own HullMod and was looking at your `Roider_FighterClamps` in search for an option to limit fighter wing selection. I saw you specifically disallowed installation of drones on the clamps, but I cant see it in the HullMod itself. So how did you do it? I want to do the exact opposite (Drone-Only Fighter Bays). Cheers!
I disallowed bombers, not drones. Automated ships are limited to drone wings, but I can't find how they do it. Try asking on the Misc Modding Questions thread.
Is Mad Rockpiper event repeatable or it's one time even when triggered? It's nice to roiderize non-roider ships with MIDAS.
It is repeatable.
-
Retrofit blueprint for pirate Gambit still does not work for me. It is consumed but I still get the message about needing to know the prerequisite hull to learn it. Description shown up properly this time though.
-
Since I have to break saves to fix the Gambit pileup, I am going to improve expedition fleets while I'm at it - easier to find, clearer what they do, less random hostile fleets.
-
Since I have to break saves to fix the Gambit pileup, I am going to improve expedition fleets while I'm at it - easier to find, clearer what they do, less random hostile fleets.
Would they possibly appear on intel tab after some bar event? Could use a new function for Roider Dives - you could find about wherebouts of expedition fleets with bar events produced by them.
-
Would they possibly appear on intel tab after some bar event? Could use a new function for Roider Dives - you could find about wherebouts of expedition fleets with bar events produced by them.
Ooo I like this idea.
-
Started a new game (Nex & assorted faction mods) as a pirate. My starting contact had a "steal a ship" mission so I did that; it's a Gambit. I go into refit, autofit, "Overdriven", confirm. Click something else. Immediate crash to desktop.
After restarting the game and re-crashing to desktop a few more times, I *think* it's because the autofit for overdriven Gambit includes a "Gambit Mantle" module which doesn't exist in the player's recipes, doesn't get applied to the ship, but the autofit is trying to do it anyway, and BLAAAAARGH0101010101 says the computer.
Going into autofit, choosing the "Overdriven" option, noting all the components being applied, cancelling out, and then manually adding each of those components, works fine. No crash. So I think it's the mantle.
-
Yes, sorry. There's a vanilla bug there and Alex has basically said what I did is "not supported", so I have redone it for the next eventual update.
Do not restore "Early" variants and if you see a non-early Gambit missing a module avoid it at all costs.
-
The bar event that can let ships get MIDAS hullmod added can be undone if players open up the "Build In" window for adding s-mods followed up closing the screen.
MIDAS will now be a regular hull mod.
However if players add any s-mod when they are at the screen the MIDAS hullmod does remain.
-
It's probably the same bug that affected the "built in" Hardened Subsystems for a specific findable ship in Arma Armatura - it appears that if you try to make a hullmod "free" but don't actually include it as a built-in for a .variant file or somesuch, the game gets a little unhappy when you go to the s-mod build in screen and its status gets reset. Shoi ended up just scrapping giving that mech the hullmod; I'm not sure there's a "fix" for this in the current version of Starsector.
-
Thanks for the report. I have that fixed in-dev. Will be a little while yet before I can release it, sorry.
-
I have zero clue on how to track this down, but i'm experiencing an issue where adding the midas hullmod to a ship when it says 'adding midas also adds an armor module with X armor and X hull' causes refitting other ships to show their hardpoints as being empty
screenshots here (https://imgur.com/a/vYacXLg), and spoiler is modlist
Spoiler
{"enabledMods": [
"yunru_pirate_collection",
"yunrutechmining",
"adjustable_skill_thresholds",
"A_S-F",
"apex_design",
"armaa23",
"automatic-orders",
"lw_autosave",
"bee_swarm_ship_pack",
"better_deserving_smods",
"HMI_brighton",
"CaptainsLog",
"capturecrew",
"seven_nexus",
"clearCommands",
"chatter",
"timid_commissioned_hull_mods",
"su_Concord",
"lw_console",
"diyplanets",
"istl_dassaultmikoyan",
"Everybody loves KoC",
"SkillEdit_JustExtra",
"extra_system_reloaded",
"su_FairSMod",
"fast_engine_rendering",
"sun_flux_reticle",
"forge_production",
"sun_fuel_siphoning",
"gladiatorsociety",
"GrandColonies",
"HMI_SV",
"HMI",
"HIVER",
"hcok",
"hullmod_specialization",
"sun_hyperdrive",
"IndEvo",
"Imperium",
"timid_xiv",
"JYD",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lockedAndLoaded",
"luddenhance",
"MODCalveraSystem",
"mag_protect",
"MagicLib",
"Mayasuran Navy",
"MissileShipOverhaul",
"su_CarrierHullmod",
"more_hullmods",
"Musashimanufactor",
"nexerelin",
"objects_analysis",
"officerExtension",
"JYDR",
"wisp_perseanchronicles",
"progressiveSMods",
"roider",
"rotcesrats",
"sun_ruthless_sector",
"secretsofthefrontieralt",
"SEEKER",
"holdsforall",
"swp",
"SkillEdit",
"spacetruckin",
"speedUp",
"stardustventures",
"sun_starship_legends",
"stelnet",
"alcoholism",
"Sunrider",
"superweapons",
"timid_supply_forging",
"tahlan",
"Terraforming & Station Construction",
"star_federation",
"transpoffder",
"underworld",
"ungp",
"UGH",
"vic",
"vanidad",
"vayrasector",
"vayrashippack",
"wasabounties",
"whichmod",
"XhanEmpire",
"yunru_arsenal",
"yunruhullmods",
"yunru_midline_expansion",
"yunru_misc_ships",
"unpackblueprints",
"yunrucore",
"astroidships",
"prv",
"shaderLib"
]}
-
Thanks for the report! I don't know how I missed that description bug.
I don't see the problem with weapons disappearing and I'm not sure how it could happen. If you could describe exactly how to reproduce it I'll see what I can do.
-
weapons aren't disappearing, but hovering over a slot says it doesn't have anything in it, even when there's something in it.
likely just a weird interaction between my pile of mods, but with my setup all i do is add MIDAS to a ship, swap to another ship, strip it and then mount stuff in it and hovering over the slots says they're empty, when there's actually a weapon there. first screenshot.
my best guess is the version i have is actually trying to add this armor module described in the midas description, and since the ship i'm mounting it on doesn't have a module defined for that, bugs out a bit in the refit screen
-
my best guess is the version i have is actually trying to add this armor module described in the midas description, and since the ship i'm mounting it on doesn't have a module defined for that, bugs out a bit in the refit screen
It doesn't work that way. It was purely a display issue and can't be causing the "empty mounts" bug you are seeing. I'd bet you can replicate that bug with Roider Union disabled.
To elaborate: Roider armor modules have standardized hull and armor values relative to their parent so MIDAS can calculate them with just the parent ship's stats. The code neither knows nor cares whether there's really an armor module.
-
Any way to remove the defective manufactory penalty from fighter clamps?
Personally i think that since they're one-time fighters that aren't replaced, the debuff is a bit much.
I've tried editing "roider_fighterclamps.java" in notepad++ but the changes dont seem to save.
-
The game uses the jar, not the files in /src. You would have to recompile it.
It has the same penalty as Converted Hangar because it is meant to be worse with the advantage that you can put it on frigates.
-
The game uses the jar, not the files in /src. You would have to recompile it.
It has the same penalty as Converted Hangar because it is meant to be worse with the advantage that you can put it on frigates.
Yeah i managed to figure out how to compile stuff, that really helps. Thanks
-
Sorry if this is a stupid question, but would it be possible to see Gemini conversion, too?
-
It's possible! :D
-
I have problem(Fatal: Ship hull spec [zroider_gambit_p] not found!) on Mac
[attachment deleted by admin]
-
Try this:
I had a crash on game start with the version 1.3.13 until I change "baseHullId":"zroider_gambit_p" to "baseHullId":"roider_gambit_p_base" in roider_gambit_p_early.skin file.
-
I don't remember if this was asked for before, but could you possibly allow pirate conversions with roider mobile dock or add a pirate reskin of one capable of turning ships into vanilla pirate ships and roider conversions? Might be very fun to play as nomadic pirate who only uses salvaged ships for a while + some conversions when they are lucky to recover usable hull.
-
Planned, but as a separate mod because I don't want to put non-Roider content in this mod.
-
How can I get the mad rockpiper bar event?
-
It occurs at markets with Roider Dives.
-
Try this:
I had a crash on game start with the version 1.3.13 until I change "baseHullId":"zroider_gambit_p" to "baseHullId":"roider_gambit_p_base" in roider_gambit_p_early.skin file.
For me it doesn't work
-
I am finishing a version that will not have these problems and will have several new features.
-
@SafariJohn love your mods - especially Roider Union because they are neutral and have better things to do than giving you a hard time. Space is dangerous enough.
-
Roider Union - Expeditions - v1.4.0
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Not Save Compatible!
Fixed the Gambit crashes! Reworked expeditions and Phasenet, added campaign music by MesoTroniK, and various other fixes and changes.
Version 1.4.0
New Features
- Reworked Tech Expeditions
- It is now a race to beat them to their stashes!
- Major stashes show their minefield in the campaign - thanks SirHartley!
- Phasenet now properly accelerates its victims!
- Can now be toggled off
- Added display when your ship is affected by a Phasenet
- Added campaign music by MesoTroniK for roider-controlled systems
Changes
- Deactivated conversion fleets pending rework
- Temporarily disabled MIDAS asteroid impact reduction
- Waiting on MagicLib release to add/fix code hookups
- Increased Breaker wing's fighter count from 3 to 4
- Reduced Hopskip wing's fighter count from 3 to 2
- Reduced Hopskip wing's OP cost from 20 to 13
- Reduced Armature wing's OP cost from 22 to 20
- Reduced Armature (single)'s OP cost from 10 to 9
- Changed Bombard's ship system to Active Flare Launcher
- Increased Bombard's DP and supplies per month from 8 to 11
- Nerfed Wrecker's shield efficiency from 1 to 1.1
- Gave Ballistic Rangefinder to Jane as a built-in
- Removed split-gen for Roider Union roider fleets
- More likely to see bigger Roider ships
Bug Fixes
- Fixed Gambit skin crashes
- Fixed the Madman's built-in MIDAS hullmod from being de-permafied
- Stopped Union HQ from selling multiples of a BP
- Fixed Nex sometimes changing Union HQ's faction
- Fixed a random Union HQ NPE
- Fixed pirate retrofit BP learning script not being added to existing games
- Fixed MIDAS showing module armor values on normal ships
-
Roider Union - Expeditions - v1.4.1
Download in the OP
Not Save Compatible!
Fixed saving. If you want to keep your 1.4.0 save, follow the instructions below.
Version 1.4.1
Bug Fixes
- Fixed save breaking typo
- Manual fix in your save file: find "roider__expIntel" entries and change the "ld" entry with a number to "lod"
-
Roider Union - Expeditions - v1.4.2
Download in the OP
Fixed a random NPE.
Version 1.4.2
Bug Fixes
- Fixed random NPE from salvage gen in nebula systems sometimes not having an orbit
-
Hey man, thanks for the great mod! Do you have a link to the old 1.3.13version?
I accidentally deleted it and can't play with my save that already racked up dozens of hours of playtime.
-
Old versions remain on the github page (https://github.com/SafariJohn/Roider-Union/).
-
Thank you so much!
-
Which file from my saves do I specifically edit for the 1.4 update? (I see campaign.xml and xml.bak, and also descriptior xml. and xml.back)
Also thanks so much for the mod! I've been doing a mercenary mining run trying to earn enough money to join the Union and help set up a planet and station for them, and after having come back from a few long-haul expeditions scouting the fringe nebulae for Dominion probes and motherships, I found that the Roiders were run off by Tri-Tachyon! It was such a shame. I spent so long scouting and mining that I missed my opportunity to join in the war and protect my brothers.
I was pretty depressed and trying to think between the Independants, the Rust Belters, and some of the other factions who I could possibly throw my lot in with, I happened to trip over another system with large irregular asteroid rings around Gas Giants... just to find another Roider Union haven strung like a pearl between the belts! It was such an amazing moment of emergent storytelling.
-
1.4 breaks saves. The fix is only for going from 1.4 to 1.4.1.
-
Roider Union - Expeditions - v1.4.3
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Fixed some bugs and crashes.
Version 1.4.3
Bug Fixes
- Fixed some null pointer crashes from Roider Dives
- Fixed crash when tech expedition can't find a target system
- Fixed Mad MIDAS retconning itself onto ships after a load
-
i figured out the cuplrit of my invisible mounted weapons problem, Fair S-mods is the cause of it.
-
Hi, I'm running Roider v1.4.3, and something about exploring a Roider Small Minefield seems to have broken my save (unfortunately, it has been a fair amount of in-game time since I saved a copy, so I can't be 100% certain about this).
Specifically, it fails to load the save, but does not crash. Searching for ExpeditionLoot in the save brought me to the item I suspect to be causing the issue. From what I can recall, I found a small minefield while exploring, which I spent a story point to disarm, revealing a mining station. If it's relevant, this angered the local Roider tech expedition (the message was something along the lines of "thievery discovered"), who briefly declared war on me, before suing for peace.
I believe this to be the relevant portion of starsector.log
Spoiler
80295 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: /home/lark/starsector/./mods/Nexerelin (data/config/exerelin/milestoneDefs.json)]
84941 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
84941 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : java.lang.SecurityException
cause-message : File access and reflection are not allowed to scripts. (java.lang.reflect.InvocationHandler)
class : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
required-type : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
converter-type : com.thoughtworks.xstream.converters.extended.DynamicProxyConverter
line number : 1188831
class[1] : com.fs.starfarer.ui.newnew
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.ui.newui.R
class[4] : com.fs.starfarer.ui.i
class[5] : com.fs.starfarer.ui.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
class[6] : com.fs.starfarer.coreui.i
class[7] : com.fs.starfarer.ui.newui.L
class[8] : com.fs.starfarer.ui.newui.O0oo
class[9] : com.fs.starfarer.ui.donew
class[10] : com.fs.starfarer.campaign.CampaignState
class[11] : com.fs.starfarer.ui.newui.W
class[12] : scripts.campaign.rulecmd.Roider_ExpeditionLoot
class[13] : scripts.campaign.rulecmd.Roider_ExpeditionLoot$1
class[14] : com.fs.starfarer.campaign.CustomCampaignEntity
class[15] : java.util.HashMap
converter-type[3] : com.thoughtworks.xstream.converters.collections.MapConverter
class[16] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[17] : com.fs.util.container.repo.ObjectRepository
class[18] : com.fs.starfarer.campaign.StarSystem
class[19] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[20] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21] : com.fs.starfarer.campaign.Hyperspace
class[22] : com.fs.starfarer.campaign.CampaignEngine
converter-type[4] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : java.lang.SecurityException
cause-message : File access and reflection are not allowed to scripts. (java.lang.reflect.InvocationHandler)
class : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
required-type : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
converter-type : com.thoughtworks.xstream.converters.extended.DynamicProxyConverter
line number : 1188831
class[1] : com.fs.starfarer.ui.newnew
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.ui.newui.R
class[4] : com.fs.starfarer.ui.i
class[5] : com.fs.starfarer.ui.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
class[6] : com.fs.starfarer.coreui.i
class[7] : com.fs.starfarer.ui.newui.L
class[8] : com.fs.starfarer.ui.newui.O0oo
class[9] : com.fs.starfarer.ui.donew
class[10] : com.fs.starfarer.campaign.CampaignState
class[11] : com.fs.starfarer.ui.newui.W
class[12] : scripts.campaign.rulecmd.Roider_ExpeditionLoot
class[13] : scripts.campaign.rulecmd.Roider_ExpeditionLoot$1
class[14] : com.fs.starfarer.campaign.CustomCampaignEntity
class[15] : java.util.HashMap
converter-type[3] : com.thoughtworks.xstream.converters.collections.MapConverter
class[16] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[17] : com.fs.util.container.repo.ObjectRepository
class[18] : com.fs.starfarer.campaign.StarSystem
class[19] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[20] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21] : com.fs.starfarer.campaign.Hyperspace
class[22] : com.fs.starfarer.campaign.CampaignEngine
converter-type[4] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
--
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.SecurityException: File access and reflection are not allowed to scripts. (java.lang.reflect.InvocationHandler)
at com.fs.starfarer.loading.scripts.OoOO.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(ClassLoader.java:405)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:405)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:348)
at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:79)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.DynamicProxyMapper.realClass(DynamicProxyMapper.java:55)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.PackageAliasingMapper.realClass(PackageAliasingMapper.java:88)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.ClassAliasingMapper.realClass(ClassAliasingMapper.java:79)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.ArrayMapper.realClass(ArrayMapper.java:74)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.SecurityMapper.realClass(SecurityMapper.java:71)
at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:125)
at com.thoughtworks.xstream.mapper.CachingMapper.realClass(CachingMapper.java:47)
at com.thoughtworks.xstream.converters.extended.DynamicProxyConverter.unmarshal(DynamicProxyConverter.java:112)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
... 286 more
84945 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
84945 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
84949 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
84952 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
84968 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
<last line repeats>
Mod List:
Spoiler
{"enabledMods": [
"$$$_lightshow",
"pantera_ANewLevel40",
"adjustable_skill_thresholds",
"Animalfarm",
"anotherportraitpack",
"apex_design",
"armaa",
"raccoonarms",
"lw_autosave",
"battle_music",
"timid_admins",
"blackrock_driveyards",
"HMI_brighton",
"CaptainsLog",
"clearCommands",
"chatter",
"su_Concord",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_lilium",
"diableavionics",
"seven_nexus",
"Everybody loves KoC",
"HHE",
"sun_fuel_siphoning",
"Gensoukyou_Daze",
"gflportraitpack",
"gladiatorsociety",
"GrandColonies",
"HMI_SV",
"HMI",
"hiigaran_descendants",
"HIVER",
"interestingportraitspack",
"Imperium",
"timid_xiv",
"kadur_remnant",
"kingdomofterra",
"LTA",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"lockedAndLoaded",
"logisticsNotifications",
"mag_protect",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"ness_saw",
"Neutrino",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"OcuA",
"Ocutek",
"officerExtension",
"oas",
"ORA",
"planet_search",
"wyv_planetaryShieldAccessControl",
"Polaris_Prime",
"progressiveSMods",
"pt_qolpack",
"rebalanced_doom",
"roider",
"tahlan_scalartech",
"scan_those_gates",
"scy_bluesky",
"SCY",
"secretsofthefrontieralt",
"SEEKER",
"shadow_ships",
"swp",
"sun_starship_legends",
"stelnet",
"timid_supply_forging",
"Terraforming & Station Construction",
"star_federation",
"TORCHSHIPS",
"transfer_all_items",
"transpoffder",
"underworld",
"US",
"UGH",
"URW",
"vic",
"vayrashippack",
"WEAPONARCS",
"whichmod",
"XhanEmpire",
"audio_plus",
"prv",
"shaderLib"
]}
I've uploaded the save at https://drive.google.com/file/d/1GNcZhwYXEpNEQaJHm0ubsuY21m8z83sb/view?usp=sharing - I also included the previous save (as campaign_prev_save.xml), which does load, for reference.
-
Am I supposed to have 2 Gambit (P) blueprints?
As far as I can see, only difference is that one has a mantle.
-
How did you get the one without the armor module? That is not supposed to drop.
I am not sure the other one ever drops normally, either.
-
How did you get the one without the armor module? That is not supposed to drop.
I am not sure the other one ever drops normally, either.
Raiding pirates.
-
Hello!
I would like to ask for permission to make ARMAA add-on for Roider Union if it'd be okay with you.
-
Don't ask to ask ;)
Yes, it is fine with me.
-
>Don't ask to ask
If it sounded like that, it was a certified second language moment :p
Thank you for permission! :D
-
Hi there! Just tried this mod, huge fan so far.
Quick question - how do tech expeditions work? I see them in the patch notes but after a few cycles of interacting with the Roiders I haven't encountered them or any mention of them.
Any tips?
Thanks!
-
They travel from the core to the fringe to salvage tech. You will get an intel for them if you are nearby when they are launching or if you spot the expedition itself. You have probably gotten the intel but didn't notice it because it looks similar to the trade fleet intels.
-
Hey John, have you considered nerfing Bolts maybe? They're super fun, but I feel like they're too good overall. Granted, they don't do much direct damage, but 2-3 wings can completely stunlock even some capitals and PD systems simply can't keep up with their speed. I feel like either making fighter zaps have to be reloaded or reducing wing size or increasing OP cost would make them more fair without making them not fun anymore.
And boy, are they fun especially when pilotable :P.
-
Bolts are fairly equivalent to Claws, except their missiles mess with PD and shield AI. I am going to rework the Zap SRM to alleviate those issues.
-
Roider Union - Expeditions - v1.4.4
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Maybe not save compatible! Backup your saves!
New music! Fixed save leak from expeditions and some crashes. Reworked Bolt, Zap SRM, Spike/Pile Driver, and Firestorm.
(https://i.imgur.com/r7NmU2Q.gif)
Version 1.4.4
New Features
- New music!
- Added pirate skin of Wrecker
- Added zapping mechanic for Zap SRMs
- Redesigned Firestorm's mount arcs - can now focus forward
Changes
- Reworked Zap SRM
- Reduced EMP damage from 180 to 70
- Added 280 bonus EMP damage versus fighters
- Increased damage from 50 to 60
- Nerfed Bolt interceptor into a specialized anti-fighter
- Reduced hull from 500 to 450
- Reduced armod from 75 to 50
- Increased refit time from 6 to 10
- Reduced Zap SRM's missiles per burst from 4 to 2
- Spike Driver and Pile Driver
- Buffed initial accuracy from 5 degrees to 0
- Nerfed initial rate of fire - starts at 50% and reaches normal at worst accuracy
- Changed recoil per shot (to smooth rate of fire spin-up) from 5 degrees to 3
- Increased range of Spike Driver from 600 to 650
Bug Fixes
- Fixed Expedition crashes and save leak
-
New update! ;D
If the update isn't save compatible, is that something that would be apparent right away? I wouldn't want to update and then run into a game-breaking bug half a cycle later.
-
YOOOO THOSE SPIKE THROWER CHANGES, BLESSED
-
New update! ;D
If the update isn't save compatible, is that something that would be apparent right away? I wouldn't want to update and then run into a game-breaking bug half a cycle later.
I think if you load in your old save, make a save copy with 1.4.4, and are able to load in that save, you should be good.
-
I updated from 1.4.3 to 1.4.4 and have been playing for a while now with no problems! By the way, I found a message from 2020 saying that Union HQ patrols don't stack with High Commands. Is this still the case?
-
By the way, I found a message from 2020 saying that Union HQ patrols don't stack with High Commands. Is this still the case?
Yes.
-
2.0 teaser:
New Cowboy-class Light Carrier frigate using Doldrums Chainguns, a new premium small kinetic ballistic that will be featured on the Rocksaw heavy fighter, replacing its Assault Chaingun.
(https://i.imgur.com/2QTAsWo.gif)
Old Cowboy sprite will be used a for a support-oriented carrier to supplement the new Roider destroyer carrier, the Calidor:
(https://i.imgur.com/CSTjAMx.png)
-
2.0 teaser:
New Cowboy-class Light Carrier frigate using Doldrums Chainguns, a new premium small kinetic ballistic that will be featured on the Rocksaw heavy fighter, replacing its Assault Chaingun.
(https://i.imgur.com/2QTAsWo.gif)
Old Cowboy sprite will be used a for a support-oriented carrier to supplement the new Roider destroyer carrier, the Calidor:
(https://i.imgur.com/CSTjAMx.png)
Cool, not really a fan of winged spaceship in general but looking forward to it ;D
-
Are these wings some kind of enlarged hangars to quickly deploy lots of fighters? Would be sad if that one won't have Reserve Deployment as system. And new Cowboy would be a "side-grade" of Nolasher made out of Wayfarer right?
-
Calidor is a 2 deck + 1 drone wing carrier - so yeah it has a lot of fighters - system is Interdiction Array or something like that to inconvenience flankers.
Nolasher is replaced by Cowboy. Cowboy is much more badass, anyways.
-
Roider ships are really becoming more unique and interesting. That's really cool. They are less of indie+ now with all these techmined designs now. Though it's still really strange that roiders don't have a designated survey ship of sorts.
-
Heya, great mod. I seem to have broken the Roider Expedition intel tab somehow tho. Every time I try to open it in the intel screen, game crashes without fail.
137609 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.addBulletPoints(Roider_TechExpeditionIntel.java:248)
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.createIntelInfo(Roider_TechExpeditionIntel.java:290)
at com.fs.starfarer.campaign.comms.v2.A.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.õ00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
at com.fs.starfarer.campaign.command.oO0O.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I noticed you mentioned an expeditions fix in the latest version changelog, which I'm fairly certain I've been using for the whole save. I'm not sure if I borked something somewhere else mayhaps, but I can still play normally just as long as I don't click the Roider Expedition tab, so it's not a save destroyer. Thought I'd drop this here just incase it's helpful.
-
Might you possibly allow Roider HQ to use Cryoarithmetic Engine just like Military Base can?
-
Heya, great mod. I seem to have broken the Roider Expedition intel tab somehow tho. Every time I try to open it in the intel screen, game crashes without fail.
Something removed a market or star system that was the source/destination of an expedition. It should clear up when the expedition times out.
-
Hmm, I feel like something may have hung up somewhere along the way. I can load up a save dated 210/10/05 where the tab is functional, can see origin point and destination (Which is an indie port called 'Girtabik Refuge' in the middle of nowhere and some unexplored orange star, if any of that matters). My very next save at 210/10/28 and the tab crashes me every time, and what would seem to be every subsequent save, all the way up to my current 214/02/12 save.
I'm not sure if the time-out of that fleet is intended to be that long, but that's been quite a bit of irl game time the tab has been out of commission, plus I haven't noticed any other expeditions popping up anywhere. Again, not a huge deal for me, everything else has been functional. Expeditions, however, appear to be completely borked on this save.
-
What was the issue with old MIDAS' asteroid interactions again? I'm struggling to really traverse Roider added core systems with the EMP based MIDAS/
-
Hmm, I feel like something may have hung up somewhere along the way. I can load up a save dated 210/10/05 where the tab is functional, can see origin point and destination (Which is an indie port called 'Girtabik Refuge' in the middle of nowhere and some unexplored orange star, if any of that matters). My very next save at 210/10/28 and the tab crashes me every time, and what would seem to be every subsequent save, all the way up to my current 214/02/12 save.
The indie port probably got destroyed. FTR the intel will never go away if you marked it as important - if you did, you can edit your save file to remove that, then it will go away on its own.
What was the issue with old MIDAS' asteroid interactions again? I'm struggling to really traverse Roider added core systems with the EMP based MIDAS/
Alex broke access to the stuff it needed to modify.
-
I'm fairly certain I never marked that particular intel as important, and I imagine it would be crashing each time I opened the important tab as well if it were, which it is not and does not appear there. The only tabs which crash are the Expedition and Independent intel tabs, the latter of which I only noticed recently. I wandered over to the systems that were source and destination to take a quick peek around and found a different indie station than mentioned in the intel, presumably rebuilt at some point after the last indie port was destroyed. The destination had what I assume to be the tech cache with multiple salvage opportunities and several small remnant fleets, plus a lone indie fleet named 'Roiders' which I figured to be the tech expedition. To try a couple things out, destroying the roider fleet made no change, nor did clearing the system of other fleets and interactables.
Afterward, I poked around a bit in the campaign.xml and found what seemed to be the offending fleet. Pretty much everything in there is beyond my knowledge, but I did notice a "noAutoDespawn" set to true that seemed to be in regards that particular fleet. I've since set it to false just to see if it makes any difference down the road. Also, after a cursory inspection of the file, there DO seem to be plenty of other expeditions happening in the save, I just hadn't seen them, so that was my error. Just this one doesn't seem to want to stop giving me problems.
Regardless, thanks for the replies. I'll give it another cycle or two and see if anything changes and perhaps pop back on here if it hasn't resolved itself.
-
So I built a roider dive and I notice there are now roiders in my star system. Do they do anything or are they just decorative?
-
They'll help fight invaders, but that is about it.
-
So I built a roider dive and I notice there are now roiders in my star system. Do they do anything or are they just decorative?
They are essentially your basic militia. They could help against weaker pirate scouts and such, but nothing else. However they draw blueprints from roiders and not your faction doctrine - so early game a HQ may be better for defense than a proper military base, because lack of heavy industry would only affect ships quality but not hulls usable for them.
-
What was the issue with old MIDAS' asteroid interactions again? I'm struggling to really traverse Roider added core systems with the EMP based MIDAS/
Alex broke access to the stuff it needed to modify.
I was just coming here to complain about this, I couldn't figure out why I was having so much trouble with asteroids, then I looked at the tooltip, thought I was going crazy, then I reinstalled 1.3.13 and looked at the tooltip there and went "ah-ha, I DID remember that" ... Do you mean that the 1.3 MIDAS simply doesn't work, or is crashy, or what? Because if it works in any kind of sense I am totally ready to ditch any other fixes and upgrades and roll back to 1.3. Asteroid impact protection was the single most interesting thing in this mod.
-
It didn't work in 1.3 either, I just thought it still did.
-
Roider Union - Expeditions - v1.4.5
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Requires MagicLib 0.45.2 or higher!
MIDAS once again mitigates asteroid impacts! Only works for new games, sadly.
Version 1.4.5
New Features
- reenabled MIDAS terrain effects thanks to MagicLib update
- added BetterColony support
-
Running into a repeat null error that at least on the surface looks like it might have something to do with the mod, although it may just be an interaction with another.
722299 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.addBulletPoints(Roider_TechExpeditionIntel.java:248)
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.createIntelInfo(Roider_TechExpeditionIntel.java:290)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.advanceImpl(Roider_TechExpeditionIntel.java:130)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
This happens while I am traveling through hyperspace at around the same area of the sector, I am running Nexerelin and Industrial Evolution as two of the more impactful mods.
-
Looks like the source market for a tech expedition was destroyed/removed. That or its destination system got removed, but that is less likely. It is triggering when you spot the expedition fleet.
I think you can avoid the crash simply by avoiding the fleet until it despawns.
If you can't avoid it, you can edit the expedition's source market ID in your save to one that still exists. It will be the "s" entry under one of your "roider_expIntel" entries.
-
Thanks for your help!
-
Will the Fighter Clamps hullmod change to account for Converted Hangar changes?
-
Will the Fighter Clamps hullmod change to account for Converted Hangar changes?
Yes. Changes TBD.
-
I think this needs to be updated again.
-
"And later" but it doesn't work with MagicLib's later edition. Halp
Edit
From unofficial discord:
"Basically open a file called mod info in Roiders and look for a line like this but also for MagicLib version and make sure you edit it to match the current version, and it should allow you to enable/run it as norma"
God help you if they're wrong.
-
"And later" but it doesn't work with MagicLib's later edition. Halp
Edit
From unofficial discord:
"Basically open a file called mod info in Roiders and look for a line like this but also for MagicLib version and make sure you edit it to match the current version, and it should allow you to enable/run it as norma"
God help you if they're wrong.
Doesn't work.
-
Works just fine, remove the magiclib requirement or the version requirement.
Spoiler
{
"id": "roider",
"name": "Roider Union",
"author": "SafariJohn",
"version": "1.4.5",
"description": "Adds the Roider Union, an alliance of independent asteroid miners and minor corporations.",
"gameVersion": "0.95.1a-RC6",
"jars":["jars/Roider_Union.jar"],
"dependencies": [
{
"id": "lw_lazylib",
"name": "LazyLib",
#"version": "2.6"
},
{
"id": "MagicLib",
"name": "MagicLib"
}
],
"modPlugin":"scripts.Roider_ModPlugin"
}
I have Roider Union 1.4.5 and Magiclib 0.46.0
E: Current SS 0.95.1a(-RC6)
-
Works just fine, remove the magiclib requirement or the version requirement.
Spoiler
{
"id": "roider",
"name": "Roider Union",
"author": "SafariJohn",
"version": "1.4.5",
"description": "Adds the Roider Union, an alliance of independent asteroid miners and minor corporations.",
"gameVersion": "0.95.1a-RC6",
"jars":["jars/Roider_Union.jar"],
"dependencies": [
{
"id": "lw_lazylib",
"name": "LazyLib",
#"version": "2.6"
},
{
"id": "MagicLib",
"name": "MagicLib"
}
],
"modPlugin":"scripts.Roider_ModPlugin"
}
I have Roider Union 1.4.5 and Magiclib 0.46.0
E: Current SS 0.95.1a(-RC6)
Wow it works, thanks! It actually is that simple… O_o
-
No problem, glad it works. :D
-
Hello. Im a bit new to mods and everything, but have a problem. Have Roider Tech Expedition stuck in my intel pannel for over a cycle already. I visited the point of destination and the starting zone. Cant find them, +didnt see any other expeditions after that. Is it bugged or am I missing something?
-
Hello. Im a bit new to mods and everything, but have a problem. Have Roider Tech Expedition stuck in my intel pannel for over a cycle already. I visited the point of destination and the starting zone. Cant find them, +didnt see any other expeditions after that. Is it bugged or am I missing something?
Did you mark it as important? It won't disappear if you did that until you unmark it.
-
I update magiclib to 46, and now roiders mod wont accept it anymore.
-
I update magiclib to 46, and now roiders mod wont accept it anymore.
Go back a page, solution is there.
-
I update magiclib to 46, and now roiders mod wont accept it anymore.
Go back a page, solution is there.
Oh damn, i was so blind.
Ty.
-
Greetings. i just ha crash while trying to click on Raider tech expediditon tab in intel screen i get CTD with FATAL NULL
and this is a part of LOG
336012 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.shared.PlayerTradeProfitabilityData - Player accrued 1035 xp for selling hand_weapons (profit per unit: 397)
363478 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DetailedCombatResultsStrings_en.json]
363479 [Thread-3] INFO data.scripts.combatanalytics.util.Localization - Using Detailed Combat Report localization file: 'DetailedCombatResultsStrings_en.json'
363509 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1 (data/l10n/storage.json)]
363511 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363515 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363545 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
363550 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\games\StarSector.0.9.5aRC15\Starsector\starsector-core\..\mods\Stellar Networks-2.6.1]
368834 [Thread-3] INFO sound.public - Cleaning up music with id [StellarRemnant.ogg]
368834 [Thread-3] INFO sound.public - Cleaning up music with id [RunningDark.ogg]
368840 [Thread-7] INFO sound.public - Cleaning up music with id [faction_hegemony_market_01_neutral_var01.ogg]
369031 [Thread-9] INFO sound.public - Creating streaming player for music with id [faction_hegemony_market_01_neutral_var01.ogg]
369032 [Thread-9] INFO sound.OooO - Playing music with id [faction_hegemony_market_01_neutral_var01.ogg]
371192 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.addBulletPoints(Roider_TechExpeditionIntel.java:248)
at scripts.campaign.fleets.expeditions.Roider_TechExpeditionIntel.createIntelInfo(Roider_TechExpeditionIntel.java:290)
at com.fs.starfarer.campaign.comms.v2.A.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.õ00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
at com.fs.starfarer.campaign.command.oO0O.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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Greetings. i just ha crash while trying to click on Raider tech expediditon tab in intel screen i get CTD with FATAL NULL
and this is a part of LOG
The market the expedition came from was destroyed. Best I can tell you is to avoid that intel item until it expires.
Next Roider Union version will be much less prone to NPEs (probably none) due to being coded in Kotlin which has much better null handling.
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Greetings. i just ha crash while trying to click on Raider tech expediditon tab in intel screen i get CTD with FATAL NULL
and this is a part of LOG
The market the expedition came from was destroyed. Best I can tell you is to avoid that intel item until it expires.
Next Roider Union version will be much less prone to NPEs (probably none) due to being coded in Kotlin which has much better null handling.
thanx for a quick reply
Great MOD
-
Roider Union - Expeditions - v1.4.6
(https://i.imgur.com/qIWV2Xm.png)
Download in the OP
Update to 0.96a. Fixed tech expedition crash when its source market is destroyed. No balance changes, so stuff may be too strong/weak.
Version 1.4.6
Changes
- Updated to 0.96a
- Removed MagicLib version requirement
Bug Fixes
- Fixed crash when tech expedition's source market is destroyed
-
thx for the update - it's my favorite faction!
-
With hostile activity added in latest update - would Roider HQ count as military base for reducing this activity?
-
It should, but I have not done anything to integrate that yet.
-
It should, but I have not done anything to integrate that yet.
Good to know. Without such integration HQ currently is pretty underwhelming. It's deficient in terms of upkeep even with those resources collected while no longer serving as cheaper military base with market added. So you get neither income nor defenses.
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Just posting because this is now one of my favorite mods.
When i downloaded it, i didn't really look deeply into it, only skimmed through the first post of this thread, and simply thought the ships looked midline and well-sprited and that's it.
But the game integration is spot-on. Each ship, aside from fitting perfectly with vanilla, does something fun or interesting or useful, and is otherwise useful in your fleet without being OP. These ships actually *do* something and don't just shoot bullets. The retrofits from less useful ships make them even more satisfying. In addition to that the added hullmods once again add interesting gameplay. I got mining drones on my hyperions with 2 leftover OP and it's somehow fun to contemplate.
Next, i just discovered that building the first roider structure in a colony generates actual roider fleets, which actually locate asteroid belts in the system and mine them. It's exactly the kind of things that adds to the game's immersion without negatives.
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There's one thing I'm curious about with Roider tech expedition fleets - do they affect the availability of tech salvaging/exploration that the player has access to?
What I mean is - do Roider tech fleets target, claim, and consume things like research stations, tech caches and weapon caches that are created through sector generation at the start of a game? Do I need to actively race them for it?
Or does each Roider tech fleet also spawn an exploration target, in a procedural potentially perpetual way similar to vanilla bounties? Or maybe it's a preset amount separate from the vanilla salvage loot procgen? Does beating them to the target or intercepting them provide the potential to loot things like blueprints or expensive weapons from them?
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To my knowledge, the tech expeditions do NOT gobble up any proc-gen stuff. Each system that an expedition is going to, has a bunch of smaller caches and random ships spawned for them to loot. Which, well, you can try to beat them to those caches and loot them first!
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Does this work with RC10? Crashes on startup for me, not sure if I messed up
-
v1.4.6 works with 0.96a-RC10.
-
Fighter clamps have become a staple for me, I attach mechs to the hulls of most of my ships now, even with different factions, haha.
-
After an independent Roider base got destroyed in combat(was being chased by a pirate fleet spawned for a dead drop mission and the base joined in the fight), it seems to be crashing a few minutes later when, I assume, it tries to create a new independent Roider base. This prevents me from continuing my save game cause it crashes a minute or two after starting. There are quite a few mods and nexerelin, I'm not using nex's random sector, and im using jre8.
The mod really helps to make the game feel more alive, its really nice that there are stations out in unexplored areas that aren't some manner of evil. The crashing is unfortunate though. if you need anything else to fix this, I'd be happy to help.
3201342 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.pickSystemForRoiderBase(Roider_Gen.java:412)
at scripts.campaign.bases.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:81)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:147)
at scripts.campaign.bases.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:70)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
182749 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.pickSystemForRoiderBase(Roider_Gen.java:412)
at scripts.campaign.bases.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:81)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:147)
at scripts.campaign.bases.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:70)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
edit: changing roider_minIndieRoiderBases, roider_maxIndieRoiderBases, roider_maxRoiderFringeHQs to 0 in the config did not fix the issue
-
After an independent Roider base got destroyed in combat(was being chased by a pirate fleet spawned for a dead drop mission and the base joined in the fight), it seems to be crashing a few minutes later when, I assume, it tries to create a new independent Roider base. This prevents me from continuing my save game cause it crashes a minute or two after starting. There are quite a few mods and nexerelin, I'm not using nex's random sector, and im using jre8.
The mod really helps to make the game feel more alive, its really nice that there are stations out in unexplored areas that aren't some manner of evil. The crashing is unfortunate though. if you need anything else to fix this, I'd be happy to help.....
edit: changing roider_maxRoiderFringeHQs to 0 prevents attempting to spawn a base and allows you to continue your save, located in the mod folder, in \Starsector\mods\Roider Union\data\config\modSettings.json
Do you also have the 'Random Assortment of Things' mod?
It's v1.5.0 had a conflict with 'Roiders Union', resolved in v1.5.1 and on but it might need to restart to fix after upgrading.
-
I do have Random Assortment of things, but my version of it is 1.5.2 and I've closed and reopened the game many times, though if by "restart" you mean I need to start a new save, then that might be the cause
-
I do have Random Assortment of things, but my version of it is 1.5.2 and I've closed and reopened the game many times, though if by "restart" you mean I need to start a new save, then that might be the cause
Yeah, it needs a new save as far as I know.
-
I think its fixed by running this script in the console, provided by Lukas04: https://pastebin.com/kWJF36eF
I don't seem to be crashing anymore
Thank you for pointing out the conflict with Random Assortment of Things
-
Minor quibble, but markets that have roider union hqs, no longer ever offer bar missions. They only offer CEO and retrofits
-
Minor quibble, but markets that have roider union hqs, no longer ever offer bar missions. They only offer CEO and retrofits
Quick test on a new game had an agent extraction bar event and a security codes bar event at Korovin. Random bar events are created when you interact with the market, so if there was something preventing them there would be none. Could be bad luck on your end.
-
- Problem with command of class scripts.campaign.rulecmd.Roider_FreeFringeWarning: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
at scripts.campaign.rulecmd.Roider_FreeFringeWarning.isFringeUnionHQSystem(Roider_FreeFringeWarning.java:43)
at scripts.campaign.rulecmd.Roider_FreeFringeWarning.execute(Roider_FreeFringeWarning.java:36)
at com.fs.starfarer.campaign.rules.
It happens each time I get a dialog with a fleet. The game can continue afterward. Might it be linked to an unknown trade goods? It worked well in my previous run, here I added in addition a mod adding Red Water, the mods I added compared to the previous time are Mayasuran Union, Carter Freetrader and HMI.
-
It is from vanilla swapping some things around in 0.96. Don't worry about it.
-
Is this version 1.4.6 save with release 0.97a or should I wait for an update?
-
I wonder if Roiders would have their own crisis later? Currently Roider HQ is pretty weird and costs too much to set up for what it provides. Maybe you should not need a blueprint (sold only with commission) for one, but it would generate it's own crisis points? And resolving it would boost the HQ.
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Roider Union v2.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
This is a big one! New ships and weapons, better code stability, various other stuff!
Version 2.0
New Features
- Moved all code from Java to Kotlin
- Added Doldrums Chaingun - small kinetic burst gun
- Added Calidor-class carrier - premium destroyer carrier
- Added Cowboy-class light (frigate) carrier
- Renamed destroyer Cowboy to Trailboss
- Added S-Mod effect to MIDAS - reduces kinetic damage to hull/armor
- Added S-Mod effect to Firestorm Integration - gives Ballistic Rangefinder's effects
- Unified fringe mechanics under "nomads" concept
- Fringe stations come in various sizes and all offer retrofits through special Argosi Bazaari industry
- Nomad trade fleets travel between fringe stations and core worlds
- Systems with Roider Union stations display transponder warning on jump points
- If Korovin is lost, a fringe Roider station will replace it as Roider Union's capital
- Added an industry BP for Roider Dives, which now costs less to build
- Improved Sharpshooter's hit chance
- Moved most retrofitting code to new RetroLib library mod
- Added generic frame hulls - convert any ship to a Roider ship!
- Externalized all strings for translators
- Maybe other stuff not covered in Changes section
Changes
- Reworked Argos mothership
- Replaced some weapon mounts with drone wings
- Added Drone Reserves hullmod - 100% replacement rate and replaces whole wing at a time
- Reworked Ranch carrier into heavy carrier
- Armor! Guns! Still lots of fighters!
- Reworked Gambit fast cruiser
- Added pirate Gambit
- Gave Bombard destroyer the LIDAR Array system
- Removed DTC hullmod
- Blasting Laser is now a Hybrid (Energy) weapon
- Rotary Hammer Launcher is now a premium 12 OP missile weapon
- Triple shot with select-fire
- Added Holistic Gyro-Stabilizer hullmod to Cyclops
- Reduced recoil, faster turret rotation, increased medium ballistic/hybrid range
- Added an escape burn system to Hopskip Mk.II bomber
- Reduced cruise speed
- Renamed Onager destroyer to Aurochs destroyer
- Removed old Aurochs
- Renamed Cowboy light carrier to Trailboss light carrier
- Changed built-in drones to open slot
- Added Outrider hullmod - blocks bombers
- Changed medium ballistic turret to energy
- Renamed Sheriff frigate to Desperado frigate
- Removed drone wing and reworked weapon mounts
- Reworked Rocksaw heavy fighter
- Now has Doldrums Chaingun as main armament
- Renamed Armature strike drone to Tracker strike drone
- Removed old Tracker
- If carrier has MIDAS, provides a speed boost to carrier's other fighters
- SP-improved a couple Roider Union industries
- Removed Ogrov, Dragline, Nolasher
- Removed ability to build in Tracker Swap
- Reduced number of particles in Pile Driver's onFire effects
- Other changes I've lost track of
Bug Fixes
- Removed a lot of possible NPEs
- Fixed some issues with Phasenet pull speed
-
Woot! Thanks!
-
I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?
It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.
The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.
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How does Roider Dives/HQ interact with Luddic Population? I think it would be valuable to have them allowed to fill in the need for another industry/larger patrol/organics source for luddic colonies with mining and military bases disallowed. Because roiders bring resources from elsewhere and are militia, not military.
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I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?
It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.
The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.
I'm getting a similar crash.. fatal: Could not initialize class roiderUnion.hullmodsTrackerSwap, whenever selecting any nex special custom starts, if I don't try the custom special starts there aren't any crashes.
log
Spoiler
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:348)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.O00O.getFleetEffect(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.generateFleetFromVariantIds(NGCAddStartingShipsByFleetType.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.execute(NGCAddStartingShipsByFleetType.java:48)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$5.onToggle(Nex_NGCStartFleetOptionsV2.java:241)
at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112)
at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31)
at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
-
I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?
It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.
The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.
Same error, selected Nexerelin free start with random fleet and the CTD follows. Running 0.97a-RC8 on windows 10 with Java8 and 8g of allocated RAM in vmparams and around 90 enabled mods.
Spoiler
203276 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:348)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.O00O.getFleetEffect(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.generateFleetFromVariantIds(NGCAddStartingShipsByFleetType.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.execute(NGCAddStartingShipsByFleetType.java:48)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$5.onToggle(Nex_NGCStartFleetOptionsV2.java:241)
at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112)
at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31)
at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.R.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
-
Also having the same problem, log:
Spoiler
2136434 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at roiderUnion.hullmods.MIDAS.applyEffectsBeforeShipCreation(MIDAS.kt:117) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createShipPanel(Nex_NGCCustomStartFleet.java:289) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createCustomDialog(Nex_NGCCustomStartFleet.java:200) ~[?:?]
at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.W.showCustomDialog(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet.crea teDialog(Nex_NGCCustomStartFleet.java:68) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$6.onToggle(Nex_NGCStartFleetOptionsV2.java:273) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37) ~[?:?]
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
Also, does the MIDAS that gets built-in by the bar event get the s-mod bonus?
-
Aww sweet new update
-
Also having the same problem, log:
Spoiler
2136434 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at roiderUnion.hullmods.MIDAS.applyEffectsBeforeShipCreation(MIDAS.kt:117) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createShipPanel(Nex_NGCCustomStartFleet.java:289) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createCustomDialog(Nex_NGCCustomStartFleet.java:200) ~[?:?]
at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.W.showCustomDialog(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet.crea teDialog(Nex_NGCCustomStartFleet.java:68) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$6.onToggle(Nex_NGCStartFleetOptionsV2.java:273) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37) ~[?:?]
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
Also, does the MIDAS that gets built-in by the bar event get the s-mod bonus?
Also also does count against a ship's S-Mod limit?
-
I can't replicate the NoClassDefFoundError. Tried all sorts of Nexerelin starts. Is anyone getting this crash with Java 7?
Also, does the MIDAS that gets built-in by the bar event get the s-mod bonus?
Also also does count against a ship's S-Mod limit?
Yes and no, respectively.
Has anyone got Ill Advised Modifications from Mad MIDAS? Somehow I never got the bad result while testing.
-
I am using Java 8 and getting the crash, so maybe there's something there?
-
JRE 8 and I got the crash as well.
-
I'm getting the crash while on the Shenandoah version.
Temporary workaround: I've deleted any mention of the Tracker Swap hullmod from the files, meaning all the build in variants, the blueprint package and in the hull_mods.csv itself, and I'm not crashing anymore.
-
Hmm, I think I may have found the issue thanks to your work. TrackerSwap is doing some function calls where all the other hullmod classes are only assigning values. Replace the jar with this one and try starting a new Nex game: -removed-
EDIT: Update 2.0.1 fixes the issue.
-
Hmm, I think I may have found the issue thanks to your work. TrackerSwap is doing some function calls where all the other hullmod classes are only assigning values. Replace the jar with this one and try starting a new Nex game: https://github.com/SafariJohn/Roider-Union/raw/main/Roider_Union_Kt.jar
That did it. Everything seems to be working perfectly again. Thanks for your hard work!
-
Awesome! I will get a proper patch out in a day or two with some minor things fixed, too.
-
219675 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at java.lang.Class.forName0(Native Method) ~[?:1.8.0_402]
at java.lang.Class.forName(Class.java:348) ~[?:1.8.0_402]
at com.fs.starfarer.loading.scripts.ScriptStore. 00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.loading.specs.private.getFleetEffect(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.loading.SpecStore. 00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source) ~[starfarer_obf.jar:?]
at data.scripts.campaign.customstart.SotfDustkeeperStart.addFleetMember(SotfDustkeeperStart.java:149) ~[?:?]
at data.scripts.campaign.customstart.SotfDustkeeperStart.execute(SotfDustkeeperStart.java:54) ~[?:?]
at exerelin.campaign.customstart.CustomStartDefs.loadCustomStart(CustomStartDefs.java:99) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:69) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:62) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.execute(Nex_NGCCustomStart.java:49) ~[?:?]
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.PaginatedOptions.optionSelected(PaginatedOptions.java:154) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.optionSel ected(Nex_NGCCustomStart.java:108) ~[?:?]
at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.new.actionPerformed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.new(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.processInput(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.classsuper.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
-
219675 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
at java.lang.Class.forName0(Native Method) ~[?:1.8.0_402]
spoilering this to save your scrollwheel's durability
at java.lang.Class.forName(Class.java:348) ~[?:1.8.0_402]
at com.fs.starfarer.loading.scripts.ScriptStore. 00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.loading.specs.private.getFleetEffect(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.loading.SpecStore. 00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source) ~[starfarer_obf.jar:?]
at data.scripts.campaign.customstart.SotfDustkeeperStart.addFleetMember(SotfDustkeeperStart.java:149) ~[?:?]
at data.scripts.campaign.customstart.SotfDustkeeperStart.execute(SotfDustkeeperStart.java:54) ~[?:?]
at exerelin.campaign.customstart.CustomStartDefs.loadCustomStart(CustomStartDefs.java:99) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:69) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:62) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.execute(Nex_NGCCustomStart.java:49) ~[?:?]
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.PaginatedOptions.optionSelected(PaginatedOptions.java:154) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.optionSel ected(Nex_NGCCustomStart.java:108) ~[?:?]
at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.newui.new.actionPerformed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.new(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.processInput(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.classsuper.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
just had that same issue when I tried starting as a Roider in Nexelerin
I think it's an unintentional incompatiblity with Nexelerin when it tries to present starting ship options for the Roider Union start; this seems to be some unintended bug when Nexelerin tries loading variants for faction starts, and it likely loads hullmods and/or wings before you decide on your starting fleet
with the likely cause for this crash being the hullmod's built in fighter swapping function
UPDATE: Just had the same crash involving the tracker swap hullmod, except this time it was on the title screen; probably because the title screen's random ship spawner chose a variant that had it.
I think this bug needs to be fixed immediately if it's causing crashes on the title screen.
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Roider Union v2.0.1
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Fixed NoClassDefFoundError crash with Nexerelin and fixed some content.
Version 2.0.1
Changes
- Roach's armor module now temporal shifts with it
- Fixed a few variants affected by vanilla's weapon OP changes that slipped by my first pass
Bug Fixes
- Fixed NoClassDefFoundError crash when starting a game with Nexerelin
-
Hi i think the rocksaw_normal sprite is not loading correctly on my end,prob a case sensitive problem.Can you look into it?Thanks alot
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Hi i think the rocksaw_normal sprite is not loading correctly on my end,prob a case sensitive problem.Can you look into it?Thanks alot
Yep it's a case sensitive proble.Fixed it on my end
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Roider Union v2.0.3
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Another quick crash fix, plus some small visual improvements.
EDIT: quick fix 2.0.3b to fully remove test mission - pls redownload
Version 2.0.3
Changes
- Improved Zap SRM's zap visual
- Improved Phasenet's zapping visuals
Bug Fixes
- Fixed Wrecker towing crash
Version 2.0.2
Bug Fixes
- Fixed crash when replacing Roider Union capital
- Corrected Rocksaw normal map's name
-
Hey, I have a quick question about Roider expeditions. Do they just continually happen from time to time or is there a limited number of them per game?
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I really like the rework of the Argos,but i feel like having too much drone bays kinna works against the fleet favor,esp a battlecarrier one cause it just dillute the skills down,esp on a reserve combat ship.So can i suggest getting more high-quality built in fighter in the Argos with lesser bay(1 breaker drone+1 bolt inteceptor/1 breaker) or just 1 modular bay?
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I really like the rework of the Argos,but i feel like having too much drone bays kinna works against the fleet favor,esp a battlecarrier one cause it just dillute the skills down,esp on a reserve combat ship.So can i suggest getting more high-quality built in fighter in the Argos with lesser bay(1 breaker drone+1 bolt inteceptor/1 breaker) or just 1 modular bay?
Aww, but I like more fighter bays! :-\
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hello
according to the good people of player_tech_support i'm most likely having a conflict between aotd and roider mods, and recommended to ask for a workaround
the logfile that i posted there:
https://discord.com/channels/187635036525166592/619635013201428481/1208726995626885170
this seems to be the important bit:
764552 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at roiderUnion.nomads.bases.NomadBaseLevelTracker.updateIndustries(NomadBaseLevelTracker.kt:192)
at roiderUnion.nomads.bases.NomadBaseLevelTracker.updateIfNeeded(NomadBaseLevelTracker.kt:135)
at roiderUnion.nomads.bases.NomadBaseLevelTracker.advance(NomadBaseLevelTracker.kt:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
also a separate problem:
armor module roider ship don't work too well with neural interface skill
sometimes the target for the skill is not the other ship with the hullmod but an armor module on either ships
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Hey, I have a quick question about Roider expeditions. Do they just continually happen from time to time or is there a limited number of them per game?
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.
764552 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at roiderUnion.nomads.bases.NomadBaseLevelTracker.updateIndustries(NomadBaseLevelTracker.kt:192)
Are you using v2.0.3?
also a separate problem:
armor module roider ship don't work too well with neural interface skill
sometimes the target for the skill is not the other ship with the hullmod but an armor module on either ships
Sorry about that. I am surprised this has not come up before because I now realize this bug has existed for years. I'll get them added to the blocked list for module hullmods.
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So when I install this mod, it adds a very noticeable delay when I open or close the inventory. Is anyone else getting this?
-
Hey, I have a quick question about Roider expeditions. Do they just continually happen from time to time or is there a limited number of them per game?
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.
Ahh, then I no longer have to worry about racing the Roiders to the stashes lest I miss out!
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Expeditions are gone atm. I forgot to mention that in the changelog, sorry.
I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?
A brief explanation in the front page would be nice
-
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.
I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?
A brief explanation in the front page would be nice
They were basically NPC expeditions that you could encounter. They would be heading to far off star systems collecting loot that they've gathered and stashed. Most of the time I find the systems with the stashes before I ever find the expeditions though. The systems with the stashes would have lots of stashes located around the system that you'd need to use the Neutrino Detector to find. If the expeditions find you looting their stashes they'll be unhappy however.
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Roider Union v2.0.4
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Fixed some more stuff and slipped in a new ship system!
Version 2.0.4
New Features
- Added Ring Flare Launcher
- Used by Argos-class mothership and Jane-class tanker
Bug Fixes
- Fixed incompatibility crash with Ashes of the Domain
- Stopped Neural Link hullmods from being transferred to armor modules
-
Thank you for the update!
-
So when I install this mod, it adds a very noticeable delay when I open or close the inventory. Is anyone else getting this?
I have this very same issue, opening inventory, colony management and loot screens causes about a 2-3 second lag.
-
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.
I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?
A brief explanation in the front page would be nice
They were basically NPC expeditions that you could encounter. They would be heading to far off star systems collecting loot that they've gathered and stashed. Most of the time I find the systems with the stashes before I ever find the expeditions though. The systems with the stashes would have lots of stashes located around the system that you'd need to use the Neutrino Detector to find. If the expeditions find you looting their stashes they'll be unhappy however.
That sounds very cool, thanks for the info
-
thanks for the update, both problems solved.
-
So when I install this mod, it adds a very noticeable delay when I open or close the inventory. Is anyone else getting this?
I have this very same issue, opening inventory, colony management and loot screens causes about a 2-3 second lag.
Missed TheMuffinOfEvil's post, thanks for quoting it - I'm not sure this is caused by Roider Union but I will look into it.
-
Missed TheMuffinOfEvil's post, thanks for quoting it - I'm not sure this is caused by Roider Union but I will look into it.
Spoiler
https://imgur.com/a/xFlaPEl
I think this is the cause - something is generating prospector fleets in every inhibited warp point and not cleaning them up
-
inhibited warp point
What exactly do you mean by "inhibited"? Like Galatia during the tutorial?
-
I mean all system jump points with independent stations/planets, modded or otherwise.
Galatia also has this issue.
-
inhibited warp point
What exactly do you mean by "inhibited"? Like Galatia during the tutorial?
Probably meant "inhabited".
-
Roider Union v2.0.5
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Fixed Phasenet crash, attempted to reduce roider prospectors loitering, and confirmed Roiders is causing lag when inventory/markets/etc. open - no solution on that last one yet.
Version 2.0.5
Bug Fixes
- Fixed random Phasenet crash
- Added missing Ring Flare Launcher description
- Blocked roider prospectors from spawning in some invalid places
-
So when I install this mod, it adds a very noticeable delay when I open or close the inventory. Is anyone else getting this?
I have this very same issue, opening inventory, colony management and loot screens causes about a 2-3 second lag.
Missed TheMuffinOfEvil's post, thanks for quoting it - I'm not sure this is caused by Roider Union but I will look into it.
I can start a new game with just a few basic mods and roider union enabled, have the issue. Log out, turn off only roider union. Do not have the issue.
I can get you a mod list if you want it.
-
Getting a crash on load,
"Fatal: Ship hull spec [roider_dragline] not found!"
-
Getting a crash on load,
"Fatal: Ship hull spec [roider_dragline] not found!"
Delete the entire contents of the older version (i.e. everything inside 'Roider Union') before un-zipping the mod into 'mods'; that error appears when there are 'stray' files present that are no longer used in the newer version of a given mod.
-
That fixed it! Thank you
-
Did a new game after 2.05 and I gotta say ... the number of Roiders is still insane. Corvus, Galatia and a couple others are infested with Roiders :/
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Did a new game after 2.05 and I gotta say ... the number of Roiders is still insane. Corvus, Galatia and a couple others are infested with Roiders :/
Yeah definitely feels like there's still uncapped growth on prospector fleet counts.
-
Roider Union v2.0.6
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Fixed some stuff. Worked on lag when opening inventory but something is still affecting it.
Version 2.0.6
Bug Fixes
- Fixed prospector fleets being spammed
- Fixed Union HQ submarket and retrofitting not using Roider Union rep/commission
- Fixed NPE from Rockpiper Shipworks
- Reduced lag when opening inventory - still looking for main cause
-
Hey SafariJohn! Two times I've encountered this Unknown crash while trying to build a new industry in the colony management screen:
5527093 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102)
at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147)
at roiderUnion.econ.DivesController.init(DivesController.kt:61)
at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.instantiateIndustry(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Modlist:
"$$$_lightshow_nc",
"A_S-F",
"BSC",
"HMI_brighton",
"CaptainsLog",
"Csp",
"combatactivators",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"Diktat Enhancement",
"dex",
"HMI",
"hte",
"IndEvo",
"Imperium",
"lost_sector",
"lw_lazylib",
"lockedAndLoaded",
"luddenhance",
"luddenhanceied",
"lunalib",
"wisp_magicAchievementsVanillaPack",
"MagicLib",
"nexerelin",
"RetroLib",
"roider",
"sun_ruthless_sector",
"secretsofthefrontier",
"SEEKER",
"swp",
"sun_starship_legends",
"StopGapMeasures3",
"knights_of_ludd",
"TORCHSHIPS",
"underworld",
"US",
"audio_plus",
"prvextra",
"prvlib",
"prvPath",
"prvrb",
"prv",
"shaderLib"
-
Hi, I am very new, just got the game, and also experienced a crash today. This is when attempting to generate a new sector.
If it helps ingame it says only one mod is unsupported (tho several I had to manually update the .json to the latest version) which is RetroLib, despite your page saying it's up to date. Idk if that is a culprit, I literally started playing yesterday and today want some mods.
145146 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102)
at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147)
at roiderUnion.econ.DivesController.init(DivesController.kt:61)
at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
... 16 more
Modlist:
"$$$_lightshow_nc",
"pantera_ANewLevel40",
"automatic-orders",
"timid_admins",
"chatter",
"lw_lazylib",
"logisticsNotifications",
"luddenhance",
"MagicLib",
"nexerelin",
"officerExtension",
"RetroLib",
"sun_ruthless_sector",
"scalartech",
"SCY",
"swp",
"speedUp",
"sun_starship_legends",
"TORCHSHIPS",
"underworld",
"shaderLib"
-
New version (2.0.6) crashes when starting a new game :
Spoiler
102099 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
java.lang.RuntimeException: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: kotlin.UninitializedPropertyAccessException: lateinit property market has not been initialized
at roiderUnion.econ.DivesSupplyInteractor.updateSystemsInRange(DivesSupplyInteractor.kt:102) ~[?:?]
at roiderUnion.econ.DivesController.readResolve(DivesController.kt:56) ~[?:?]
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.init(BaseIndustry.java:147) ~[starfarer.api.jar:?]
at roiderUnion.econ.DivesController.init(DivesController.kt:61) ~[?:?]
at com.fs.starfarer.loading.specs.H.getNewPluginInstance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source) ~[port_obf.jar:?]
... 15 more
-
Roider Union v2.0.7
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Sorry! I was worried about save compatibility and didn't check starting a new game.
Version 2.0.6
Bug Fixes
- Fixed initialization crash on new game
-
bug in 2.0.7: Talking to the CEO in the bar leads to the retrofit screen and pressing return or esc does nothing, just stuck there
-
bug in 2.0.7: Talking to the CEO in the bar leads to the retrofit screen and pressing return or esc does nothing, just stuck there
It is working correctly for me. Are there any error messages in the log or unusual circumstances?
-
I found when using your mod in my modlist i could feel a big performance hit when interacting with planets, like 3 sec delay when pressing the button to enter the market or when salvaging wreks.
Just wanted to post it here if it is unknown or something else.
I checked every single mod in the list and it was only your mod that made it happen. not sure if it is a bug when the mod is loaded standalone or if it some kind of interaction with another mod, modlist is attached to this message:
-
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
-
Is this mod safe to remove mid-save?
Also, the ships with the system that disable engines through shields are yours, right?
Edit: Ok, so I checked, can't remove the mod, of course. And the ship is a roider indeed, with the "interdiction" thing.
Not gonna sugar coat it, it's terrible game design. You don't put something that takes control away from the player AND make it an auto hit through shields regardless of flux level. You can't escape that ***, it also kills your momentum for some reason, so you're left stranded, fully stopped, with enemies in range, and no option for counter play.
Hopefully, reading this will make you realize how bad an idea it is. And to be clear, I'm not saying the mod is bad or anything, there's obviously plenty of work and talent that went into it. But this "no control and no counterplay against it" is just never something you want to put in a video game, ever. Look at vanilla, the closest is the salamander, which is irritating as hell already, but there's plenty of ways to mitigate it. Piloting better, 360° shields, PD, escorts... Then there's the shield removal of I don't know which phase ship, but that's so short it barely matters, and you can still move to mitigate damage.
And then there's your ship, barely coming into the screen and already killing my movement instantly, and my ship as a result. Biiiig gap there. Can't even turn around because it kills momentum, so all I can do is watch my ship slowly dies.
So yeah. Gaming is an interactive entertainment form. So please don't take away the interaction.
More edit: and the ability can be chained by a single ship so that you never retake control of yours. Like, seriously, is that how you intended this to work? Sorry that I insist so much but I just don't understand how one could come to think this was a good idea. I know I can just uninstall your mod, and I surely will if only for the performance issues, but I'm malding a bit about losing yet another playthrough, and I'm really curious about your thought process behind this.
-
Once a mod adds something to your game (like say fleets with modded ships for example), it stops being safe to remove. Can be other stuff too, like star systems/hidden exploration stuff.
So a good rule of thumb is to consider any and all faction mods not safe to remove once added.
-
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.
-
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.
I was wondering the same thing as I don't think I noticed this in my games using earlier versions of the mod.
-
Is this mod safe to remove mid-save?
Unfortunately it is extremely non-trivial to remove a mod mid-save, for you or me.
More edit: and the ability can be chained by a single ship so that you never retake control of yours. Like, seriously, is that how you intended this to work? Sorry that I insist so much but I just don't understand how one could come to think this was a good idea. I know I can just uninstall your mod, and I surely will if only for the performance issues, but I'm malding a bit about losing yet another playthrough, and I'm really curious about your thought process behind this.
Calidor's Interdiction Sequence is intended to screw fast ships. A single Calidor should not be able to totally lock down a ship because the cooldown is 20 seconds (13.2 with SysEx) - I am pretty sure base engine repair time even for a capital ship is less than that. A lot of the BS comes from vanilla flameouts - flameouts removing all control, etc. is a terrible mechanic.
I will consider some simple nerfs (range, cooldown) and think about some more in-depth rework to make it less sucky on the receiving end. Several Roider things are overtuned at the moment TBH.
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.
Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.
Yes, it is a 2.0 and later thing. It is already reduced some and I will get the rest of it sooner or later.
-
Ahh gotcha! Thanks for the update on that!
-
Calidor's Interdiction Sequence is intended to screw fast ships. A single Calidor should not be able to totally lock down a ship because the cooldown is 20 seconds (13.2 with SysEx) - I am pretty sure base engine repair time even for a capital ship is less than that. A lot of the BS comes from vanilla flameouts - flameouts removing all control, etc. is a terrible mechanic.
I will consider some simple nerfs (range, cooldown) and think about some more in-depth rework to make it less sucky on the receiving end. Several Roider things are overtuned at the moment TBH.
Oh, is the flameout the only option you're given to achieve an effect like this? This would explain why it feels so extreme, I guess. It sure is effective at screwing with fast ships :D
About the chainlock, I guess it's because I was using a Cabal ship, I think their built-in mod reduce repair rate. In any case, I could 100% get chainlocked by a single ship. Not that they're always alone either, I've moslty seen them in pairs.
Mh, and if you're limited to flameouts, I guess you can't change its duration either? Something like this would be fine - screwing with fast ships is definitely fair - if it were toned down some way. Even a 90% slow would be better as the player still get to do something. Or a full stop, but with a way shorter duration, like a momentum killer that lets you move again almost immediatly.
Anyway, thank you for answering and caring!
-
I found when using your mod in my modlist i could feel a big performance hit when interacting with planets, like 3 sec delay when pressing the button to enter the market or when salvaging wreks.
Just wanted to post it here if it is unknown or something else.
I checked every single mod in the list and it was only your mod that made it happen. not sure if it is a bug when the mod is loaded standalone or if it some kind of interaction with another mod, modlist is attached to this message:
yup can confirm, have the same issue
it starts out with a small but noticable lag when opening any menu (including intel screen, planet menus, dialogues and battle screens), but it also seems to be affected by a memory leak and gets PROGRESSIVELY WORSE the longer the current game is played, to the point where it can take 10 seconds to open the intel screen
this only happens when adding roider union and its lib to the list
which is a shame cause i like the roiders, but this is like, not playable
-
Roider Union v2.1.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP
Requires RetroLib (https://fractalsoftworks.com/forum/index.php?topic=29012.0)
Not Save Compatible!
Finally fixed the cargo screen lag! Added an industry item for Roider Dives and Union HQ. Nerfed Calidor's ship system. And broke saves. Something-something omelet.
Version 2.1.0
New Features
- Added Historical Roider Charter special item for Roider Dives and Union HQ
- Boosts production, mining range, and fleet size
- Organics are now available as void resources for Dives and Union HQ to gather
Changes
- Nerfed Calidor's Interdiction Sequence
- Reduced range from 1000 to 800
- Restarts target's engines after a few seconds
- Void resources in Roider systems are now preset
- Rebalanced void resource generation - roughly a bell curve, now
Bug Fixes
- Fixed cargo screen lag 100%
- Fixed nomad bases in fringe not accurately tracking commodity sales for shortages/surpluses
- Fixed Mad MIDAS bar event's bad result not being shown - it was still happening, though
-
Finally fixed the cargo screen lag!
Woo :D
-
Woot! Thanks so much!!
-
Will try the new version out as soon as my colony in my current playthough dies.
-
I've started a new game using the Roider Union 2.1.0 and I seem to still be getting ever increasingly long delays when accessing my inventory as well as occasional but regular increasingly noticeable stutters when flying around.
-
I have no idea what expeditions do. Read some posts online but found conflicting posts. I missed the convoy setting out of Korovin. Now I have no idea where are they or how to find them.
More importantly are these expeditions stealing resources & relics from the sector? Can I get these goods? if I miss an expedition are they gone forever? Help :D
-
Roider expeditions don't exist anymore. There are only mining expeditions atm.
-
Are there any other places with Roider Union HQs than Korovin?
-
Are there any other places with Roider Union HQs than Korovin?
Dutch Harbor (Ounalashka system) and Holt Refining Complex (Attu system).
-
Actually I may be incorrect on the cause of the slowdown I'm experiencing as it seems to be happening without Roider Union installed... Going to have to try and figure out what's doing this. Sorry for the potential false alarm. :-[