Fractal Softworks Forum

Starsector => Mods => Topic started by: SafariJohn on August 26, 2015, 08:16:10 PM

Title: [0.9.1a] Roider Union 1.0.6
Post by: SafariJohn on August 26, 2015, 08:16:10 PM
Roider Union
(https://i.imgur.com/FPvM8iS.png)
Download v1.0.6 (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.0.6.zip)
Requires LazyLib v2.4f (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib v0.29 (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/TkEVKjn.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)
Weapon Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!



Changelog:
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!
 
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 27, 2015, 06:39:38 PM
Tiny update to make "The Hammer" a bit easier. You are no longer limited to three command points. Or any number of command points. ;)
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on August 28, 2015, 01:27:02 PM
Ho boy, "The Hammer" is one tough nut. Did you beat it yourself at normal fleet size (200)? Any tips?
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 28, 2015, 02:19:11 PM
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.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on August 29, 2015, 02:28:11 AM
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.

Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 29, 2015, 07:55:02 AM
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.
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: ArkAngel on August 30, 2015, 12:30:49 PM
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".
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 31, 2015, 07:38:24 AM
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.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on September 01, 2015, 08:05:23 AM
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 :)


Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on September 01, 2015, 08:33:03 AM
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)
[close]


I'm done here.
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: ArkAngel on September 01, 2015, 10:15:15 AM
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.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on September 23, 2015, 06:17:36 AM
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.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Takion Kasukedo on September 23, 2015, 06:19:51 AM
o.O Cool

Can't wait to see it :)
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: SafariJohn on September 28, 2015, 06:52:38 PM
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)
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: Sabaton on September 29, 2015, 12:11:56 AM
Steadily growing are we? I'm curious to see what this will turn in.
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: SafariJohn on October 11, 2015, 10:00:32 PM
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. ::)
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 17, 2015, 10:05:49 AM
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!
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Gothars on October 17, 2015, 03:24:46 PM
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 :)
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: ArkAngel on October 17, 2015, 08:02:48 PM
Oooh, new update! I'll be downloading this when I get home!
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 17, 2015, 10:48:53 PM
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
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 24, 2015, 05:15:44 PM
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?
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Blaze on October 24, 2015, 08:23:01 PM
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.
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: ArkAngel on November 02, 2015, 07:52:15 AM
I like the new art style of Rusty and cobbled togethor. Fits really well with their background.
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Gothars on November 02, 2015, 01:19:03 PM
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)
[close]
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on November 02, 2015, 04:32:46 PM
Spoiler
One of your images is broken, Gothars.
[close]

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.
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: SafariJohn on March 15, 2016, 09:44:15 AM
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...
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: Bastion.Systems on March 15, 2016, 01:14:16 PM
That's a lot of new ships to play around with!  ;D
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: SafariJohn on March 15, 2016, 05:09:52 PM
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.
Title: Re: [0.7.2a] Roider Union 0.7.1 Alpha
Post by: SafariJohn on March 17, 2016, 08:44:42 AM
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.
Title: Re: [0.7.2a] Roider Union 0.7.1 Alpha
Post by: Dudley Dickerson on March 18, 2016, 01:24:50 AM
I like where this mod is heading. Keep it up.
Title: Re: [0.7.2a] Roider Union 0.7.2 Alpha
Post by: lechibang on September 07, 2017, 07:54:53 PM
will this mod be updated to 0.8.1a?
Title: Re: [0.7.2a] Roider Union 0.7.2 Alpha
Post by: SafariJohn on September 07, 2017, 08:10:05 PM
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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 10, 2019, 01:20:59 PM
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
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Dwarden on October 11, 2019, 06:51:43 PM
crash for new Nexerelin game with random spawn systrems/starts

Code
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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 11, 2019, 07:07:01 PM
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.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: BigBeans on October 12, 2019, 07:54:37 AM
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:

Code
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.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 12, 2019, 10:46:43 AM
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.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Streamingfox on October 13, 2019, 06:28:07 AM
Here a new one. ;D

Code
[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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 13, 2019, 01:08:03 PM
Better look at the first report again ;)

Thank you for posting, though.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Dwarden on October 15, 2019, 01:15:10 PM
another (slight differences again)

this one will happen with Nexerelin, fixed starts but when enabled factions respawning

Code
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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 15, 2019, 01:22:17 PM
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
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on October 16, 2019, 09:53:29 AM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Dwarden on October 16, 2019, 02:42:31 PM
thanks for the fixes
q, any plans to bring them to random mode sometime in future ?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on October 16, 2019, 03:25:34 PM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: McMuster on February 22, 2020, 11:31:54 AM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: mkire on March 03, 2020, 02:48:45 PM
maybe i'm just not finding it, but where do i need to go if i want to visit roider markets?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on March 03, 2020, 03:02:07 PM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on March 04, 2020, 06:44:51 AM
Still hoping for an update for my fav Independent Sub-faction! Some more civilian warship refits would be awesome :)
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Neophobic on April 08, 2020, 07:39:16 AM
is it possible to add Nex support for them, since you can take a commission?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on April 08, 2020, 08:40:28 AM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on April 08, 2020, 08:44:15 AM
Awesome too hear though I hope you keep the Bombard and Cyclops. I like those haha.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Delta7 on April 15, 2020, 08:03:16 PM
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?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on April 15, 2020, 08:21:42 PM
Bolt: 400 speed
Thunder: 450 speed
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Delta7 on April 15, 2020, 08:24:47 PM
Huh... sorry, I mis-read it as 500 somehow. Still ungodly fast, but less so than Thunders. Anyways, keep up the good work!
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on July 01, 2020, 12:01:57 PM
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.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on July 02, 2020, 06:27:55 AM
Looking forward too it!
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: sharkley123 on August 14, 2020, 08:47:50 PM
How do you actually retrofit ships? It seems like an awesome concept but i don't really know how.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on August 15, 2020, 04:00:09 AM
I'm looking forward too the next update  :)
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on August 15, 2020, 07:29:30 PM
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)
[close]
Title: Re: [0.9.1a] Roider Union 1.0
Post by: SafariJohn on October 04, 2020, 12:07:06 PM
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
[close]

EDIT: v1.0.1 fixes a crash when Tiandong Heavy Industries is enabled.
Title: Re: [0.9.1a] Roider Union 1.0
Post by: kamykrak on October 04, 2020, 12:13:37 PM
congrats and thank you for the 1.0 relese  :)
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Jaghaimo on October 04, 2020, 12:40:10 PM
Yes!

/me abandons current playthrough, installs Roider Union, and starts a new game...

Thanks!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Yubbin on October 04, 2020, 12:47:20 PM
so I'm guessing no save compatibility? also good job on the 1.0 release!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Stealth16 on October 04, 2020, 01:55:58 PM
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?
Title: Re: [0.9.1a] Roider Union 1.0
Post by: SafariJohn on October 04, 2020, 02:22:12 PM
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!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: BigBeans on October 04, 2020, 02:40:05 PM
This update turned Roider Union from a neat addition to a great and must have addition in my opinion. Stellar work!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Dragar on October 04, 2020, 02:58:46 PM
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
Title: Re: [0.9.1a] Roider Union 1.0
Post by: connortron7 on October 04, 2020, 03:01:09 PM
Oh very nicely done! Ill be sure to update for next playthrough!
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: SafariJohn on October 04, 2020, 03:39:44 PM
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.
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: Yubbin on October 04, 2020, 06:03:34 PM
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.
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: Unnamed_Shadow on October 04, 2020, 06:04:40 PM
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.
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: SafariJohn on October 04, 2020, 06:56:19 PM
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
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: Kartoffel on October 04, 2020, 07:58:39 PM
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!
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: Spess Mahren on October 05, 2020, 02:26:35 AM
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.
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: SafariJohn on October 05, 2020, 03:49:11 AM
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.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: SafariJohn on October 07, 2020, 08:23:21 PM
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
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Dragar on October 10, 2020, 02:49:01 PM
If the Telamon is the roider capship made from an atlas then the autofit varients aren't showing up.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Aldazar on October 10, 2020, 02:55:15 PM
Can Midas be used on other ships?
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: SafariJohn on October 10, 2020, 06:58:17 PM
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.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Farya on October 10, 2020, 10:33:37 PM
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.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Aldazar on October 11, 2020, 05:12:51 AM
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.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: SafariJohn on October 16, 2020, 06:57:20 PM
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
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: Spess Mahren on October 18, 2020, 09:49:51 AM
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.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: mora on October 18, 2020, 10:16:33 AM
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?
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: SafariJohn on October 18, 2020, 10:46:47 AM
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.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: mora on October 18, 2020, 12:56:40 PM
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?