Fractal Softworks Forum

Starsector => Mods => Topic started by: MesoTroniK on September 19, 2015, 10:33:35 PM

Title: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on September 19, 2015, 10:33:35 PM

(http://i.imgur.com/xJSKv5K.png)


Download Tiandong Heavy Industries 1.2.1a (http://bit.ly/2NCLCwm)

Required Mods
GraphicsLib (http://bit.ly/1TUOykD)
LazyLib (http://bit.ly/1rGgVqq)
MagicLib (http://bit.ly/2orpgpg)

Recommended Mods
Audio Plus (http://bit.ly/27q21YY)
Autosave (http://bit.ly/1LXBEv2)
Combat Chatter (http://bit.ly/1Zqx55Q)
Commissioned Crews (http://bit.ly/2pWYXrg)
Common Radar (http://bit.ly/ZmktDD)
Console Commands (http://bit.ly/19udfC8)
Nexerelin (http://bit.ly/1FuOe4R)
Practice Targets (http://bit.ly/2qGQohi)
Ship/Weapon Pack (http://bit.ly/1qmn4da)
Speed Up (http://bit.ly/2zMRJHP)
Underworld (http://bit.ly/1R3359o)
Unknown Skies (http://bit.ly/2AZGs8P)
Upgraded Rotary Weapons (http://bit.ly/1sqL1lA)
Version Checker (http://bit.ly/1wSPmKE)

Supports Custom Features In
Commissioned Crews (http://bit.ly/2pWYXrg)
New Beginnings (http://bit.ly/2MR2O23)
Nexerelin (http://bit.ly/1FuOe4R)
Ruthless Sector (http://bit.ly/2Pkk8OK)
Scy Nation (http://bit.ly/2NuI0gb)
Ship/Weapon Pack (http://bit.ly/1qmn4da)
Starship Legends (http://bit.ly/2Ps8yB5)
Vayra's Sector (http://bit.ly/2pmt0sz)
Vesperon Combine (http://bit.ly/2BPY0DX)

Features
- Vanilla friendly faction
- Seventeen ship classes and six types of fighter wings
- Eleven modular weapons and several built-in weapons
- Retrofitting service at Shanghai converts compatible Vanilla / Other Mod hulls (including (D) variants and skins) into Tiandong versions
- One star system and a station added to three Vanilla star systems
- One quest and several unique campaign layer mechanics and mysteries to discover
- IBB bounty (requires Ship/Weapon Pack mod)


(http://i.imgur.com/EZPDUgY.gif)   (http://i.imgur.com/FR1oX4D.gif)



Tiandong Heavy Industries

(http://i.imgur.com/tS6TI4E.png)

Tiandong Heavy Industries is a powerful mercenary organization and trade conglomerate, established in the outskirts of the Sector following the Great Collapse. Originally a pack of freebooters bound together by the common ideal of profit, Tiandong began life by providing security services during troubled times, boosting profits by salvaging materials and scavenging blueprints from the wreckage. These business practices have held true for over a century, though the corporation's scope has increased significantly over the years.

The name 'Tiandong Heavy Industries' belies the range of services they provide. In addition to construction, Tiandong deals in resource extraction, tech mining, trade brokerage, and contract killing. Many factions see the Tiandong monopoly as a threat, but simultaneously view their influence as an unbiased stabilizing factor. This, combined with the fact that the Tiandong fleet consists of unique pre-Collapse technologies and retrofits, has led to a standoff policy when dealing with Tiandong Heavy Industries - each side keeps the other just outside of arm's reach.

(http://i.imgur.com/aQbH1E9.png)   (http://i.imgur.com/zi0nBES.png)   (http://i.imgur.com/pKut5eg.png)   (http://i.imgur.com/qKkWElW.png)   (http://i.imgur.com/6OF7rKx.png)   (http://i.imgur.com/enU9ZIh.png)   (http://i.imgur.com/7FXwHhV.png)   (http://i.imgur.com/ucKSbFS.png)   (http://i.imgur.com/ZaA1RTU.png)   (http://i.imgur.com/5MxZiUY.png)   (http://i.imgur.com/g1gl752.png)   (http://i.imgur.com/EQPybrF.png)   (http://i.imgur.com/J4MyvVe.png)   (http://i.imgur.com/W6gb7mM.png)   (http://i.imgur.com/btbGm68.png)   (http://i.imgur.com/EjST2sM.png)   (http://i.imgur.com/C7FSrtl.png)   (http://i.imgur.com/Y9H0xfX.png)   (http://i.imgur.com/HO0Nwol.png)   (http://i.imgur.com/LkAd6Yn.png)   (http://i.imgur.com/QXFPjKu.png)   (http://i.imgur.com/ihHZCXd.png)

- Typically oversized weapons relative to their hull size
- Above average durability
- Below average mobility
- A focus on fleet line battles and artillery bombardment
- Also utilizes ships and weapons from vanilla

Some of the information contained below is out of date, and is pending a total rework at a to be determined time!
Ship Catalog
Spoiler
(http://i.imgur.com/tigXA8J.gif)
Xu-class Pocket Battleship
A retrofit of the Conquest that sacrifices its mobility and missile firepower to gain additional armor and gratuitous ballistic firepower.
System: Flux Override
Mounts: 4x Small Energy, 4x Medium Ballistic, 6x Small Ballistic, 7x Large Ballistic
Weapons: 2x Swarmer SRM Launcher

(http://i.imgur.com/DlyTHCt.gif)
Xiakou-class Battlefreighter
A retrofit of the Atlas that sacrifices some of its cargo capacity to gain significant offensive and defensive capabilities.
System: Accelerated Ammo Feeder
Mounts: 1x Medium Missile, 3x Small Missile, 4x Medium Ballistic, 7x Small Ballistic

(http://i.imgur.com/uUTn7X5.gif)
Shouren-class Cruiser
A retrofit of the Eagle that sacrifices some of its weapon slots to consolidate them into larger mounts.
System: Emergency Engine Power
Mounts: 1x Large Ballistic, 1x Medium Ballistic, 2x Medium Energy, 2x Small Ballistic, 2x Medium Missile, 2x Small Energy

(http://i.imgur.com/MFNB6Mg.gif)
Wuzhang-class Siege Cruiser
A specialized vessel intended as a dedicated artillery piece.
System: Maneuvering Jets
Mounts: 1x Small Energy, 2x Small Ballistic
Weapons: 1x Macro Cannon

(http://i.imgur.com/N9aFuOh.gif)
Dingjun-class Arsenal Ship
A retrofit of the Venture that sacrifices some of its direct firepower to gain increased missile capabilities.
System: Emergency Engine Power
Mounts: 1x Small Energy, 1x Medium Ballistic, 2x Small Ballistic, 4x Medium Missile
Flight Decks: 1x

(http://i.imgur.com/uqmu6xh.gif)
Tianshui-class Light Carrier
A retrofit of the Gemini that is tweaked more for close combat purposes, also carries a significant amount of fuel.
System: Bulwark Flares
Mounts: 1x Medium Ballistic, 2x Small Missile, 4x Small Ballistic
Flight Decks: 1x

(http://i.imgur.com/UYjLPF8.gif)
Chengdu-class Escort Carrier
A retrofit of the Buffalo that sacrifices most of its cargo capacity to become the cheapest carrier option available.
System: Flare Launcher
Mounts: 1x Medium Energy, 1x Small Ballistic
Flight Decks: 1x

(http://i.imgur.com/D8PWYvw.gif)
Qianzi-class Destroyer
A retrofit of the Sunder that sacrifices its Large Energy hardpoint and mobility to gain a powerful built-in weapon and improved defenses.
System: Flux Override
Mounts: 1x Small Hybrid, 2x Medium Energy, 2x Small Energy, 3x Small Ballistic
Weapons: 1x Triphammer

(http://i.imgur.com/CWQM0Yj.gif)
Hujing-class Destroyer
A retrofit of the Hammerhead that sacrifices shield strength and agility to gain significant armor and firepower.
System: Emergency Engine Power
Mounts: 1x Medium Missile, 1x Small Energy, 3x Medium Ballistic

(http://i.imgur.com/xrEajnc.gif)
Hanzhong-class Heavy Destroyer
A retrofit of the Enforcer that sacrifices its mobility and weapon flexibility to become a specialized fire support vessel.
System: Flux Override
Mounts: 1x Medium Ballistic, 2x Large Ballistic, 2x Small Ballistic

(http://i.imgur.com/BEMuFhB.gif)
Tuolu-class Missile Destroyer
A retrofit of the Tarsus that sacrifices its freighter capabilities to become a dedicated missile boat.
System: Bulwark Flares
Mounts: 1x Small Ballistic, 2x Medium Missile, 3x Small Missile

(http://i.imgur.com/EVw9ahE.gif)
Guandu-class Combat Freighter
A retrofit of the Mule that sacrifices its mobility and missile firepower to gain substantially improved defenses.
System: Emergency Engine Power
Mounts: 1x Medium Energy, 7x Small Ballistic

(http://i.imgur.com/BvgzXlH.gif)
Wujun-class Artillery Frigate
A retrofit of the Vigilance that consolidates both of its weapon mounts into a single Large Ballistic turret.
System: Flux Override
Mounts: 1x Large Ballistic
Weapons: 1x Bulwark Flares

(http://i.imgur.com/o9GniRH.gif)
Nanzhong-class Gunship
A retrofit of the Brawler that sacrifices some of its defensive capabilities to gain increased firepower.
System: Accelerated Ammo Feeder
Mounts: 1x Small Missile. 2x Medium Ballistic

(http://i.imgur.com/98DZ2Pl.gif)
Luoyang-class Frigate
A retrofit of the Hound that sacrifices some of its mobility and cargo capacity to gain enhanced armor and firepower.
System: Flare Launcher
Mounts: 1x Medium Ballistic, 2x Small Ballistic

(http://i.imgur.com/mXuibux.gif)
Laohu-class Combat Freighter
A retrofit of the Lasher that that sacrifices most of its firepower to become a combat freighter.
System: Accelerated Ammo Feeder
Mounts: 1x Small Missile, 3x Small Ballistic

(http://i.imgur.com/xGeBWnL.gif)
Shen-class Multirole Fighter Wing
A powerful fighter that is effective against any type of target, but lacks any particular specialization.
System: War Emergency Power
Weapons: 1x Vulcan Cannon, 1x Annihilator Rockets, 1x Light Thumper, 2x Light Machine Gun, 1x Flare Launcher (Fighter)

(http://i.imgur.com/Jdlg81p.gif)
Hefei-class Assault Fighter Wing
A retrofit of the Warthog that sacrifices some of its ballistic firepower to gain Annihilator Rockets.
Weapons: 1x Annihilator Rocket Rack, 2x Light Autocannon

(http://i.imgur.com/NrchzD8.gif)
Dadao-class Assault Bomber Wing
A bomber specialized for saturating point-defense screens and is also able to defend itself from light threats.
Weapons: 1x Mini Vulcan Cannon, 1x Annihilator Rocket Array, 2x Punisher Torpedo, 5x Standard Bomb

(http://i.imgur.com/5DHBqj5.gif)
Jian-class Heavy Fighter Wing
A retrofit of the Gladius that sacrifices much of its direct firepower to gain an array of point-defense weapons.
Weapons: 1x Swarmer SRM Launcher, 1x Light Thumper, 2x Mini Vulcan Cannon

(http://i.imgur.com/edLHjte.gif)
Armored Mining Drone-class Standard Wing
A retrofit of the Mining Pod that gains substantial firepower.
Weapons: 1x Vulcan Cannon, 1x Light Mortar, 1x Mining Laser

(http://i.imgur.com/ffVWR3a.gif)
Yiling-class Interceptor Wing
A retrofit of the Talon that sacrifices some of its mobility to gain increased firepower.
Weapons: 2x Vulcan Cannon

(http://i.imgur.com/3JHhbOc.gif)
Liberty-class Mod-Cruiser
IBB bounty (requires Ship/Weapon Pack mod)
A once esteemed commander lost his sanity and now carries on against the Sector in the name of a fictional empire.

System: Liberty Accelerator
Mounts: 2x Medium Missile, 2x Small Energy
Weapons: 3x Heavy Assault Chaingun
[close]

Some of the information contained below is out of date, and is pending a total rework at a to be determined time!
Modular Weapon Catalog
Spoiler
(http://i.imgur.com/sWpXLiZ.gif)
Ultra Autocannon
Large Ballistic
A long-range shield suppressing autocannon, useful for supplementing burst fire weaponry.

(http://i.imgur.com/32tOvRN.gif)
Mauler Battery
Large Ballistic
Triple linked Heavy Maulers, highly effective at long-range combat.

(http://i.imgur.com/unB11Hr.gif)
Superheavy Machine Gun
Large Ballistic
The logical conclusion of the vanilla Machine Gun series of weapons.

(http://i.imgur.com/lyoj3Cp.gif)
Rotary Autocannon
Medium Ballistic
Essentially a reduced range constant fire Heavy Autocannon.

(http://i.imgur.com/Jajh6YH.gif)
Burst Flak Cannon
Medium Ballistic
A flak variant intended to disrupt and destroy massed missile and fighter attacks but is less useful against single targets.

(http://i.imgur.com/PxrhB8l.gif)
Heavy Mining Laser
Medium Energy
Useful for mining rocks, and ships.

(http://i.imgur.com/ah4xgOk.gif)
Apsis LRT Launcher
Medium Missile
Launches extremely powerful, albeit easily evaded and intercepted long-range missiles.

(http://i.imgur.com/8hkBJg5.gif)
Muscle LRM Launcher
Small Missile
A multi-stage long-range missile system that is akin to rocket artillery with a pre-aim, boost, and MIRV phases.

(http://i.imgur.com/PpHz7xS.gif)
Concussion Missile Rack / Pod
Small / Medium Missile
A reduced cost Harpoon analog that deals some area of effect damage but the missile is slower and is less effective against single targets.

(http://i.imgur.com/3TQpLB3.gif)
Punisher Torpedo Rack
Small Missile
A volley based torpedo weapon intended to saturate point-defenses.
[close]



Music by Psiyon
(http://i.imgur.com/uUzuhXK.png) (http://bit.ly/YJ44I7)

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

Changelog
Spoiler
1.2.1a

- Shanghai retrofitting submarket had a serious bug with it where D modded ships could not be retrofitted, and it also sometimes stripped from the ships certain built-in weapons and placed in the market. Both of these issues have been fixed. I am sorry that they were missed initially! The D modded ships issues was particularly nefarious as it once worked but changes made along the way broke it and this was not realized until it was too late. Note: If loading a save made on 1.2.1 you might need to enter and leave Shanghai market for the fixes to work.
- THI mercenary fleets got (hopefully) the last remaining battle joining logic bug fixed.
- Adjusted spawn weights for some ships and fighters THI uses.
- Apsis LRT Launcher missile hitpoints reduced to 400 from 425, and increased its engine burn delay max/min to 2/1.5 from 1.3/0.8 seconds.

1.2.1

Campaign stuff:
- Campaign rig in general tweaked for 0.9.1a compliance.
- Added a persistent NPC to the bar of Shanghai that currently offers a single quest (will be expanded greatly in the future with more quests), present in standard games and Nexerelin Corvus mode games.
- Hegemony, Lion's Guard, and the Sindrian Diktat will now use some THI weapons.
- Independents, Luddic Church, Luddic Path, Persean League, Pirates, and scavenger fleets all will now use export grade THI ships and fighters, and all THI weapons.
- Shanghai's Military Base replaced with Mercenary HQ (new unique structure type that Does Stuff), retrofitting submarket had its UI and tooltips greatly improved, now visibly lists skins of compatible hulls (it can refit them as always, just is more clear now), had many pertinent ships added to the refit table so many that is it not worth it list them all, and various other tweaks and quality of life improvements.
- Macau had Light Industry removed.
- Added custom bar text and commission dialogs.
- THI mercenary fleets now have improved escortee picking logic, spawn at a higher rate, fixed a bug where they could sometimes join a battle *against* their escortee, and fixed several other edge case battle joining logic bugs.
- THI mining fleets now have improved spawning logic, and fixed a bug that prevented some of the ships from having officers.
- THI survey fleets now have a vastly higher ratio of tankers.
- Shaanxi star sized increased.
- Zaolei orbit moved slightly farther out.
- Mogui market is now a free port, and it no longer does any mining.
- Shaanxi relay is now makeshift, and makeshift nav buoy and sensor array added to the star system.
- Updated faction relationships with various mod factions.
- Fixed bug with Shaanxi star system procgen custom entity naming rig that caused it to fail in some cases.

Ship stuff:
- Fighter attack position offsets added for 0.9x compliance, balanced to be similar to equivalent fighters in vanilla.
- Many ship variants were adjusted, and some new ones were added.
- Combat Autoloader ship system ballistic and missile rate of fire bonus increased to 40% from 30%, reduced its weapon flux cost reduction to be neutral, and improved its status indicator message.
- Xu, Xiakou, Shouren, Dingjun, Tianshui, Chengdu, Qianzi, Hujing, Hanzhong, Tuolu, Guandu, Wujun, Nanzhong, Luoyang, Laohu, Hefei, Jian, Armored Mining Drone, and Yiling are lore wise retrofits of other ships and now this is reflected in gameplay! To learn how to manufacture them you must have the Retrofit Template item and also know how to manufacture the base hull that the THI retrofit it is based on. Yes I know this is brutal and grindy, but it will be less so later when more quests are added as many of them will pay out Retrofit Templates and blueprints (including the base hull blueprints needed for retrofits)!
- Dingjun, Chengdu, Hujing, Guandu, Luoyang, Laohu, Jian, Armored Mining Drone, and Yiling are considered "export grade" ships and fighters. This means their Retrofit Templates are sold in THI military submarkets and also black markets of locations that also have a military market, and export grade ships and fighters also used now by other factions.
- Shen and Dadao are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).
- Xu max flux increased to 18000 from 17000, flux dissipation increased to 800 from 700, ordnance points increased to 295 from 285, both built-in Swarmer SRM Launchers were removed and those mounts are now modular small missile turrets, credit cost increased to 300500 from 180500, and made some weapon render order changes for visual improvements.
- Xiakou CR to deploy reduced to 15 from 20, and credit cost increased to 125000 from 100000.
- Shouren credit cost increased to 120500 from 44500.
- Wuzhang credit cost increased to 140000 from 60000, received Stereoscopic Sensors as a unique built-in hullmod that dramatically increases target leading accuracy, also Earthsalter Shells as a unique built-in hullmod that improves effectiveness of raids and reduces the cost of saturation bombardment, and added a unique ammo cook-off mechanic where if the Macro Cannon is loaded, not disabled, and passes a luck roll at the time of death it will fire the gun.
- Dingjun credit cost increased to 110500 from 44500.
- Tianshui credit cost increased to 47000 from 23500, and added the NO_AUTO_ESCORT ship AI hint.
- Chengdu shield efficiency improved to 1 from 1.2, and credit cost increased to 27000 from 15500.
- Qianzi flux dissipation increased to 500 from 475, and credit cost increased to 46500 from 26000.
- Hujing max flux increased to 4200 from 4000, flux dissipation increased to 250 from 225, and credit cost increased to 40500 from 20500.
- Hanzhong credit cost increased to 38500 from 19500.
- Tuolu credit cost increased to 22500 from 17000.
- Guandu medium energy turret changed to synergy, ordnance points increased to 85 from 70, max speed increased to 50 from 30, acceleration increased to 35 from 25, and credit cost increased to 34500 from 20500.
- Luoyang ordnance points increased to 40 from 38.
- Shen max flux reduced to 410 from 450, flux dissipation reduced to 15 from 25, and gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever.
- Hefei max flux reduced to 300 from 600, and flux dissipation reduced to 50 from 110.
- Dadao ordnance point cost increased to 23 from 22, and refit time increased to 20 from 15.
- Jian max flux reduced to 400 from 600, and flux dissipation reduced to 50 from 90.
- Armored Mining Drone visible variant name changed to Heavy Auxiliary from Standard, armor increased to 175 from 125, max flux reduced to 200 from 500, flux dissipation reduced to 40 from 90, gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever, changed its autofit tag to support2 from support1, and also changed another of its autofit tags to fighter from drone.
- Yiling ordnance point cost increased to 2 from 0.
- Liberty had its built-in Dedicated Targeting Core hullmod replaced with Integrated Targeting unit, received the no_autofit tag, and credit cost increased to 382000 from 202000.

Weapon stuff:
- Weapon visible roles changed for 0.9x compliance.
- Added custom stat card strings to appropriate weapons with unusual mechanics.
- Macro Cannon put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, on hit visuals / custom sound played / bonus damage / push force now become less strong when impacting while the shot is fading out, made its applied force more consistent, and improved the shot trail alignment and fade out visuals.
- Ultra Autocannon credit cost reduced to 4500 from 6500, and changed one of its autofit tags to kinetic19 from kinetic18.
- Mauler Battery damage per shot reduced to 275 from 300, flux per shot reduced to 275 from 300, burst delay increased to 2.2 from 2.1 (damage per second and flux per second reduced to 330 from 375), credit cost reduced to 4250 from 6000, and changed one of its autofit tags to he18 from he17.
- Triphammer range increased to 650 from 600, put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, and its autofit tag changed to energy17 from energy14.
- Superheavy Machine Gun credit cost reduced to 3750 from 5500, and removed its SR autofit tag.
- Rotary Autocannon credit cost reduced to 1700 from 2300.
- Burst Flak Cannon credit cost reduced to 1200 from 1800, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- Heavy Mining Laser was added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and fixed a rare bug where its custom firing glow visuals could sometimes persist past death of the ship equipping it.
- Apsis LRT Launcher missile hitpoints reduced to 425 from 450, and it now has a custom on hit explosion visual (similar to the Macro Cannon).
- Muscle LRM Launcher had one of its its autofit tags changed to utility13 from utility12.
- Punisher Torpedo Rack OP cost reduced to 2 from 3, max projectile speed increased to 275 from 250, launch speed increased to 60 from 50, engine time reduced to 4.6 from 5 seconds, acceleration increased to 85 from 75, now has a custom on hit explosion visual (similar to the Macro Cannon), added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and it got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Fission Mortar (fighter only weapon, for now) on hit visuals / bonus damage now become less strong when impacting while the shot is fading out, increased tier to 1 from 0, and changed its autofit tag to he5 from he7 while also adding the strike0 tag.
- Light Thumper (fighter only weapon) flux per shot reduced to 30 from 50, added the FIRE_WHEN_INEFFICIENT hint (minimal balance impact), and its autofit tag changed to kinetic5 from he7.
- Annihilator Rocket Rack (fighter only weapon) burst delay increased to 12 from 10.
- Concussion SRM (Single), (fighter only weapon) missile hitpoints reduced to 150 from 200.
- Heavy Assault Chaingun put into its own groupTag.
- Bulwark Countermeasure (ship system flare) projectile hitpoints increased to 30 from 10, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- All flare weapons put into their own groupTag.
- Ultra Autocannon, Mauler Battery, Superheavy Machine Gun, Rotary Autocannon, Burst Flak Cannon, Apsis LRT Launcher, Muscle LRM Launcher, Concussion Missile Pod, and Concussion Missile Rack (all of their modular weapons barring the Heavy Mining Laser and Punisher Torpedo Rack which are part of the Base blueprints) are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).

Miscellaneous stuff:
"Now we forge a new alliance, to guard the tomb of space, and to find within its cold expanse, the salvation of our race."
- Now requires the MagicLib mod as a library and notifies with a useful crash message if is not enabled.
- Now enforces a specific (or newer than specified) version of Nexerelin if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific (or newer than specified) version of Dynasector if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific version of Starsector and notifies with a useful crash message if the wrong version.
- Now prevents adding the mod to an existing save where it was not present before and notifies with a useful crash message.
- Now prevents loading a save that had an older version of the mod if the new update is not save compatible with it and notifies with a useful crash message.
- Now prevents loading Starsector if the mod was installed incorrectly (overwrote the mod folder instead of deleting it first) and notifies with a useful crash message.
- Now has a nag message if the Version Checker and or Nexerelin mods are not enabled (Nex has its own Version Checker), this feature can be disabled in the tiandong_options.ini file.
- Fixed (probably) the bug where ships with modules can fail to retreat properly (even though THI uses no such ships, it is for the benefit of all).
- Updated Shaanxi star system procgen custom entity naming rig data for the changes made in recent updates of the Unknown Skies mod.
- Updated Scy / Nexerelin mods Prism station market whitelists / blacklists.
- Added Vesperon Combine mod whitelist support for most of THI's content.
- Added Starship Legends mod support for THI's content (thank you Sundog!).
- Added Ruthless Sector mod whitelist / blacklist support.
- Added New Beginnings mod whitelist / blacklist support for most of THI's content.
- Added Vayra's Sector mod player bounty support.
- Added Commissioned Crews mod support via the Shanghai Mechatronics hullmod (10% armor and hull damage repaired after battle at no cost and increases ship recovery chance by 25%), this hullmod can be equipped on your ships if you are commissioned with THI as per the mechanics of Commissioned Crews if both mods are enabled.
- Added Roider Union mod support (for a future version of it heh) concerning retrofitting some THI ships into Roider ones.
- Gunboat Diplomacy mission was rebalanced to be a bit easier, gave it some fancy code that Does Stuff to the enemy admiral AI decisions as another balance lever, and improved its briefing bullet points.
- Monopoly mission was rebalanced to be slightly more difficult, and improved its briefing bullet points.
- A Game Of War mission now has the Xu as the player side flagship instead of the Shouren, made some other minor changes to fleet composition and ordering (minimal balance impact), and improved its briefing bullet points.
- Big Trouble in Little Rocks mission was rebalanced to be more difficult, and improved its briefing bullet points.
- Random Battle missions now have a chance of adding a station to one side of a battle, can no longer pick Domain Drones or Remnants if you have not met them in the campaign yet (met them state persists across different saves), enhanced and added several hidden features (heh), and fixed some bugs with while also improving the flagship picker logic.
- Custom console commands GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey simplified and consolidated into GoToTHIFleet <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added CountTHIFleets <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added ShootingGallery, is primarily used for debugging and testing content, only works in the simulator, can be a spoiler for hidden content and also is *extremely* hard on computers, especially with many faction / ship pack mods enabled, you have been warned! Also to other modders, there is the shootingGallery.json which is a mergeable config file where you can customize how your mod is handled by this rig if you care enough about a debugging command to do so (the script has a lot of rules to try and get things as right as possible, but in the end there are too many edge cases to *not* need a manual config available though it handles *most* things correctly by default). I already added support myself for edge cases of several common mods and ones that I use but there are certainly ones I didn't try and thus didn't do.
Arguments (comma-separated):
 <no args>: Spawns one of each ship (with some exceptions).
 hull/variant ID: Spawn the specified ship hull or variant.
 manufacturer: Spawn one of each ship associated with that manufacturer.
 ReloadConfig: Reloads shooting gallery config from file. Only works as standalone arg.
- Added a couple of runcode style testing / debug commands and a boolean switch that doesn't really concern anyone but me.
- Added various under the hood quality of life features and scripts that are there as treasures of the damned to discover and also for all normal players to benefit from.
- Improved descriptions for various things.
- Refactored, bug-fixed, optimized, and improved various scripts.
- Changed around which songs (both in THI and vanilla) play in what layers of the campaign for 0.9.1a compliance.
- Probably some things I don't recall and a few secret things as well.

1.2

Campaign stuff:
- Campaign rig in general tweaked for 0.8.1a compliance.
- Shaanxi star system moved to -18533, -10200, now has a custom procgen rig past the orbit of Tiexiu that also has a custom entity naming system, now has a custom procgen outer system wide nebula, Shanghai had its Barren condition removed, Mogui had its Uninhabitable condition removed, Silk Road Gate now at Gan's L5, Comm Relay now at Silk Road's old location (outer edge of second asteroid belt), removed Botai Feng Belt (old outer most third asteroid belt), improved its background image, and added a hidden *something* somewhere in the system (heh).
- Macau had its Orbital Station condition removed.
- Chaozhou had its Orbital Station condition removed.
- Fuxin had its Trade Center condition removed.
- THI mining fleets now use the Trade Fleet memory tag (relates to various interactions with other fleets).
- THI mercenary fleets had their custom AI, behaviors and ability usage massively improved with various hax, and will now have reduced rep impact with the player if fought against while they are escorting a NPC fleet.
- THI now has custom survey fleets that fly out to procgen space and survey planets, like the player does (though doesn't actually reveal conditions).
- Retrofitting submarket can no longer refit fighters (duh), can no longer refit the Venom, and added so many pertinent mod ships to the refit table that is it not worth it list them all.
- Updated faction relationships with vanilla and various mod factions.
- Additional fleet interaction chatter lines added.

Ship stuff:
- Ship stats in general tweaked for 0.8.1a compliance.
- Many ship variants were adjusted, and some new ones were added.
- Added Combat Autoloader ship system, increases ballistic and missile rate of fire by 30% while also reducing flux cost to fire those weapon types by an equal amount. Currently only used by the Xiakou, but expect it on other (new) ships in the future.
- Xu now has the Heavy Ballistics Integration hullmod built in, ordnance points reduced to 285 from 315, cargo reduced to 300 from 350, fuel reduced to 300 from 500, and credit cost increased to 180500 from 160500.
- Xiakou had its Accelerated Ammo Feeder ship system replaced with Combat Autoloader.
- Shouren ordnance points increased to 150 from 135, cargo reduced to 150 from 250, and fuel reduced to 100 from 200.
- Wuzhang fuel reduced to 100 from 150.
- Dingjun now has the Surveying Equipment hullmod built in, converted its modular fighter bay to a built in Armored Mining Drone wing, ordnance points increased to 115 from 105, cargo reduced to 325 from 500, fuel reduced to 120 from 300, and Nexerelin mining strength increased to 8 from 6.
- Tianshui fleet points increased to 11 from 9, armor increased to 450 from 350, ordnance points increased to 75 from 50, max speed increased to 55 from 50, acceleration increased to 35 from 30, max turn rate increased to 25 from 20, turn acceleration increased to 20 from 16, min crew increased to 85 from 45, max crew increased to 145 from 130, cargo reduced to 100 from 125, fuel reduced to 300 from 400, credit cost increased to 23500 from 22500, CR to deploy increased to 12 from 8, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 11 from 8, and added COMBAT ship AI hint (in addition to CARRIER which it already had).
- Chengdu one of its two modular fighter bays was converted to a built in Borer wing, ordnance points increased to 35 from 30, min crew increased to 60 from 50, max crew reduced to 110 from 140, fuel reduced to 70 from 90, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 7 from 6, and Nexerelin mining strength increased to 9 from 6.
- Qianzi ordnance points increased to 90 from 85, shield upkeep reduced to 0.4 from 0.5, and fuel reduced to 50 from 80.
- Hujing ordnance points increased to 95 from 80, and fuel reduced to 60 from 110.
- Hanzhong ordnance points increased to 95 from 85, and fuel reduced to 90 from 130.
- Tuolu fuel reduced to 140 from 150.
- Guandu ordnance points increased to 70 from 65, and fuel reduced to 80 from 120.
- Wujun fuel reduced to 25 from 40.
- Nanzhong ordnance points increased to 45 from 40, and fuel reduced to 20 from 40.
- Luoyang ordnance points increased to 38 from 35, and fuel reduced to 30 from 50.
- Laohu ordnance points increased to 40 from 35, and fuel reduced to 35 from 50.
- Shen hit points reduced to 750 from 850, max flux reduced to 450 from 650, flux dissipation reduced to 25 from 100, max speed increased to 225 from 150, acceleration increased to 280 from 110, deceleration increased to 200 from 40, max turn rate increased to 100 from 80, turn acceleration increased to 200 from 170, fleet points reduced to 7 from 8, mass reduced to 55 from 60, refit time increased to 15 from 10 seconds, and credit cost reduced to 10500 from 19000. OP cost is 15, and roaming range is 4000.
- Hefei now has the vanilla PD decoy Flare Launcher Fighter ship system, removed its rocket launcher, traded its pair of Light Autocannons for a pair of hard-hitting Fission Mortars, hitpoints reduced to 775 from 800, armor increased to 225 from 200, max flux reduced to 600 from 800, flux dissipation reduced to 110 from 150, max speed increased to 130 from 90, acceleration increased to 180 from 90, deceleration increased to 150 from 70, max turn rate increased to 100 from 90, turn acceleration increased to 200 from 180, wing size reduced to 2 from 3, and credit cost reduced to 9050 from 18500. OP cost is 12, and roaming range is 4000.
- Dadao rocket volley sized reduced to 4 from 10, bomb volley size reduced to 2 from 5, removed the pair of Punisher Torpedos and replaced with a pair of Concussion SRMs, hitpoints reduced to 750 from 900, armor reduced to 100 from 125, max speed increased to 160 from 90, acceleration increased to 200 from 85, deceleration increased to 200 from 60, mass reduced to 50 from 65, and credit cost increased to 13000 from 12000. OP cost is 22, and roaming range is 4000.
- Jian hitpoints reduced to 525 from 550, armor reduced to 75 from 125, max speed increased to 290 from 145, acceleration increased to 390 from 115, deceleration increased to 290 from 45, max turn rate increased to 140 from 85, turn acceleration increased to 290 from 175, mass reduced to 45 from 50, credit cost reduced to 10050 from 16500, and changed its classification to Heavy Interceptor from Heavy Fighter. OP cost is 10, and roaming range is 4000.
- Armored Mining Drone hitpoints reduced to 1000 from 1200, max speed increased to 125 from 70, acceleration increased to 75 from 45, deceleration increased to 75 from 20, max turn rate increased to 45 from 40, turn acceleration increased to 90 from 80, mass reduced to 55 from 90, wing size reduced to 2 from 3, credit cost reduced to 4000 from 11000, and Nexerelin mining strength increased to 8 from 6.6. OP cost is 4, and roaming range is 2000.
- Yiling has received the Type-6 SRM Launcher to bolster its firepower, hitpoints reduced to 230 from 460, armor reduced to 30 from 60, max flux reduced to 30 from 460, flux dissipation reduced to 20 from 60, max speed increased to 300 from 170, acceleration increased to 375 from 130, deceleration increased to 275 from 300, max turn rate increased to 140 from 100, turn acceleration increased to 275 from 205, and credit cost reduced to 2050 from 4500. OP cost is 0, and roaming range is 4000.
- Liberty fuel reduced to 100 from 160, credit cost increased to 202000 from 170000, fixed an old bug that allowed the scripted flare launchers to be added to a variant in game, and is now hidden from the codex.

Weapon stuff:
- Weapon tags added and tweaked in general for 0.8.1a compliance.
- Adjusted all custom missile AI for 0.8.1a compliant retargeting behavior.
- Added Fission Mortar (fighter only weapon used by the Hefei), a high alpha damage small HE weapon, expect a modular version in the future.
- Added Type-6 SRM Launcher (fighter only weapon used by the Yiling), essentially is the submunition of the Muscle LRM but fired directly from a launcher.
- Added Concussion SRM (Single) (fighter only weapon used by the Dadao), essentially is an SRM version of the Concussion Missile.
- Macro Cannon projectile and on hit visuals improved, AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, improved proximity fuze to be more precise, now plays damage sound properly (thank you Alex!), no longer can damage missiles with collision class NONE or phased asteroids (heh), and can no longer deal double damage in some edge case scenarios (for real this time, really, seriously).
- Concussion Missile (same missile fired from multiple weapons) direct hit single target contact damage increased to 700 from 600 (bonus AOE damage unchanged), AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Superheavy Machine Gun now uses PD,PD_ALSO (instead of just PD) AI hints so it now is like the Devastator Cannon (fires at ships and fighters first, missiles second), and changed visible role to Assault from Point Defense.
- Rotary Autocannon max spread decreased to 16 from 20.
- Heavy Mining Laser damage/second and energy/second increased to 140/140 from 125/125, now fires in a slow sweeping motion, and improved its firing and cooldown visuals.
- Muscle LRM submunitions got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Light Thumper (fighter only weapon used by the Shen and Jian fighters) damage increased to 100 from 90, flux per shot increased to 50 from 30, chargedown increased to 1.2666667 from 0.8, burst delay reduced to 0.1 from 0.2, min shot spread increased to 12 from 0, max shot spread increased to 12 from 2, spread/shot reduced to 0 from 0.2, spread decay/sec reduced to 0 from 2, and projectile speed increased to 800 from 600 (these changes somewhat mirror in some ways the changes to the vanilla Thumper in 0.8.1a).
- Standard Bomb (special version for Dadao bomber) renamed to Standard Bomb (Single), damage reduced to 400 from 600, projectile speed increased to 170 from 20, flight time reduced to 25 from 60, and projectile hitpoints increased to 150 from 100 (these changes somewhat mirror in some ways the changes to the vanilla Standard Bomb Bay in 0.8.1a).

Miscellaneous stuff:
- Missions in general tweaked for 0.8.1a compliance.
- Improved the Random Battle missions in various manners, fixed a bug where objectives could sometimes overlap and also improved their distribution, and also added a pair of hidden features (heh).
- Custom console commands added that warps the player fleet to the location of THI custom fleet types, GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey.
- Abrahamo Lincolni portrait massively improved and he can no longer be picked as a portrait for the player.
- Gave THI additional portraits from recent updates of vanilla.
- Improved descriptions for various things.
- Refactored, optimized, bug-fixed, and improved various scripts, also reduced RAM and VRAM usage via leveraging various tricks and methods some of which are rather esoteric (heh).
- Added some main menu / loading screen tips.
- Probably some things I don't recall and a secret thing or three as well.

1.1.2

- Fixed Tiandong not posting bounties in random map Nexerelin games.
- Updated faction relationships.
- Metelson Industries (faction mod) ships can now be converted at the Retrofitting submarket (Acutor -> Xiakou, Custos -> Hanzhong, Vigil -> Wujun).
- Grytpype and Moriarty Defence Authority (faction mod) ships can now be converted at the Retrofitting submarket (Tarsus (GM), Tarsus (GMs) -> Tuolu, Lasher (GM), Lasher (GMs Blue), Lasher (GMs Gold), Lasher (GMs Green), Lasher (GMs Red), Lasher (GMs) -> Laohu, Gladius (GM) -> Jian).
- Raccoon's Arms Pack (ship pack mod) ships can now be converted at the Retrofitting submarket (Gemini (G) -> Tianshui, Sunder (R) -> Qianzi, Hammerhead (R) -> Hujing).
- Added a couple of new variants, adjusted some old ones.
- Added Ultra Autocannon weapon.
- Macro Cannon on hit secondary AOE frag damage / push force outer radius decreased to 75 from 200, inner radius decreased to 50 from 100, and slightly improved its explosion visuals.
- Rotary Autocannon now fires one shot at a time instead of a three round burst (same overall rate of fire), improved firing sound, and improved its animation script.
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force outer radius decreased to 75 from 150, fuze range randomization removed, now interacts properly with exotic scripted defenses such as Exi Repulsors / Teleporters and BRDY Scalar Rejector / Scalar Repulsor, can no longer deal double damage in some edge case scenarios (for real this time), no longer triggers the AOE explosion on direct hits to neutral / friendly targets, improved visuals for direct hits, and various script improvements.
- Muscle LRM max burn delay increased to 0.35 from 0.25 seconds (reduces clumping a bit), will now MIRV on flares if successfully distracted by one, and will properly interact with exotic scripted missile defense systems.
- Concussion Missile on hit secondary AOE frag damage / push force outer radius decreased to 150 from 300.
- Very subtle improvements to some sprites (I bet no one but me will ever notice them).
- Probably some things I don't recall.

1.1.1

- Updated faction relationships.
- Added tooltip for the Tiandong Retrofit hullmod that displays the burn speed bonus when passing through campaign layer nebula.
- Added Shen-class multirole fighter.
- Hefei sprite was improved.
- Slightly improved Abrahamo Lincolni portrait.
- Mauler Battery range decreased to 1150 from 1200.
- Heavy Mining Laser tier decreased to 0 from 1 and its price decreased to 800 from 1000.
- Apsis LRT Launcher tier increased to 1 from 0 and its price increased to 1100 from 800.
- Muscle LRM Launcher tier decreased to 0 from 1, price decreased to 210 from 300, submunition deploy speed increased to 300 from 175, and the main missile no longer registers as locked onto your ship on the Combat Radar (requires v2.3 or newer).
- Concussion Missile Pod / Rack tier decreased to 0 from 1.
- Slightly tweaked the visuals of Liberty Flares.
- Improved the Random Battle missions.
- Adjusted the mission A Game of War.
- Improved descriptions for various things.
- Probably some things I don't recall.

1.1

- Updated for 0.7.2a compliance.
- THI miner fleets in the Shaanxi system now get cargo injections of ores and volatiles while mining (still does not contribute to the economy).
- All markets added by this mod now use two different and context specific interaction images (in random Nexerelin games only Shanghai does).
- Improved faction flag, crest, and intel icons slightly.
- Added Jian-class heavy fighter.
- Improved all ships sprites, some more significantly than others.
- THI ships are now immune to slowdown from the unique nebula variant terrain in the Interstellar Imperium mod just like they are to standard nebula.
- Dingjun supplies/rec and supplies/mo increased to 17 from 16 and its designation changed to Arsenal Ship from Cruiser.
- Tuolu supplies/rec and supplies/mo increased to 8 from 7 and its designation changed to Missile Destroyer from Auxiliary Destroyer.
- Liberty supplies/mo increased to 40 from 30.
- Flux Override ship system (used by the Xu, Qianzi, Hanzhong, and Wujun) initial base dissipation bonus increased to 60% from 50%, diminishing returns penalty for each use reduced to 15% from 20%, and its visuals were adjusted slightly.
- New ship variants added, several old ones adjusted.
- Added Superheavy Machine Gun weapon.
- Added Muscle LRM Launcher weapon.
- The impact stat of most weapons was adjusted for 0.7.2a compliance.
- The scripted push force of many THI weapons now actually works properly against ships that use TwigLib and certain other edge cases.
- Macro Cannon no longer does reduced damage to friendlies (was a bug), and the ejected shell casing visuals / sound effects were improved by adding a slightly randomized rotation, slightly randomizing its velocity, will now sometimes bounce off of objects, and improved the shell casing impact sound.
- Triphammer sprite improved slightly.
- Burst Flak Cannon sprite improved slightly, improved the explosion visuals of its shells / Bulwark Flares slightly, also fixed certain edge cases where they could unintentionally deal double damage.
- Concussion Missile flight time increased to 12 from 10 seconds, projectile hitpoints increased to 200 from 175, 0.5 second arming time was added, and its sprite was improved slightly.
- Apsis LRT missile AI targeting logic improved, also now acquires a new target if the current one phases, and a 0.5 second arming time was added.
- Punisher Torpedos now has a 0.5 second arming time.
- Adjusted the missions Monopoly, A Game of War, and Big Trouble in Little Rocks.
- Removed Knights of Ludd as possible faction choice for the Random Battle missions.
- Improved a few random scripts.
- Probably some things I don't recall.

1.0.6

- Fixed THI mercenary fleets not working in Nexerelin games.
- Adjusted market conditions of Fort Macau.
- Added Qianzi-class destroyer and its built-in Triphammer weapon.
- Added custom portrait for SS+ boss bounty (also available as a player choice).
- Fixed nasty bug with Liberty Flares.
- Improved a few random scripts.
- Additional save file optimization.
- Probably some things I don't recall.

1.0.5

- General campaign rig updated for 0.7.1a compliance.
- THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them.
- Expanded tooltip detailing the specifics of the Tiandong Retrofitting submarket.
- Attempting to install incompatible hullmods on THI ships now displays a notification in the refit screen.
- General campaign layer ship stats updated for 0.7.1a compliance.
- THI ships are immune to slowdown from campaign layer nebula (and combat layer like they always have been).
- Added Liberty-class mod-cruiser (SS+ boss bounty).
- Added Shouren-class cruiser.
- Added Hujing-class destroyer.
- Added Tuolu-class auxiliary destroyer.
- Hanzhong ordnance points increased to 85 from 80.
- Guandu sprite was improved.
- New ship variants added, many old ones adjusted for 0.7.1a compliance.
- Added Apsis LRT Launcher weapon.
- Added Concussion Missile Pod weapon.
- Concussion Missile contact HE damage increased to 600 from 500, AOE frag damage unchanged.
- Concussion Missile launch sound volume lowered slightly.
- Concussion Missile Rack sprite was improved.
- Punisher Torpedo projectile hitpoints increased to 350 from 225.
- Heavy Mining Laser sprite was improved.
- Mauler Battery projectile speed increased to 700 from 660.
- Rotary Autocannon animation now respects rate of fire bonuses from ship systems.
- Added A Game of War mission.
- Rebalanced all missions.
- Improved descriptions for various things.
- Save file optimization.
- Changed file structure and naming conventions for some art assets to reduce VRAM consumption when THI is ran alongside certain other mods.
- Probably some things I don't recall.

1.0.1

- Added Dadao-class assault bomber.
- Xu acceleration increased to 20 from 15, deceleration increased to 15 from 12, max turn rate increased to 6 from 5, turn acceleration increased to 5 from 4, max flux increased to 17000 from 16500, flux dissipation increased to 700 from 650, and its engine visuals were adjusted slightly.
- Xiakou insignificant changes to some of the turret arcs for better handling of SS+ dynamic variants.
- Wuzhang ordnance points decreased to 50 from 55, Dedicated Targeting Core hullmod is now built-in, and its variant was adjusted.
- Tianshui hitpoints increased to 4500 from 4200, armor increased to 350 from 300, supplies/day decreased to 4.5 from 5, max speed increased to 50 from 45, deceleration increased to 15 from 12, max flux increased to 2700 from 2600, flux dissipation increased to 180 from 160, and and its small turret arcs were increased to 360 from 180 degrees.
- Chengdu supplies/day decreased to 3.25 from 3.5.
- Hanzhong fleet points decreased to 10 from 11, supplies/day decreased to 4 from 4.25, max speed increased to 55 from 50, deceleration increased to 20 from 15, max flux increased to 3750 from 3500, and flux dissipation increased to 225 from 200.
- Wujun fleet points decreased to 5 from 7, armor increased to 250 from 200, supplies/day decreased to 2 from 2.25, added built-in rear facing Bulwark Flare weapon (quasi second ship system), flux dissipation increased to 160 from 150, and its variants were adjusted.
- Nanzhong max speed increased to 95 from 90.
- Luoyang max speed increased to 170 from 160, flux dissipation increased to 130 from 120, its medium turret arc increased to 200 from 90 degrees, and its sprite was improved.
- Laohu supplies/day decreased to 1.25 from 1.5.
- Hefei assault fighter's Annihilator Rocket Rack weapon burst delay reduced to 0.2 from 0.25 and its sprite was improved.
- Armored Mining Drone sprite was improved.
- Yiling sprite was improved.
- Flux Override ship system sound effects volume increased.
- Burst Flak Cannon and Bulwark Flares AOE push force decreased to 10 from 30.
- Shaanxi star texture improved.
- Added Shaanxi star to the possible background elements for the random battle missions.
- Monopoly mission was rebalanced.
- Fixed minor mistake (no gameplay implication) with some of the missions.
- Added 5 ship names.

1.0

- First public build.
[close]

--

Contributors
Original concept and some of the initial kitbashes courtesy of HELMUT
Supplementary art assistance courtesy of Tartiflette, MShadowy, and Gwyvern
Quality assurance and random playtesting courtesy of GenBOOM, Avanitia, and Midnight Kitsune
Custom sound effects by Psiyon, SniZupGun, and Cycerin
Campaign and faction interaction music by Psiyon
Scripting assistance courtesy of Dark.Revenant, LazyWizard, Tartiflette, and Histidine
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Jonlissla on September 19, 2015, 11:17:07 PM
A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Truly we live in remarkable times.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Tartiflette on September 20, 2015, 12:27:39 AM
HELL, IT WAS ABOUT TIME!! ^^

A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Crazy coincidence huh?  :P
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Ahne on September 20, 2015, 12:49:59 AM
Nice to see a new faction! Also integrated in ss+ already?! I need better connections it seems, anyways gratz Meso!
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Cycerin on September 20, 2015, 03:03:45 AM
A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?

Crazy coincidence huh?  :P

The Mod Mafia is a fact.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MShadowy on September 20, 2015, 06:58:38 AM
I don't know you're talking about officer; the fact that an unreleased picture of mine is the banner image for this mod is pure coincidence.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Schwartz on September 20, 2015, 08:56:25 AM
Sweet-looking Mark IX in that picture.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: celestis on September 20, 2015, 11:03:24 AM
Nice mod!
I've just tried Burst flak cannon. It seems a bit too good for its 10 ordnance points. In most cases they perform not worse than double flak, and in addition to that they have a strong aoe impact effect. BTW, that impact is also too heavy: I made the flameout frigate fly to the other corner of the map using these flaks.
Also, "Punisher torpedo rack" should have more than 3 OP. Atropos rack of 2 has 6 OP with 2x2000 dmg. Punisher has 3x1200. Total damage is almost the same, but it is harder to destroy 3 missiles than 2. Given that atropos has guidance, I suggest 5 OP for Punisher.
Great work anyway!
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Dark.Revenant on September 20, 2015, 01:49:00 PM
It's not so much a matter of the Punisher being underpriced, it's a matter of Atropos being overpriced.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MesoTroniK on September 20, 2015, 04:55:47 PM
Nice mod!
I've just tried Burst flak cannon. It seems a bit too good for its 10 ordnance points. In most cases they perform not worse than double flak, and in addition to that they have a strong aoe impact effect. BTW, that impact is also too heavy: I made the flameout frigate fly to the other corner of the map using these flaks.
Also, "Punisher torpedo rack" should have more than 3 OP. Atropos rack of 2 has 6 OP with 2x2000 dmg. Punisher has 3x1200. Total damage is almost the same, but it is harder to destroy 3 missiles than 2. Given that atropos has guidance, I suggest 5 OP for Punisher.
Great work anyway!

Thank you for the feedback Celestis, I just spent a while testing in game the things you commented on and I will stand by my current balance decisions for the most part.

*WARNING BANDWIDTH MASSIVE BALANCE TEST GIFS*

Spoiler
(http://i.imgur.com/xO1zB6B.gif)   (http://i.imgur.com/MDcCRsb.gif)   (http://i.imgur.com/xQrkw9c.gif)

(http://i.imgur.com/7qUdIVH.gif)   (http://i.imgur.com/hyj8d20.gif)   (http://i.imgur.com/1jfxXDb.gif)

(http://i.imgur.com/7I5Oaox.gif)   (http://i.imgur.com/chmqXCz.gif)   (http://i.imgur.com/Y7PJi1G.gif)

(http://i.imgur.com/brz6FM8.gif)   (http://i.imgur.com/xszb8pV.gif)   (http://i.imgur.com/AM6Vg7v.gif)

(http://i.imgur.com/WCelJpP.gif)
[close]

Ok so this is basically my breakdown of the flak comparisons.

I will reduce the push force of Burst Flak by about 1/3.
I do not think it is overpowered relative to its OP cost. It does what it says on the label, disrupts mass missile attacks and fighter formations but sucks vs single targets such as armored / shielded fighters and torpedos.
In addition, it can only maintain max DPM for 6 seconds then its sustain DPM is 1/3, and with expanded magazines its max lasts for 10 seconds.

I believe Punishers are actually underpowered, but when you add expanded missile racks you get a second volley which gives them situational advantages vs normal torpedos... Basically chaos factor creating a wall of ordinance that overwhelms PD but even so it is not anything to write home about.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Cycerin on September 20, 2015, 06:57:15 PM
It's not so much a matter of the Punisher being underpriced, it's a matter of Atropos being overpriced.

Atropos just plain sucks
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Zudgemud on September 21, 2015, 01:46:40 PM
Really what the game needs imho, more low/midtech neutral/pirate factions, too much hightech special snowflake factions out. :)

All ships really look fitting and pretty too, just like a proper vanilla faction.

Cant wait until I have time to actually play the game with them.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: SafariJohn on September 21, 2015, 02:55:01 PM
These look really cool, MesoTroniK.

Really what the game needs imho, more low/midtech neutral/pirate factions, too much hightech special snowflake factions out. :)

I agree. Hopefully I can find some time to get back to work on my Roiders. I'm trying to learn how to draw using a book called Drawing on the Right Side of the Brain, but college stuff keeps taking up my time.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Jonlissla on September 21, 2015, 09:43:27 PM
That rugged converted look reminds me of the walled city of Kowloon for some reason, which looks great, and that dark forest green is nice for the eyes. Can't say I'm too fond of their gameplay though due to their slow speed, which feels out of place for a mercenary group, but they do feel balanced against vanilla factions. Being able to convert vanilla ships is a cool feature, albeit a bit expensive. I'm guessing you're supposed to board and capture ships for the feature, and not buy vanilla ships yourself since you'll be paying effectively twice.

The Not-Gemini looks a bit goofy with its medium missile slot once you put something on it. It sticks out a bit too much. Would be better if the slot were closer to center of the ship, like it's for the original Gemini.

Also, does the Not-Enforcer ship system actually work, or am I just plain bad? I know it says 40% better flux dissipation but I never really notice it when used in combat, except the ship starts glowing red.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Dark.Revenant on September 21, 2015, 10:30:27 PM
It gets progressively worse each time you use it in combat.  The first time is a pretty significant difference.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MesoTroniK on September 21, 2015, 11:08:28 PM
Thank you for the feedback Jonlissla.

Being able to convert vanilla ships is a cool feature, albeit a bit expensive. I'm guessing you're supposed to board and capture ships for the feature, and not buy vanilla ships yourself since you'll be paying effectively twice.

The higher your relationship is with the faction the lower the fee is to convert ships, but yea if you want to do it on the cheap capturing is the best way. And since you can save D ships like this hopefully it makes boarding such vessels much more tempting.

The Not-Gemini looks a bit goofy with its medium missile slot once you put something on it. It sticks out a bit too much. Would be better if the slot were closer to center of the ship, like it's for the original Gemini.

Unfortunately to recess the (medium ballistic) slot on that ship would require a significant sprite redesign, but it will be mulled over.

Also, does the Not-Enforcer ship system actually work, or am I just plain bad? I know it says 40% better flux dissipation but I never really notice it when used in combat, except the ship starts glowing red.

As Dr said the system gets worse with every use, more specifically it works as such.
The vessel's flux dissipation is boosted by 50% -> 40% -> 32% -> 26% -> 20% -> 16% -> 13% -> 10% -> 8% -> 7% of the base dissipation rate each use.

It most assuredly works :)

(http://i.imgur.com/llVA2gl.gif)   (http://i.imgur.com/icfCHPX.gifp)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Harmful Mechanic on September 22, 2015, 12:28:26 AM
I'm enjoying the hell out of these guys. They're clumsy, but if you get sloppy and let them catch up, expect to get the stuffing beaten out of you.

I can see this becoming a staple for me; being able to recover (D) variants like this is just too helpful.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Sabaton on September 22, 2015, 01:50:39 PM
It looks like they have enough frigates and destroyers. 4 of each is a respectable number for a faction.

I want to suggest another ship: a dominator conversion.

Tiandong is about heavy ships, and a dominator is the definition of heavy.

A dominator with 3 large slots? Yes please!
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: OOZ662 on September 22, 2015, 04:14:15 PM
A Tarsus modification with both cargo arms removed to fit two forward-locked hardpoints. Optionally, a Condor conversion that has one flight deck arm and one forward hardpoint.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MesoTroniK on September 22, 2015, 04:53:07 PM
It looks like they have enough frigates and destroyers. 4 of each is a respectable number for a faction.

I want to suggest another ship: a dominator conversion.

Tiandong is about heavy ships, and a dominator is the definition of heavy.

A dominator with 3 large slots? Yes please!

How deliciously evil... The MEGA BRICK. That thought has crossed my mind, but I suspect David is going to do a sprite overhaul of that ship at some point but we shall see :)

A Tarsus modification with both cargo arms removed to fit two forward-locked hardpoints. Optionally, a Condor conversion that has one flight deck arm and one forward hardpoint.

The Tarsus isn't a bad idea, the Condor on the other hand is a little bit strange. As lore wise it would be a conversion of a conversion and the faction already has two destroyer sized carriers as well.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: The Soldier on September 22, 2015, 06:43:51 PM
I just saw this mod today, and -
Damn, that's an impressive banner -
I'll be trying this out later in the week when my studies let off a bit. :) I like the Core epoch look of it, there are far too few factions that use those types of ships and even fewer mods that have their factions based around them.  Awesome!
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: connortron7 on September 22, 2015, 10:25:37 PM
Looks great
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: HELMUT on September 23, 2015, 03:23:13 PM
I just finished my THI campaign in Nexerelin. They're a pretty difficult faction to play, their lack of mobility mean they can't catch their target, even with their immunity to nebulas. It can be very infuriating watching a bunch of fast cruisers doing hit & run tactics on your fleet in all impunity.

The Nanzhong (brawler) is probably the most interesting THI frigate. It's slow as hell so it won't catch anything that don't want to be caught. But at more than 500 armor, they can take it and dish it out so spamming them early game isn't a bad idea. However, like every frigates, they fall off later against bigger threats.

The Laohu (lasher) is closer to an armored shuttle than an actual combat ship. It's not as weak as a Hermes but not as strong as the Lasher. May be interesting for very early game but i'll ditch it at the first occasion.

Not really thrilled by the Luoyang (hound) either. It's a hound, but without the utility of its reasonable cargo. The increased armor isn't worth the loss of speed in my opinion. The PD turret is also gone so missiles are even scarier. With careful piloting it can be an interesting starting flagship as unlike other THI ships, the Luoyang is fast enough to catch its target. But used by the AI? Probably a bad idea.

The Wujun (vigilance) looks like a tempting early game flagship with its single large mount. It's actually pretty damn bad. It's slow, it's fragile (narrow front shield) and doesn't have the flux to properly use its gun, the turret also have a -50% turn rate penalty. Its logistic cost is also significantly higher than its vanilla counterpart. Later on it may be interesting to have a few of those as support ships that can once in a while take a pot-shot at the enemy from afar. The vigilance is arguably a much better and safer option if your fleet need additional fire support.

For the destroyers, i was convinced i'd love the Hanzhong (enforcer). Two large ballistic mounts can't be bad, right? Wrong. I hate it.

Its overall stats are worse than the Enforcer, except for the armor and hull. It's slow and lumbering, waving its turrets helplessly in battle by overloading itself, before dying a miserable death. It's not an Enforcer, it's more like an oversized Wujun, or a weird cousin of the Sunder. It stay afar and fire a few shots before venting, hoping that nothing will come too close.

I found the flux limitations even more painful than the Wujun. It's not possible to mount something like a pair of gauss cannons or Hephaesteus as it will rapidly choke on the flux. There's not much choices outside of the Mark.IX and the new Mauler Battery.

The Tianshui (gemini) also have a hard time convincing me. It's a carrier, which means it compete with the Gemini for this role, and given the Gemini is very, very good, the competition is rough.

The lack of medium missile mount prevent the Tianshui from being an efficient fire support unlike the two other vanilla destroyers carriers. It need to go into the fray to use its guns, which isn't really the place of a carrier, even with the improved armor. The small mounts offer a fairly mediocre PD system compared to the twin medium turrets and drones of the Gemini. Overhall, it feel like a straight downgrade from the original for the same cost.

The other carrier, the Chengdu (buffalo) felt more interesting to me. Even with the additional armor, it's still a Buffalo, so it can't fight, even with its medium energy hardpoint. The good point? It's the cheapest destroyer carrier in the game, but not by that much. Like the Tianshui it can't lobe missiles across the map, so its use is only limited to resupplying fighters. It may have been a useful ship in the old Uomoz mod, where supplies were expensive. But currently? Not really.

THI's medium freighter, the Guandu (mule) is all about surviving. Very good PD coverage and improved armor. Can be an interesting back-bone ship for early to mid game, although with mediocre firepower.

For the cruisers, the Dingjun (venture) is the first and only missile boat of the faction. Unlike the Venture, it's a very mediocre brawler but with four medium missile mounts, it's probably the best cruiser for fire-support. It also have a launch bay, which you'll need because your other carriers are bad. What's not to love?

The other cruiser, the Dong Wuzhang is an interesting one. It does work fairly well as a flagship, not sure about the AI however, didn't found many of those in my campaign. It's also surprisingly fast for a THI ship.

About the capital ships. The Xiakou (atlas) feel like a big Mule, it can fight but it's not a dedicated combat ship. The numerous medium turrets allow it to be refitted as a pretty good long range weapon platform as it shouldn't get in brawling range. A crazy PD boat could work too. Personally, i like to deploy my Xiakou a bit after the rest of my fleet, so it wouldn't end up on the frontline but still would benefit my fleet from its good firepower. Medium Sledges guns are terrific for this.

And finally, the Xu (conquest) Pocket battleship. It's a weird one, the playstyle is a mix between the slippery Conquest and the brawling Onslaught. It is better as an AI ship than the Conquest, due to being more survivable and not requiring weird broadside maneuvers to fire its guns. The Xu is actually the only choice for THI as a back-bone ship. It felt reliable and tough enough for me to let the AI pilot it.

As a flagship however? It's a bit of an oddity. Like the Conquest, i dislike wasting half of my OPs with useless weapons on a side of my ship, so i went with an asymmetrical build at first.

Spoiler
(http://i.imgur.com/zFj8HZ1.png)
[close]

It's not as maneuverable as the Conquest though, even with auxiliary thrusters. showing this side to the enemy also give them a huge profile to shoot at.

My other build was better at dueling with other capital ships.

Spoiler
(http://i.imgur.com/l24BoZy.png)
[close]

Being mounted on the hardpoints, the 2 Mjolnir can't catch frigates as easily as the other build. However the profil is much thinnier, making it very good at dodging some projectiles. It also felt more maneuverable than the broadside version. It can brawl but it's much better when sitting at the edge of the target's range and slowly pounding it with the Mjolnir.

It's also with this build that i discovered how good the burst flak cannons were. Possibly a bit too good. It clearly lack the raw damage of the vanilla version but the pushing effect is incredible against bombers, pushing them out of their original trajectories. It's not a weapon for killing, it's more about preventing the enemy to reach you, and it does it damn well. Slow ships with large profile are usually terrified by Piranhas, but not with those guns.

I don't have much to say about the fighters, maybe when i'll try a dedicated carrier fleet. Never found a single armored drone though.

Overall, i think the faction is on the underpowered side. Nothing insurmountable but the destroyers/frigates make early/mid game quite difficult. Especially the Tianshui that just can't compete in any way.

Also a request : is it possible to add a subtle sound effect to the flux override system? Something similar to accelerated ammo feeder?

They're not as flashy as the other high-tech factions but i think they're a worthy addition to a game, even as enemies only.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Tartiflette on September 23, 2015, 04:27:45 PM
Pretty much matches my own feeling, it's an interesting AI faction, but for the player I'd only pick a ship or two in a mixed fleet, because pure Tiandong ones don't fare very well. As for the Xu, I had an interesting time with one that had a Storm needler in the central mount, Mauler batteries in the fronts, maulers (or Hellbore once I got to tech 10) in the sideway larges, PD and flak in everything else, and of course ITU to compensate the lack of speed boost. That worked pretty well in most circumstances under AI piloting, while I flew a Sunder and overloaded the targets.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MesoTroniK on September 23, 2015, 05:23:32 PM
That is some great feedback, all noted carefully.

I will have a balance and quality of life patch out very soon, no ™ involved.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Serenitis on September 26, 2015, 03:10:38 AM
I like this mod. It has just right feel of a group struggling to make the best of what little they have.
The single best feature though is the ship conversion - I sincerely hope some form of this mechanic gets adopted into vanilla, because it is beyond wonderful.
(Also, Shaanxi is probably the single most gorgeous object in existence.)

Possible ideas for future ships:

Not-Dominator Mega Brick (As noted)
Multiple large turreted mounts, not a lot of PD.

Not-Tarsus
No longer a freighter, but more of a heavily reinforced hull coated in a solid block of armour with a pair of breaching arms on the front with grappling claws for boarding.
Much less cargo space, much more crew space, cruiser level hull and armour, 1x medium and 4x small ballistic turret.

Not-Wolf
Large energy hardpoint, nothing else.

Not-Buffalo II
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots of bees missiles.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: Tartiflette on September 26, 2015, 06:18:22 AM
Not-Buffalo II
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots of bees missiles.
Heh, give the buffalo 3 medium missiles, witness the monstruosity you created bring ruin and destruction to the sector, run for your life from every THI fleets ever ><
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0
Post by: MesoTroniK on September 26, 2015, 04:50:48 PM
Not-Buffalo II
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots of bees missiles.

Currently...

        CONVERSION_TABLE.put("buffalo", "tiandong_chengdu_Hull");
        CONVERSION_TABLE.put("buffalo2", "tiandong_chengdu_Hull");
        CONVERSION_TABLE.put("ssp_bull", "tiandong_chengdu_Hull");

If that Not-Buffalo II happens (I love that idea by the way) then only normal Buffalo would be converted into the Chengdu, and the MK.II and Bull would be converted into the Buffalo MK.III.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on September 27, 2015, 08:24:19 PM
Evening everyone, here is a quality of life update for THI. It contains buffs, a nerf, general balance improvements, a little bit of polish, some minor art improvements here and there, and a new fighter wing.

Dadao-class assault bomber (non retrofit design)
(http://i.imgur.com/Ow9WxaQ.png)

(http://i.imgur.com/RQwgK01.gif)

So go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ) and if you have any comments or suggestions please let me know.

Changelog
Spoiler
1.0.1

- Added Dadao-class assault Bomber.
- Xu acceleration increased to 20 from 15, deceleration increased to 15 from 12, max turn rate increased to 6 from 5, turn acceleration increased to 5 from 4, max flux increased to 17000 from 16500, flux dissipation increased to 700 from 650, and its engine visuals were adjusted slightly.
- Xiakou insignificant changes to some of the turret arcs for better handling of SS+ dynamic variants.
- Wuzhang ordnance points decreased to 50 from 55, Dedicated Targeting Core hullmod is now built-in, and its variant was adjusted.
- Tianshui hitpoints increased to 4500 from 4200, armor increased to 350 from 300, supplies/day decreased to 4.5 from 5, max speed increased to 50 from 45, deceleration increased to 15 from 12, max flux increased to 2700 from 2600, flux dissipation increased to 180 from 160, and and its small turret arcs were increased to 360 from 180 degrees.
- Chengdu supplies/day decreased to 3.25 from 3.5.
- Hanzhong fleet points decreased to 10 from 11, supplies/day decreased to 4 from 4.25, max speed increased to 55 from 50, deceleration increased to 20 from 15, max flux increased to 3750 from 3500, and flux dissipation increased to 225 from 200.
- Wujun fleet points decreased to 5 from 7, armor increased to 250 from 200, supplies/day decreased to 2 from 2.25, added built-in rear facing Bulwark Flare weapon (quasi second ship system), flux dissipation increased to 160 from 150, and its variants were adjusted.
- Nanzhong max speed increased to 95 from 90.
- Luoyang max speed increased to 170 from 160, flux dissipation increased to 130 from 120, its medium turret arc increased to 200 from 90 degrees, and its sprite was improved.
- Laohu supplies/day decreased to 1.25 from 1.5.
- Hefei assault fighter's Annihilator Rocket Rack weapon burst delay reduced to 0.2 from 0.25 and its sprite was improved.
- Armored Mining Drone sprite was improved.
- Yiling sprite was improved.
- Flux Override ship system sound effects volume increased.
- Burst Flak Cannon and Bulwark Flares AOE push force decreased to 10 from 30.
- Shaanxi star texture improved.
- Added Shaanxi star to the possible background elements for the random battle missions.
- Monopoly mission was rebalanced.
- Fixed minor mistake (no gameplay implication) with some of the missions.
- Added 5 ship names.
[close]

--

Anyways what is next on my list is some new ships so please vote in the poll and make any suggestions on what you would like to see as well if it is not listed there.
Also, I really should get around to updating Exi soon :)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Jonlissla on September 28, 2015, 03:24:26 AM
A SS+, II and Tiandong update on the same day?

Cycerin was right, the Mod Mafia is real.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Tartiflette on September 28, 2015, 03:51:22 AM
Hehe, you have no idea
Code
    / \
   /   \
  / <O> \
 /_______\
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on September 29, 2015, 11:57:42 PM
Wanted to ask you guys for some suggestions of any modular weapons you would like to see added to THI. To be more specific it has to fit one or more of these criteria.
It is a missing role or niche in vanilla.
It is a useful side grade of something in vanilla.
It does something slightly quirky and or is a worse and less expensive version of something in vanilla.

Those are the rules for the current weapons in the mod.

Next update besides adding more ships will also include a pod version of the Concussion Missile, and maybe some kind of odd long range missile but still mulling over ideas for how it could work.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: The Soldier on September 30, 2015, 04:56:38 AM
I feel like there needs to be a fairly dangerous LRM support missile, possibly a modification of the Harpoon or Pilum.  Pretty much this - it's a missile that can handle both shields and armor, but not both very well.  It has a reduced HE payload, but has a high-velocity shotgun built in through the center of the missile.  This shotgun fires out a fairly accurate spread of kinetic penetrators, and will activate once somewhat close to the target.  I feel like THI needed this and mashed together a Pilum and a few Needler rounds to get the desired effect.  Not as powerful, but an all-rounder.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Histidine on September 30, 2015, 05:23:57 AM
Is there any mod with a medium version of SS+'s Contender Cannon (by which I mean short-ranged powerful HE damage spike)? That might be something to do.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: OOZ662 on September 30, 2015, 06:02:04 AM
As far as I know there is no large kinetic missile in any of the mods I play. While a larger Sabot would be ridiculous, something like BRDY's Gonodactylus' built-in one-shot kinetic torpedo would be interesting. In sort of the same vein, a thump-missile that deals little damage but imparts lots of velocity could be entertaining.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Gothars on September 30, 2015, 06:39:26 AM
I'd like to see a big-slot version of the proximity charge launcher that fires a bunch of them in a shot-gun like blast. The role of fleet level PD is really underrepresented in vanilla, there's only the Guardian.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Tartiflette on September 30, 2015, 08:31:29 AM
As far as I know there is no large kinetic missile in any of the mods I play.
Because it can be exploited and is very hard to balance correctly (I will have one in Seeker, and it has a lot of limitations like extremely short range)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Serenitis on September 30, 2015, 12:13:18 PM
Is there any mod with a medium version of SS+'s Contender Cannon (by which I mean short-ranged powerful HE damage spike)? That might be something to do.
Blackrock has it's Gale and Squall cannons which are pretty much this. (One is long range and the other short but I can't remember which way round they are.)

A mod to the vanilla chaingun could be something to play with. Maybe give it an actually useful amount of hitting power but a shorter range and flaky accuracy?
A missile/rocket with a proximity fuse which on detonation spits out a cloud of tiny proximity charges.
Some variant of the large ballistics modified for flux efficiency over range/damage so the ships don't struggle quite so much. (A stripped down single barrel Mjolnir for ex.) Or upscaled versions of mediocre mediums like Arbalest and Chaingun.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: DragoonKiller on October 01, 2015, 09:46:34 AM
No Tri-Tachyon ships included?

By the way,What's the spelling of Tiandong in Chinese.....
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Adraius on October 01, 2015, 12:28:45 PM
Or upscaled versions of mediocre mediums like Arbalest and Chaingun.
Off topic here, but the Assault Chaingun is considered mediocre?  What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: OOZ662 on October 01, 2015, 12:34:53 PM
Or upscaled versions of mediocre mediums like Arbalest and Chaingun.
Off topic here, but the Assault Chaingun is considered mediocre?  What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)

I generally use heavy maulers if I use an HE medium slot. More commonly I have heavy needlers and either a large HE weapon or missiles. The assault chaingun is problematic because of its spread and tiny per hit damage; it's much better to let a weapon "cool" and fire a somewhat-accurate high-damage shot to the edge of the weapon's range than to fling lots of tiny ones all over space.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Serenitis on October 01, 2015, 12:58:56 PM
Off topic here, but the Assault Chaingun is considered mediocre?  What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)

I generally use heavy maulers if I use an HE medium slot. More commonly I have heavy needlers and either a large HE weapon or missiles. The assault chaingun is problematic because of its spread and tiny per hit damage; it's much better to let a weapon "cool" and fire a somewhat-accurate high-damage shot to the edge of the weapon's range than to fling lots of tiny ones all over space.
^ this.
AC is at best an irritant because it just can't hit hard enough and consistently enough to be a threat to anything capable of movement.
In vanilla SS, if you want to mount a medium ballistic gun with HE damage which isn't a waste of time you have to mount a mauler.

Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful? Kind of like a future volley gun (https://en.wikipedia.org/wiki/Nock_gun).

[edit]

Found something that might need looking at....
Docked at Macau in Magec and got this: http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png (http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png)
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.
Not seen this before.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Adraius on October 01, 2015, 03:14:59 PM
Huh, noted.  I tend to mount Sabots in any of my missile slots and focus on splitting my remaining slots between anti-shield and and anti-armor - generally any energy slots get the anti-armor role, but the Enforcer has a ton of ballistics so I was going with x2 medium kinetic (Heavy AC?) and x3 Assault Chainguns - they seemed to tear it up well.
Found something that might need looking at....
Docked at Macau in Magec and got this: http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png (http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png)
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.
Not seen this before.
I actually saw this bug a few days ago as well - I'm 80% sure it wasn't at a Tiandong base, though.  It also reoccurred after I loaded the game and tried docking at the same base again.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Serenitis on October 01, 2015, 03:40:07 PM
[edit]
moved to bug reports
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Gothars on October 01, 2015, 04:18:53 PM

Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful?

I like that. An alternative would be a very high fire rate when you start shooting that decreases over time due to overheating. A burst weapon.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 01, 2015, 10:36:48 PM
No Tri-Tachyon ships included?

By the way,What's the spelling of Tiandong in Chinese.....

They only retrofit Mastery and Core epoch designs.
It is (http://i.imgur.com/n5WT6gK.png)

Also thank you for the weapon suggestions everyone, some solid ideas were mentioned :)

Serenitis and Adraius, that bug is one of vanilla and has nothing to do with mods.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: HELMUT on October 02, 2015, 02:48:11 AM
Quote
A mod to the vanilla chaingun could be something to play with. Maybe give it an actually useful amount of hitting power but a shorter range and flaky accuracy?

Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful?

I like that. An alternative would be a very high fire rate when you start shooting that decreases over time due to overheating. A burst weapon.

Th Cobra autogun from the Citadel mod is a bit like that. It's medium sized but still hurt like a truck and the bullets are lightning fast.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: RandomnessInc on October 13, 2015, 05:05:08 PM
i voted for other so please do a apogee refit
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 13, 2015, 05:28:40 PM
They only retrofit Mastery and Core epoch designs.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: The Soldier on October 13, 2015, 05:40:09 PM
Seeing an Eagle retrofit would be awesome!  Moar Star Destroyers. :D

By the way, make a decision on the new not-weapon yet?
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 13, 2015, 05:41:28 PM
There will be an Eagle refit among others, and a new weapon or two in the soon to be 1.0.5 update.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 28, 2015, 06:16:33 PM
So I was planning to update these guys before Starsector 0.7a, but it seems my previous predictions on said timetable were wrong sooo... Here have some teasers instead.


Ships that will be in the next update
(http://i.imgur.com/8l7KNhK.png)

Ships that might be in the next update, but will all eventually appear in some form or another:
SS+ boss bounty ship (need to know basis)
Dominator retrofit
Sunder retrofit
Super frigate (because every faction needs one)
Gladius retrofit
And possibly more, please suggest ships you would like to see!

--

Have you ever wanted to project guided thermonuclear torpedos at long range?
(http://i.imgur.com/OGSGC5n.gif)

And another couple of weapons, or three or four in the next version as well.
Please suggest weapons you would like to see!

Anyways my plans are to get this mod working again after 0.7a as soon as reasonably possible and as usual, there ain't no rest for the wicked :)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: OOZ662 on October 28, 2015, 06:35:10 PM
So many mods being like, "here's all this really cool stuff that'll come after the patch," but I want cool stuff now. :'( That former-Tarsus looks like an excellent rear-line support ship even without knowing stats. Something to hang out with the carrier in back to rain pain down on anything sneaking around.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Toxcity on October 28, 2015, 06:42:37 PM
Well between all the new teasers from Alex and co. and Mesotronik's comment, I think its safe to say that we won't have to wait for something new for long!  ;D

Btw, those new ships and weapon look great.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 28, 2015, 09:01:32 PM
Well my thoughts are basically this. Even if 1.0.5 was done now (it isn't and needs a bit more work) why release it when it would barely beat 0.7a?
Anyways since you seemed interested in the stats OOZ662.


Campaign layer stats will be changing for 0.7a compliance
(http://i.imgur.com/6NyxCC7.png)


Also in the current version how the retrofitting service works is a bit vague, it not being 100% obvious what ship turns into what and how long it takes etc.

Quality of life will be improved in 1.0.5 by expanding the submarket tooltip to show the actual conversion table info
(http://i.imgur.com/GBhSm5j.png)
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: CopperCoyote on October 30, 2015, 07:20:43 PM
That info will be much appreciated. I don't know the Taindong ships well enough to know the base ship it's converted from so i spend a fair bit of time going through the codex so i know which ship to chase down next. Though now that i'm thinking about it i'll just copy it down now. It'll still be an excellent feature for newbies to this mod.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Toxcity on October 31, 2015, 09:42:08 PM
I just noticed the Tarsus (R), what's that from?
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Nanao-kun on October 31, 2015, 09:47:17 PM
I just noticed the Tarsus (R), what's that from?
Roider Union I think?
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on October 31, 2015, 09:56:34 PM
I just noticed the Tarsus (R), what's that from?
Roider Union I think?

Indeed.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: Tschudy on November 05, 2015, 08:39:08 PM
EDIT: Ok, this somehow got posted in the wrong thread.
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: kruqnut on November 29, 2015, 04:12:53 PM
Update soon I hope
Title: Re: [0.65.2a] Tiandong Heavy Industries v1.0.1 - Updated 9/27/15
Post by: MesoTroniK on November 29, 2015, 05:04:00 PM
It will be soon, you don't have to worry :)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: MesoTroniK on December 06, 2015, 08:27:07 PM
Evening everyone, I apologize for taking so long to update the faction but there was many technical issues that held things up but without further delay I present THI 1.05.

So go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ) and if you have any comments or suggestions please let me know.

This is an important milestone in the development of the faction, now updated for SS 0.7.1a (requires RC5 or newer), three new ships, SS+ boss bounty ship, three new weapons, global balance pass of virtually everything, a new mission, quality of life improvements, polish, some sprites were improved, unique campaign mechanics and more... Instead of a wall of text it is time for pictures.

Shouren-class cruiser (Eagle Retrofit)
(http://i.imgur.com/G9eRSBw.png)

Hujing-class destroyer (Hammerhead retrofit)
(http://i.imgur.com/xw7JJDx.png)

Tuolu-class auxiliary destroyer (Tarsus retrofit)
(http://i.imgur.com/K9bAW6i.png)

Liberty-class mod-cruiser (SS+ boss bounty)
A once esteemed commander lost their sanity and now carries on against the Sector in the name of a fictional empire
Spoiler
(http://i.imgur.com/aIiDVBZ.gif)
[close]

Apsis LRT Launcher
(http://i.imgur.com/OGSGC5n.gif)

Retrofitting submarket now has a proper tooltip to show the actual conversion table info
(http://i.imgur.com/GBhSm5j.png)

Tiandong began life by providing security services during troubled times and can still be relied upon to do so.
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them
(http://i.imgur.com/pdYxWpi.png)

Changelog
Spoiler
1.0.5

- General campaign rig updated for 0.7.1a compliance.
- THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them.
- Expanded tooltip detailing the specifics of the Tiandong Retrofitting submarket.
- Attempting to install incompatible hullmods on THI ships now displays a notification in the refit screen.
- General campaign layer ship stats updated for 0.7.1a compliance.
- THI ships are immune to slowdown from campaign layer nebula (and combat layer like they always have been).
- Added Liberty-class mod-cruiser (SS+ boss bounty).
- Added Shouren-class cruiser.
- Added Hujing-class destroyer.
- Added Tuolu-class auxiliary destroyer.
- Hanzhong ordnance points increased to 85 from 80.
- Guandu sprite was improved.
- New ship variants added, many old ones adjusted for 0.7.1a compliance.
- Added Apsis LRT Launcher weapon.
- Added Concussion Missile Pod weapon.
- Concussion Missile contact HE damage increased to 600 from 500, AOE frag damage unchanged.
- Concussion Missile launch sound volume lowered slightly.
- Concussion Missile Rack sprite was improved.
- Punisher Torpedo projectile hitpoints increased to 350 from 225.
- Heavy Mining Laser sprite was improved.
- Mauler Battery projectile speed increased to 700 from 660.
- Rotary Autocannon animation now respects rate of fire bonuses from ship systems.
- Added A Game of War mission.
- Rebalanced all missions.
- Improved descriptions for various things.
- Save file optimization.
- Changed file structure and naming conventions for some art assets to reduce VRAM consumption when THI is ran alongside certain other mods.
- Probably some things I don't recall.
[close]

--

Like always I welcome comments, suggestions, and especially ship and weapon suggestions.
Next up on the list for THI is more ships and possibly refinements of the custom campaign mechanics.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: Nanao-kun on December 06, 2015, 08:35:16 PM
Oh man that mod cruiser. :D

Oh god it has
Spoiler
red white and blue flares.
[close]
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: OOZ662 on December 07, 2015, 02:26:17 AM
I kinda hope it goes
BRRRRTTTTT (https://www.youtube.com/watch?v=NvIJvPj_pjE)

EDIT: Holy crap, URL tags of YouTube videos auto-embed? That's a little weird.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: Creepin on December 07, 2015, 02:58:45 AM
Quote
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them
That is so cool, both for immersion and gameplay!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: The Soldier on December 07, 2015, 05:09:26 AM
Huzzah, awesome!  Time to play with that Shouren.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: Bastion.Systems on December 10, 2015, 05:32:52 AM
I think this is one of the best mods for Starsector, the faction is very lore friendly and the ships fit with the original art perfectly. Even the faction specialty of big turret mounts makes these very interesting to play as.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: StarSchulz on December 10, 2015, 10:41:34 AM
Yo! i have been having a whole lot of fun using this mod, i really like the design of the ships. wanted to say that the station Chaozhou in Arcadia is producing an absolutely ridiculous amount of supplies. so much, that for more than two cycles it was selling them for as low as 3 and as high as 11 credits each. which is insane, because other places were willing to buy them for as much as 600 each. Huh? why do i have so many credits? uhh... bounty hunting. i assure you.  ;)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: MesoTroniK on December 10, 2015, 02:11:07 PM
Quote
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with them
That is so cool, both for immersion and gameplay!

Currently, that behavior only works in standard games and Nexerelin Corvus mode. It does not work in standard Nexerelin games and this was a foolish oversight of mine that will be corrected in 1.0.6 soon which will have a few random fixes and a new ship.

I think this is one of the best mods for Starsector, the faction is very lore friendly and the ships fit with the original art perfectly. Even the faction specialty of big turret mounts makes these very interesting to play as.

If you like ships with big guns hehe... Some of the near future plans are pretty deliciously evil :)

Yo! i have been having a whole lot of fun using this mod, i really like the design of the ships. wanted to say that the station Chaozhou in Arcadia is producing an absolutely ridiculous amount of supplies. so much, that for more than two cycles it was selling them for as low as 3 and as high as 11 credits each. which is insane, because other places were willing to buy them for as much as 600 each. Huh? why do i have so many credits? uhh... bounty hunting. i assure you.  ;)

What other mods are you using?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: StarSchulz on December 10, 2015, 04:12:06 PM
Everything else specifically compatable with starsector plus, i am guessing it probably is the templar killing every trade convoy. though the trade disruption seems to have gone away, even though they are killing just about everything. The same thing happened to me in a vanilla save file on Agreus.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: MesoTroniK on December 11, 2015, 04:37:15 PM
StarSchulz, could you please contribute to this thread?
http://fractalsoftworks.com/forum/index.php?topic=10282.0

It would help refine the economy of all the mods.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: StarSchulz on December 11, 2015, 04:41:02 PM
StarSchulz, could you please contribute to this thread?
http://fractalsoftworks.com/forum/index.php?topic=10282.0

It would help refine the economy of all the mods.

Absolutely! thank you for pointing me toward that.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: Lakis on December 11, 2015, 04:42:19 PM
Also, that boss ship... That is amazing dude...
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: SpacePoliticianAndaZealot on December 18, 2015, 11:07:24 AM
Quick question - why do Independents and Tiandong declare hostilities on each other? Suddenly changing from friendly (+50) to hostile (-50) is brutally nonsensical.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: OOZ662 on December 18, 2015, 11:08:31 AM
'cuz that's how the vanilla game works now.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: SpacePoliticianAndaZealot on December 18, 2015, 12:46:27 PM
'cuz that's how the vanilla game works now.
*sigh*  :(
At least I have access to Nortia as a Indie-commisioned privateer.

Spoiler
(http://i66.tinypic.com/1oaxrd.png)
[close]
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.5 - Updated 12/6/15
Post by: Weltall on December 19, 2015, 04:14:39 PM
Ahhh I am loving all the refits that are from the Tiandong. I love also how you can upgrade some ships to Tiandong version. Just that makes me want to have Tiandong always love me :3
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on December 24, 2015, 12:17:14 AM
Morning everyone, merry Christmas and a happy new mod year!

This minor update took a bit longer than I was expecting but here it is containing some random fixes, the custom mercenary behavior now works in Nexerelin, the SS+ boss bounty now a has custom portrait (also available for the player), and added a new ship. Do note that this update will break your save, so I recommend saving your save with Save Transfer (http://bit.ly/1Labyas). Also keep in mind that Version Checker (http://bit.ly/1wSPmKE) no longer requires modifying files and is plug and play like all mods and so I highly recommend it.

So go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ) and if you have any comments or suggestions please let me know.


Qianzi-class destroyer (Sunder retrofit)
Has a devastating built-in weapon that is useful for mining rocks... and ships
(http://i.imgur.com/2bnil2p.png)

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

Changelog
Spoiler
1.0.6

- Fixed THI mercenary fleets not working in Nexerelin games.
- Adjusted market conditions of Fort Macau.
- Added Qianzi-class destroyer and its built-in Triphammer weapon.
- Added custom portrait for SS+ boss bounty (also available as a player choice).
- Fixed nasty bug with Liberty Flares.
- Improved a few random scripts.
- Additional save file optimization.
- Probably some things I don't recall.
[close]

--

Like always I welcome comments, suggestions, and especially ship and weapon suggestions.
Next up on the list for THI is more ships and possibly refinements of the custom campaign mechanics.

(http://i.imgur.com/neyQbZx.gif)
Spoiler
(http://i.imgur.com/HYZplbO.png)
[close]
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: OOZ662 on December 24, 2015, 12:20:25 AM
Do note that this update will break your save, so I recommend saving your save with Save Transfer (http://bit.ly/1Labyas).

Arrrrgh, but I just did that for the SS+ update. Oh well, now that I'm not using Nexerelin and Save Transfer keeps a lot more stuff intact, it's worth it. ;D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: StarSchulz on December 24, 2015, 01:37:50 AM
Must... resist... urge to fill entire fleet full of that amazing looking ship.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: sycspysycspy on December 24, 2015, 01:56:01 AM
Most of the ships are average, in another word, well balanced and some of the new weapons are pretty funny. I like this mod as it fit vanilla theme perfectly the only thing I dislike is the Chinese characters painted on the hulls, I could read Chinese and some of them are just ... ridiculous. (http://i.imgur.com/KbBnUX5.png) That ? means grandmother or old lady... And if you use traditional Chinese character, it would look way better. For example Xu's ??(holy man)would have way better look in tradition Chinese characters -> (https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSPPOus3PPzrDzVjz0qXlPzbW88HfPGh6gXFKHgHcCobMCslbY)(https://upload.wikimedia.org/wikipedia/commons/c/cf/%E5%A4%AB-red.png) or maybe just (https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSPPOus3PPzrDzVjz0qXlPzbW88HfPGh6gXFKHgHcCobMCslbY) is enough.

P.S. Forgive me for the oversize images. This forum could not support Chinese characters...
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Sabaton on December 24, 2015, 03:32:27 AM
P.S. Forgive me for the oversize images. This forum could not support Chinese characters...

All chinese characters look awesome as long as you don't know what they say. :-\

MesoTroniK, oh my god you actually did it! And by the looks of it you didn't get rid of it's missile slots. Just buffed the middle one.

This' gonna' be good!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: HELMUT on December 24, 2015, 03:38:05 AM
Yeah, it may means "grandmother" in traditional Chinese but in SPACE CHINESE it means "COOL SHIP" and... Erh... I'm sorry.

To be honest, this is a fairly old sprite and i'm not sure what i tried to do. Maybe i used some random translation site and got the wrong character. Or maybe i actually decided to call it the "grandmother" because i was screwing around, it wouldn't surprise me.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: DanJSC on December 24, 2015, 03:56:39 AM
To be fair, that does look like a ship a grizzled, old lady space vet would use.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Deathfly on December 24, 2015, 04:25:37 AM
hmm, in fact, no one will paint anything but name of vessel on thire hull. But a ? on hull is not the most weird thing I saw so that's OK...at least for me.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on December 24, 2015, 04:41:56 AM
How embarassed enemy fleets must feel if they get totaled and the flagship is this one? I cna see pirates returning to their base and being like "Granma" kicked our ass again..
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Serenitis on December 24, 2015, 03:04:18 PM
lol @ the boss name.
Not heard that in a long while.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on December 24, 2015, 03:50:44 PM
"Nobody makes fun of the grandmother ship after it stuffs 16 Harpoons up their butts." - Histidine

That being said some of the sprites might get small makeovers, not sure how yet but we shall see :)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: OOZ662 on December 27, 2015, 01:22:04 PM
If you go after the Tiandong bounty, make sure you know exactly what Sabot missiles look like...I thought those were just some more of the HE missiles that get spammed everywhere, then about three seconds later the overloading noise was drowned out by the front half of my Nevermore falling off.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Taverius on January 05, 2016, 08:22:09 AM
I haven't gotten around to a THI playthrough yet, but I picked up the Liberty earlier.

What a mad mad ship, I love it, fragile (tactically) as it is. Its good that the HACs are tooled for 'increased freedom' I can tell by how hard it liberates bounties :D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Gezzaman on January 05, 2016, 03:26:34 PM
Loving the tiandong Eagle so much.

It might be slow , but damn it is a powerhouse!!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: JohnDoe on January 06, 2016, 06:54:04 PM
Yeah; it performs well even against the late game SS+ boss ships.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: grinningsphinx on January 11, 2016, 05:21:25 PM
I may just be dense, but how exactly do i retrofit a captured ship?  I dont see a "Convert" button anywhere when its asking me which ship to convert.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: OOZ662 on January 11, 2016, 05:23:28 PM
You "sell" the ship to the Retrofitting market section at the Tiandong capital. You'll get an intel notification when it's ready to buy back.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Gezzaman on January 11, 2016, 06:21:22 PM
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on January 11, 2016, 06:23:36 PM
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)

Heh, hehe, heh (http://i.imgur.com/neyQbZx.gif)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: grinningsphinx on January 11, 2016, 08:50:21 PM
If the Apsis LRT LRM system is yours, its missing stats.....No Ammo it starts off with, nor reloads per minute.  Compare to Ballista LRM or Pilums.

Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: grinningsphinx on January 11, 2016, 08:55:15 PM
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)

Thats pretty easy going by there doctrine...it would drop the 1 medium and the3 smalls for another large launcher.  Im not exactly sure if that would be a gain. I dont think you would want to drop the PD ballistics on it, as a large mount would be a waste...i cant imagine getting it in range to use it lol.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on January 11, 2016, 09:00:02 PM
I think the Apsis is intentional, LRMs are very generous on ammo to the point where most have functionally infinite ammo, and as the Apsis is so slow in the first place rpm would be pointless as rpm exists on missiles to slow their rate of fire down after a few volleys.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: OOZ662 on January 11, 2016, 09:01:49 PM
If I read it corretly, they mean there's no ammo in it. No starting ammo and none reloaded. I've never used one to notice, because Crackrock Swagyards.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on January 11, 2016, 09:03:43 PM
Apsis LRT Launcher uses Salamander style loading / infinite ammo.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Gezzaman on January 12, 2016, 01:53:36 PM
Would like to see a Tian Dong Gryphon Missile Cruiser  ::)

Heh, hehe, heh (http://i.imgur.com/neyQbZx.gif)

is this a hint that it actually is in the works? :D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on January 12, 2016, 05:20:27 PM
if it doesn't have a super-apsis as a fixed spinal weapon I will be disappointed.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: JohnDoe on January 12, 2016, 05:24:50 PM
Two large missile slots you say? Sounds like a good ROLAND platform!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on January 12, 2016, 05:58:15 PM
Or perhaps some new kind of vanilla-esque large missile that THI dug up somewhere?

 :)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on January 12, 2016, 06:08:42 PM
I'm telling you, triple Apsis integrated deep into the spine of the hull.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Taverius on January 12, 2016, 06:56:57 PM
if it doesn't have a super-apsis as a fixed spinal weapon I will be disappointed.
I approve of this message.

P.S. I've been reading lots of translated chinese novels, now I want a xianxia-themed Xu Boss, extremely profound, with some built-in weapons that, compared to the vanilla version, it is like the difference between heaven and earth. Please? :D

P.P.S. I love the ejected shells on the Macro Cannon XD
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on January 12, 2016, 07:52:56 PM
Well, I have been thinking (not real hard) about some kind of big ass anti-ship missile that spews a bunch of decoys during its flight path to confound PD.
Eventually, more SS+ boss bounty ships might be made... Maybe.

No promises about anything appearing, just thinking out loud is all.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on January 13, 2016, 11:55:26 AM
a miniature Apocalypse MIRV? oh Meso, you spoil us.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: dertien on February 27, 2016, 05:02:46 AM
Hi MesoTroniK,

First post although I have had this great game for quite a while. Just wanted to tell you that I like this mod and especially the addition to be able to retrofit ships at Shanghai.

I have a little question/suggestion:

Would it be in the scope of this mod to push this idea one step further and allow an extra button (in the trade screen between black market and storage) which would enable the player to refine the ores that he/she has mined using these ships ? In short, the same mechanic as with retrofitting ships:

You mine your ore
Haul it back to Shanghai
Press the Refine button
Sell the ores to them in that UI (your fee to use their services)
Wait for a number of days depending on what ore type or amount.
Get a message from the station that your ore has been processed into rare or common metals.
Collect the metals at the station again and sell them for a larger profit than just the ore either at Shanghai or somewhere else.

Greetings
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on February 27, 2016, 02:14:58 PM
Thank you for the feedback dertien, regarding your ore smelter suggestion.
I cannot really see doing it as that would be creating an "infinite money machine", perhaps in the future when industry gets added in vanilla? Though that remains to be seen if it would be a viable and balanced concept even then.

In other news from the future™
Update soon with:
0.7.2a compatibility
Random quality of life changes
Updated old art
Two new weapons
New fighter
Maybe a new frigate or two

(http://i.imgur.com/neyQbZx.gif)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: dertien on February 27, 2016, 02:44:47 PM
Ah, I understand (facepalm!), of course I oversaw the fact that you can actually exploit this by buying the ore instead of harvesting it from roids and convert it to metal paying a little fee and waiting for it to convert to something worth selling without going through the painful proces of mining and losing crew+damaging hulls.

It just felt like a viable thing a player should be able to do. Well, I don't mind waiting for the vanilla approach and see what the devs will come up for the mining mechanic.

Looking forward to the update, still playing 0.71a since a lot of mods are working with it.

Thanks for the quick response.

Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Metadane on February 28, 2016, 09:06:59 AM
Love the mod dude, thanks very much! :-)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Anexgohan on March 05, 2016, 01:20:49 AM
Hello,
I'm using your mod with version 0.7.2a-RC3, everything works except I get error sometimes in combat when I use the special power in one of my ships (Xu-Class Battleship -> Flux Override) and it CTD giving the following error, anyone have a clue how to fix this,

Fatal: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V

I understand you will be updating this soon, but could you point me in the direction for how to fix this as a short term fix for my current game.

Thankyou
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 05, 2016, 01:36:25 AM
Fixing that would require recompiling the code.

I will be updating the mod as soon as is practical for me and I work on it every day.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: LeopoldStotch on March 08, 2016, 02:56:03 AM
Please do. This is the last mod I need updated before I can continue my save :)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Caricature on March 08, 2016, 12:03:58 PM
Edit by Alex: this patch is no longer required as of the latest update of THI. Original post in spoiler below.

Spoiler
I also wanted to try Tiandong out in 0.7.2 and was bored last night, so I edited the code to account for the one method signature that was changed and made a JAR. Here's a link in case anyone wants it; no guarantees that there isn't some less obvious bug, I don't understand the mod like the author does. I hope you don't mind, Anexgohan.

https://drive.google.com/open?id=0B3x4iKd9Go6yby1HR29lbHNfVTQ (https://drive.google.com/open?id=0B3x4iKd9Go6yby1HR29lbHNfVTQ)
[close]
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: radekplug on March 08, 2016, 01:02:17 PM
thanx this file work and now i played as tiangdoing their sunder not cause crash
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Tartiflette on March 08, 2016, 01:03:50 PM
I also wanted to try Tiandong out in 0.7.2 and was bored last night, so I edited the code to account for the one method signature that was changed and made a JAR. Here's a link in case anyone wants it; no guarantees that there isn't some less obvious bug, I don't understand the mod like the author does. I hope you don't mind, Anexgohan.

You should take that link down and ask for permission beforehand. Firstly because it would be polite, and secondly because I'm fairly confident Mesotronik won't like it.

He is already working on the release, and he holds himself to the highest standards of bug-free releases. Having some untested version lying around potentially causing crashed in other people games is really something that might bother him, and personally I wouldn't like having to deal with that either.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 08, 2016, 02:00:19 PM
Caricature, you have my permission to continue distributing that fix though I do want to mention that it would have been nice if you asked first. Normally my stance regarding such things would mirror that of which Tartiflette just stated but this update has been taking longer than I would like it to be so... Asi es la vida in this case.

Anyways I do want to mention some things regarding playing THI 1.0.6 with that new Jar by Caricature. There will be issues with it.
Anomalous ship AI issues
Non vanilla compliant custom missile AI behavior for the Apsis LRT
Weird bugs with some of the scripted weapons
Other stuff

So basically, use his fix at your own risk. I will be updating for real soon as my theory is something is done when it is done, not when it "works" as something "working" and actually being done is not the same thing.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Caricature on March 08, 2016, 06:49:54 PM
Sorry, my bad; I understand entirely.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: radekplug on March 09, 2016, 03:38:16 PM
use this fix for me work 8h played yesterday and a finish my second sesion of playing any crash happend shpis work normaly i have in fleet every destroyer form tiandong and i get bouy macrocanon capital.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: senor on March 16, 2016, 07:08:42 PM
This is a "cheer Mesotronik on" post.  Eagerly waiting for THI update so i can start a new game.  i havent used this faction before, but it looks awesome.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 16, 2016, 08:49:51 PM
Thank you, sorry it is taking a while but my free time for such things has been a bit limited as of late.

Random news from the future teaser. Do you like machine guns? Do you ever wish you had a bigger one?
https://gfycat.com/GiddyRemoteAlleycat
Hehe
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Ceebees on March 16, 2016, 08:55:35 PM
Oooh.

Is it PD tagged? ;D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Alphascrub on March 16, 2016, 08:57:04 PM
Thank you, sorry it is taking a while but my free time for such things has been a bit limited as of late.

Random news from the future teaser. Do you like machine guns? Do you ever wish you had a bigger one?
https://gfycat.com/GiddyRemoteAlleycat
Hehe

I one questions... does it daka?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 16, 2016, 09:00:29 PM
Yes, and yes :)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: The Soldier on March 16, 2016, 09:18:43 PM
I can't wait to mount this Superheavy MG on everything.  Balance is still...questionable, but I'm sure it'll be glorious either way. :D

I'm curious if it's going to be as rare as a snowball in hell, like the Heavy MG is in vanilla.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Harmful Mechanic on March 16, 2016, 10:34:05 PM
Good old Chicago Piano. That looks like an entertaining close-in weapon, something worth using on THI's many ludicrously inappropriate Large mounts.

Looking forward to sticking one on a Mudskipper Mk.2
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: The Soldier on March 17, 2016, 08:58:33 PM
We know what?  We need a Tiandong Mudskipper Mk.2.  More ill-advised modifications, that may or may not result in an even more ridiculously fitted frigate. :D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Hazard on March 18, 2016, 03:56:10 AM
Speaking of ill-advised modifications and large mounts... Does anyone else wonder what a Tiandong retrofitted Onslaught would be like? While you can never have enough dakka, THI Onslaught with those Superheavy MGs in every mount might get pretty close. :D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Serenitis on March 18, 2016, 04:47:05 AM
Speaking of ill-advised modifications and large mounts... Does anyone else wonder what a Tiandong retrofitted Onslaught would be like?

A huge gun, with dozens of other guns mounted on it. (http://sinsofasolarempire.wikia.com/wiki/Ragnarov_Titan)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on March 18, 2016, 05:53:00 AM
A tiangdong mudskipper that ditches the ill-advised mods would actually be very interesting.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: JohnDoe on March 18, 2016, 06:39:22 AM
It's called Wujun (retrofitted Vigilance with a single large ballistic slot)?

I am surprised no one has drawn the parallel yet.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: radekplug on March 20, 2016, 01:58:49 PM
when we can expect update for mod with new weapons or shpis?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 20, 2016, 03:18:07 PM
Very Soon™
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on March 20, 2016, 11:46:11 PM
Take Your Time™
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Whitefox on March 22, 2016, 04:35:57 PM
update for 7.2 please?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: The Soldier on March 22, 2016, 04:40:06 PM
update for 7.2 please?
Very Soon™
That should answer your question.  Just two posts above. :P
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 22, 2016, 04:49:28 PM
In the mean time I suggest using the hotfix Jar by Caricature on page 8, as long as you don't mind a few bugs and "odd" things here and there.

Yes, I am working on the real update and it will not be far off and should be worth the wait... I think.
Here have some news from the future.


Improved Xu sprite
(http://i.imgur.com/bvXIDBf.png)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Whitefox on March 22, 2016, 05:15:53 PM
thank you...love this mod and as with a few otheres...my game just aint the same without them...so this is very good news indeed
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on March 22, 2016, 06:02:35 PM
I like the new sprite, the Xu always looked kind of uncharacteristically fragile, more like a pirate conquest than a mil-spec retrofit of anything.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on March 22, 2016, 11:15:48 PM
Seeing them side by side, gives me a feeling of MkI and MkII. I like the new sprite for sure.  ;D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: senor on March 23, 2016, 12:24:16 AM
F5 key wearing out...
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on March 23, 2016, 12:42:30 AM
No rest for the wicked, believe me I know...


Improved Dingjun sprite
(http://i.imgur.com/MOTLf0e.png)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on March 23, 2016, 01:24:49 AM
My F5 key is well trained from Skyrim.  Dingjun looks so much more manly with the darker color and the engines being less curvy~
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Tartiflette on March 23, 2016, 01:47:01 AM
My F5 key is well trained from Skyrim.  Dingjun looks so much more manly with the darker color and the engines being less curvy~
Too bad for you, it's the other way around this time><
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on March 23, 2016, 01:58:59 AM
Too bad for you, it's the other way around this time><

Audi TT has been my favorite car since I was young and still is. For anyone that does not know what Audi TT looks like;
Spoiler
(http://i.imgur.com/wnaiN32l.jpg)
[close]
I am sure I can handle the nice curves  :P
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: ValkyriaL on March 23, 2016, 04:21:36 AM
You think you can candle curves? il show you curves... :-X

Spoiler
(http://o.aolcdn.com/dims-global/dims3/GLOB/legacy_thumbnail/750x422/quality/95/http://www.blogcdn.com/slideshows/images/slides/381/777/5/S3817775/slug/l/01-apollo-arrow-geneva-1.jpg)

Look at dem cuuuuuurvezzz <3

move along now... ::)
[close]

Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Weltall on March 23, 2016, 04:40:11 AM
You think you can candle curves? il show you curves... :-X

Spoiler
(http://o.aolcdn.com/dims-global/dims3/GLOB/legacy_thumbnail/750x422/quality/95/http://www.blogcdn.com/slideshows/images/slides/381/777/5/S3817775/slug/l/01-apollo-arrow-geneva-1.jpg)

Look at dem cuuuuuurvezzz <3

move along now... ::)
[close]


Not that it does not look good, but in all honesty, I do not want my car to look like a transformer...... well except if it can morph XD
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Surge on March 23, 2016, 05:45:24 AM
The TT is like the modern equivalent of the classic 911, looking back we're gonna poke fun at fans of the TT not only because of it's name, but also because of it's appearance as a sportier Beetle.

Also that car Valkyrial linked is the new Gumpert I believe, now the last Gumpert was the Apollo, which many people believe to be one of the ugliest supercars of its time, but the reason for that, and I don't know if they're still following this idea, is that they kinda put aerodynamics well before styling. The Apollo was a pretty uncompromising performance car with no real luxury or flair.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: senor on March 25, 2016, 11:02:37 PM
HNNNGG... im waiting so hard right now.

does the mod require a new game or could i start now and then add the mod once the official update is out?  anybody know?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: OOZ662 on March 25, 2016, 11:44:49 PM
You could always use the Save Transfer mod to add it later.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: th3boodlebot on March 26, 2016, 11:12:48 AM
hey guys im having an error! can anyone tell me what i can do to fix this?


6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
   at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: TheOmega on March 26, 2016, 01:35:35 PM
hey guys im having an error! can anyone tell me what i can do to fix this?


6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
   at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Same.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Ceebees on March 26, 2016, 02:25:01 PM
Consider waiting for the actual update that'll make THI compatible with the current version of the game?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: th3boodlebot on March 26, 2016, 03:21:27 PM
hahaha yea i noticed that just now; it works a good bit of the time even though it's not updated. i guess i was hoping there was a trick to make it work, maybe removing a certain ship/weapon/hull variant. guess ill just have to be patient! shout out to the modder for making such a cool mod, i really enjoy the retrofitting mechanic. looking forward to the update!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: radekplug on March 27, 2016, 12:35:43 AM
to users ho have erors do you update nexelin and starsector + if not time update becuse if not update there will be crashes the check for rest for the mods you spcialy if you have factions like p9,aporlight,fleaden and mayrote, the crshes will be when the hull tiandong use weapons from this mods and on page 6 to 8 there is small fix for patch 7.2a
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: radekplug on March 27, 2016, 12:41:34 AM
hey guys im having an error! can anyone tell me what i can do to fix this?


6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
   at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

on page 8 reply 118 you have small fix if you get sitll crashes after using this fix than your nxerelin,starsector+ shared lib, lazy lib and twig lib not updated.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Hazard on March 29, 2016, 07:52:39 AM
I've been staring at the Superheavy MG gif for like ten minutes now. It's so mesmerizing... ;D
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Blaze on March 29, 2016, 08:32:10 AM
Speaking of that gif, I have to ask: How did you make that center mauler follow your cursor even when it wasn't in your selected weapon group?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Taverius on March 29, 2016, 08:41:29 AM
Weapons do that automagically since 0.7.1a
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Blaze on March 29, 2016, 10:06:56 AM
Must be a setting somewhere as it doesn't work for me.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Wyvern on March 29, 2016, 10:45:59 AM
Must be a setting somewhere as it doesn't work for me.
Only applies to weapon groups that aren't selected and don't have autofire turned on.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Adraius on April 03, 2016, 01:38:49 AM
It sounds like a number of sprites are being updated... sprite overhauls seem to be in fashion as of late. =) And that heavy kinetic weapon looks to be all kinds of fun.  Looking forward to the official 0.7.2a update!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on April 03, 2016, 01:56:02 AM
All of the ship sprites are being updated in some manner. Some are massive changes, some are just "pixel poking", or anywhere in between.

I haven't had a lot of modding time as of late, some of the things I thought would go fast ended up taking ages, sprite work, bug fixing, content additions. It all adds up. Bassically, THI 1.1 is the finalization pass where all of the old content gets completed to a state where I no longer wish to go back and mess with I unless it is required for whatever reason. I really have to get back to Exi, the grand plans for it will not enact themselves... I find it really hard to work on Exi when THI is screaming at me "this looks like ***, fix me, this bug is there, fix me, this missing role needs to exist, make me!"

Though I have been working on both mods in some capacity the entire time :)
No rest for the wicked.

Also, don't forget about the JAR fix on page 8 if anyone wants to play THI now. The 1.1 update is not far off, but ultimately it will be done when it is done.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Bastion.Systems on April 03, 2016, 05:28:19 AM
Take your time and make it the best update ever.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Sabaton on April 03, 2016, 05:40:38 AM
Mini mods are just as fine, no need to super size them.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Ratheden on April 19, 2016, 05:14:29 AM
Mini mods are just as fine, no need to super size them.
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: shade7480 on April 28, 2016, 02:04:31 PM
Hi got a quick question, the current version will not be compatible with the 0.7.2 version of starsector is that correct?
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: MesoTroniK on April 28, 2016, 02:37:10 PM
THI 1.0.6 works fine in 0.7.2a, if you use the user created hotfix Jar on page 8.


1.1 update soooooooooon
Spoiler
(http://i.imgur.com/2zwqI0s.png)
[close]
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: Bastion.Systems on April 29, 2016, 08:11:31 AM

1.1 update soooooooooon
Spoiler
(http://i.imgur.com/2zwqI0s.png)
[close]

This looks so good, cant wait no more, gib ships!
Title: Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
Post by: shade7480 on April 29, 2016, 04:12:37 PM
THI 1.0.6 works fine in 0.7.2a, if you use the user created hotfix Jar on page 8.


1.1 update soooooooooon
Spoiler
(http://i.imgur.com/2zwqI0s.png)
[close]

Ah ok that's great to know Thank you good sir :)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 15, 2016, 10:19:06 PM
"Tiandong update never"

Never is a very very long time... So go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ) and if you have any comments or suggestions please let me know.

The dark green mercs are back and better than ever! Now with...

0.7.2a compatiblity

(http://i.imgur.com/5DHBqj5.gif)
Jian-class Heavy Fighter Wing
A retrofit of the Gladius that sacrifices much of its direct firepower to gain an array of point-defense weapons.
Weapons: 1x Swarmer SRM Launcher, 1x Light Thumper, 2x Mini Vulcan Cannon

Improved ship sprites
Spoiler
(http://i.imgur.com/2zwqI0s.png)
[close]

(http://i.imgur.com/unB11Hr.gif)
Superheavy Machine Gun
Large Ballistic
The logical conclusion of the vanilla Machine Gun series of weapons.

(http://i.imgur.com/LBHA0vu.gif)
Muscle LRM Launcher
Small Missile
A multi-stage long-range missile system that is akin to rocket artillery with a pre-aim, boost, and MIRV phases.

--

And also more polish, balance, bugfixes, some subtle campaign layer changes, and other stuff too. Anyways, feel free to leave feedback, complaints, suggestions, or whatever and don't forget to save your save with Save Transfer (http://bit.ly/1Labyas)!

Changelog
Spoiler
1.1

- Updated for 0.7.2a compliance.
- THI miner fleets in the Shaanxi system now get cargo injections of ores and volatiles while mining (still does not contribute to the economy).
- All markets added by this mod now use two different and context specific interaction images (in random Nexerelin games only Shanghai does).
- Improved faction flag, crest, and intel icons slightly.
- Added Jian-class heavy fighter.
- Improved all ships sprites, some more significantly than others.
- THI ships are now immune to slowdown from the unique nebula variant terrain in the Interstellar Imperium mod just like they are to standard nebula.
- Dingjun supplies/rec and supplies/mo increased to 17 from 16 and its designation changed to Arsenal Ship from Cruiser.
- Tuolu supplies/rec and supplies/mo increased to 8 from 7 and its designation changed to Missile Destroyer from Auxiliary Destroyer.
- Liberty supplies/mo increased to 40 from 30.
- Flux Override ship system (used by the Xu, Qianzi, Hanzhong, and Wujun) initial base dissipation bonus increased to 60% from 50%, diminishing returns penalty for each use reduced to 15% from 20%, and its visuals were adjusted slightly.
- New ship variants added, several old ones adjusted.
- Added Superheavy Machine Gun weapon.
- Added Muscle LRM Launcher weapon.
- The impact stat of most weapons was adjusted for 0.7.2a compliance.
- The scripted push force of many THI weapons now actually works properly against ships that use TwigLib and certain other edge cases.
- Macro Cannon no longer does reduced damage to friendlies (was a bug), and the ejected shell casing visuals / sound effects were improved by adding a slightly randomized rotation, slightly randomizing its velocity, will now sometimes bounce off of objects, and improved the shell casing impact sound.
- Triphammer sprite improved slightly.
- Burst Flak Cannon sprite improved slightly, improved the explosion visuals of its shells / Bulwark Flares slightly, also fixed certain edge cases where they could unintentionally deal double damage.
- Concussion Missile flight time increased to 12 from 10 seconds, projectile hitpoints increased to 200 from 175, 0.5 second arming time was added, and its sprite was improved slightly.
- Apsis LRT missile AI targeting logic improved, also now acquires a new target if the current one phases, and a 0.5 second arming time was added.
- Punisher Torpedos now has a 0.5 second arming time.
- Adjusted the missions Monopoly, A Game of War, and Big Trouble in Little Rocks.
- Removed Knights of Ludd as possible faction choice for the Random Battle missions.
- Improved a few random scripts.
- Probably some things I don't recall.
[close]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on May 15, 2016, 10:33:12 PM
*quickly runs outside looking to see if swine have discovered the secret of flight*
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Kitfox88 on May 15, 2016, 11:19:46 PM
Oh man, I can't wait to load out a Xu with the SHMG. Dakka everywhere.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Bastion.Systems on May 16, 2016, 10:23:00 AM
AAAAAAAAAA!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Abyz on May 16, 2016, 02:07:15 PM
AAAAAAAAAA!

My thoughts exactly!  :D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 16, 2016, 04:41:10 PM
Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Blaze on May 16, 2016, 05:33:48 PM
Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
Interstellar Imperium has a ship based on the Yamato, complete with WMC; though it's a mod-hull so you'll also need the SBB mod and capture or debug it in. Other than that, the only faction that comes to mind is the Bushi, but that hasn't been updated AFAIK.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Mr. Nobody on May 17, 2016, 03:14:23 AM
0.7.2?
Slightly nsfw, depend on how much of a puritan you are
Spoiler
Expand (Tian)Dong
[close]

edit: whoopsie! wrong text option thingy
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 17, 2016, 04:35:43 AM
Like above, You need to expand Tiandong with more stuff. And not just retrofitted vanilla ships. (uhh... retrofitting a retrofitted ship sounds redundant.) But with more chinese-inspired ships, more weapons, and in general, more stuff to blow up with.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Abyz on May 17, 2016, 07:21:31 AM
Love the new large machine gun... Shorter range, but melts shields down well!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Schwartz on May 17, 2016, 10:33:43 AM
Tiandong doesn't need anything, in my opinion. It has been well-polished from the beginning and remains an interesting faction, without having any superfluous bits. It has a good number of ships. Maybe there could be a handful more signature weapons to load those ships, but that's it. I would've been happy just playing that very first version. Quality over quantity.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 17, 2016, 02:54:43 PM
Spoiler
(http://i.imgur.com/JH9gRSO.jpg)
[close]


Heh, anyways but seriously time for some words...

I do intend to add a few more ships over time but let me ask you this adimetro00. How would you define "Chinese-inspired ships"? While I do have a couple more non-retrofit designs planned, and more retrofit ships as well they are not super high priority either. As Schwartz said the faction is more or less where it needs to be right now. In addition it is actually far easier to come up with new ship concepts for them than weapons, why is this? Well, I won't give them any weapons that are too similar to preexisting ones in vanilla as THI is meant to fit seamlessly into the Sector and its lore. While most other mod factions due to their origins require a completely unique weapon set. When it comes to ships, there are for more concepts that have yet to be made than weapons.

Anyways, if anyone has a specific request regarding new ships or weapons feel free to let me know and I will consider them :)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 17, 2016, 04:18:32 PM
Nice ruler ship, man.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 20, 2016, 12:56:53 AM
Oh yeah, the kind of ship that this mod lacks is cruser or capital class carriers.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 20, 2016, 01:18:38 AM
Well, I personally don't consider a capital carrier fitting of their modus operandi (or lore backstory regarding their manufacturing capabilities) but if you feel otherwise then feel free to try and convince me. Regarding cruiser carriers? Well they have the Dingjun already, which is like the Venture from hell and back with a vengeance!

Try to think of it this way, giving them ships just for the sake of having more ships achieves nothing. They are a vanilla faction so to speak, if they can use ships from vanilla that fill a role that would mean giving them their own version is redundant at best unless their take on the concept forks a fair bit or is at least pretty interesting.

Again, if anyone would like to see a new ship or weapon added then describe what you would like to see in detail as I will at least consider it.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 20, 2016, 04:27:58 AM
Well... Nice to see a large mount of any kind on a frigate(Though that sounds so comical). Would like to see other mods with a large mount on a frigate.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Surge on May 20, 2016, 09:26:00 AM
It might actually be cool to see a THI Wolf that trades the energy slots for hybrids and moves two of the small turrets to outboard spinal weapons. I suggest the wolf largely because even the Hegemony, the de-facto low tech faction, stocks a few of them as pursuit and interception ships.

Basically the ship would be a bit slower and clumsier but would have much more armor and retain the phase skimmer, making it a very unusual and distinct component of THI fleets.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Mr. Nobody on May 20, 2016, 02:31:24 PM
As for another kind of capital, a Atlas (or another similar ship) retrofitted for maximum Apsis spam would be interesting.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 20, 2016, 04:26:43 PM
Hmmm Surge, I actually have been thinking about a "bloody infantry frigate" but it has been kind of a conundrum to come up with one as there isn't really anything to refit it out of so I was thinking original design. A Wolf could work but the sprite is already so busy that would be a tricky change to pull off to give it more front-loaded dakka without just being a visual cluster**** of weapons.

Mr. Nobody, I didn't really envision them getting any more capital ships :)

I was also wondering if anyone had any thoughts on the new LRM added in 1.1, that is such a weird missile heh.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Abyz on May 20, 2016, 05:44:06 PM
Having more ships with new looks is always a good thing, even if their "roles" overlap with other ships.

Make more!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Surge on May 20, 2016, 07:02:37 PM
Yeah I don't see any way to do a wolf mod without widening it, but since it is so long and narrow already I don't see a pair of outboard mounting pylons looking too ridiculous.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Histidine on May 20, 2016, 07:05:59 PM
Troll idea: Glue two Wolves together to make a catamaran and bash accordingly.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Orikson on May 20, 2016, 07:19:18 PM
Well, it's up to you what you want to add to the mod at a later date. I love how I can drag the ships that are weak in normal Vanilla to the Tiandong workshop and retrofit them into something more. Lovely ships and weapons too.

One question: How's the Exigency mod doing? Take your time upgrading it, it has such a strange mechanic and lovely blue grey ships. Also, a hyperspace base like the ones Diable has?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 20, 2016, 07:43:07 PM
Well, Exi is trapped somewhere between soon and soon™? I opened Pandora's Box with that mod heh, but I'd like to think that it will appear again perhaps sooner than folks might be expecting... Maybe.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on May 20, 2016, 07:55:49 PM
I opened Pandora's Box with that mod
I was wondering where all those screams of agony were coming from!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 20, 2016, 08:14:53 PM
Speaking of gluing, how about two Geminis glued together to make a freighter/carrier? (Also making the name appropriate because they're now twins) or a ship with large missile mounts?
You can take a Gryphon and turn the two medium missile mounts into a single large one. and the two small mounts on the right of the single large one on the front into one medium.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: borgrel on May 24, 2016, 11:38:25 PM
Error in Fort Macau:

You can dock, u can look at comms and mission postings, you can look at ships, but select trade and it crashes ....

Code
java.lang.OutOfMemoryError: Java heap space
at com.fs.util.container.repo.ObjectRepository.<init>(Unknown Source)
at com.fs.starfarer.ui.P.<init>(Unknown Source)
at com.fs.starfarer.ui.ifnew.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.new.øo0000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.String.public.if$super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.String.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.coreui.k.o00000(Unknown Source)
at com.fs.starfarer.coreui.k.Object(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.coreui.oo0o.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
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:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.OoOo$1.o00000(Unknown Source)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on May 25, 2016, 12:17:41 AM
java.lang.OutOfMemoryError: Java heap space
You need to install 64 bit java
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Orikson on May 25, 2016, 01:17:26 AM
java.lang.OutOfMemoryError: Java heap space
You need to install 64 bit java

Don't forget memory space allocation! In the case you're new borgrel, here's a useful video for installation of Starsector aside from the base game if you want to add in mods: https://www.youtube.com/watch?v=TWBP0cd4ZwE
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: borgrel on May 31, 2016, 04:41:32 PM
Many thanks Kitsune and Mr. K ......

What are outposts?
It looks to me that this mod added a new menu item and a new mechanic without a readme or discription in this thread about what/how to use it?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 31, 2016, 04:55:56 PM
What are outposts?

I assume you are referring to this line in the OP?

- One star system and an outpost added to three Vanilla star systems

I perhaps may have worded that poorly and will change it to be more clear in stating that a THI station is added to three Vanilla star systems.

It looks to me that this mod added a new menu item and a new mechanic without a readme or discription in this thread about what/how to use it?

I assume you are referring to this line in the OP?

- Retrofitting service at Shanghai converts compatible Vanilla/SWP/UW/II/RU hulls (including (D) variants) into Tiandong versions

If so, it is fairly self explanatory but... Visit Shanghai station in the Shaanxi system, and check out the Retrofitting submarket and the rest is revealed through in-game player facing mechanics and tool tips.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: adimetro00 on May 31, 2016, 06:20:53 PM
Wait, is the whole retrofitting thing supported in Nexerelin?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on May 31, 2016, 07:54:19 PM
Yes, Shanghai station (and its retrofitting submarket) is present in both Corvus Mode and random map Nexerelin games.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: borgrel on June 01, 2016, 01:30:28 AM
I assume you are referring to this line in the OP?

- One star system and an outpost added to three Vanilla star systems

Yes

It looks to me that this mod added a new menu item and a new mechanic without a readme or description in this thread about what/how to use it?

I assume you are referring to this line in the OP?

No

(http://i44.photobucket.com/albums/f49/borgrel/outposts.png)

I'm not 100% sure but I think this menu item only appeared after I activated Tiandong mod
Also none of the other mods I have activated mention outposts when I search this forum.

This is permanently greyed out, its starting to aggravate me, so I went searching for an explanation and this seemed like the only possible connection
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Deshara on June 01, 2016, 01:34:09 AM
that's vanilla. Blame Alex for it
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Orikson on June 01, 2016, 07:14:57 AM
I assume you are referring to this line in the OP?

- One star system and an outpost added to three Vanilla star systems

Yes

It looks to me that this mod added a new menu item and a new mechanic without a readme or description in this thread about what/how to use it?

I assume you are referring to this line in the OP?

No

(http://i44.photobucket.com/albums/f49/borgrel/outposts.png)

I'm not 100% sure but I think this menu item only appeared after I activated Tiandong mod
Also none of the other mods I have activated mention outposts when I search this forum.

This is permanently greyed out, its starting to aggravate me, so I went searching for an explanation and this seemed like the only possible connection

Outpost is a feature yet to be implimented. Patience I guess.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on July 08, 2016, 06:46:52 PM
Hey you lazy bugger, when are we gonna get more THI content?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on July 08, 2016, 08:46:18 PM
When is such an absurd question to ask.

Soon, or soon™. THI is thoroughly complete as a faction mod but I most assuredly have a few more things in the plans, some ships, a weapon, and some fancy campaign feature that is probably obvious if you think about it.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on July 08, 2016, 08:48:13 PM
Soooo expect it around .95b, OK
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 21, 2016, 04:03:36 PM
When attempting to trade at a Tiandong station, the game locks up for a minute, consumes 100% of all my CPU's, and then finally crashes with this error:

Code
java.lang.OutOfMemoryError: GC overhead limit exceeded
        at com.fs.starfarer.ui.s.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.new.interface.super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.interface.if$super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.coreui.k.o00000(Unknown Source)
        at com.fs.starfarer.coreui.k.Ó00000(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.campaign.ui.newsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.coreui.publicsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCoreInternal(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCore(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
        at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
        at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
        at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.o00o.o00000(Unknown Source)

I wonder if you can reproduce it? Here's the save before arriving at the outpost: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/save_manyfish_6977475432648069720.7z

here is the collection of mods used in this save: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/modsUsedOnCrash.7z

oh, and here's my launch settings.
Quote
java -Xms2048m -Xmx4096m -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Weltall on August 21, 2016, 05:05:43 PM
Only cause i see the overhead limit exceeded. It would not happen your PC memory is 4GB? As someone that does not know much of Java, I think the error says that your RAM hit the ceiling. Also why you post the mods in a zip with the actual mods, You could just make a list. Much easier for people to help you, than them downloading 138 MB just to see them   ::) ;D :P

For people that might be more helpful than I am, these are the mods he uses;

Quote
GraphicsLib   
LazyLib
Console Commands
Save Transfer
Starsector Plus
Blackrock Drive Yards
Diable Avionics   
The Mayorate
Shadowyards Reconstruction Authority
Tiandong Heavy Industries

Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 21, 2016, 05:30:35 PM
Your vmparams settings are extremely atypical... And this issue appears unique to you.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 21, 2016, 05:42:42 PM
Your vmparams settings are extremely atypical...
http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235

Could you be more specific? Because as far as I'm aware, I've merely quadrupled the recommended settings.

And this issue appears unique to you.

so you were able to access the market with the list of mods and that save? Have any suggested courses of action I might take?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 21, 2016, 05:58:28 PM
You should not be running out of memory with how much you have allocated combined with that mod list.

This is wonderful... Tried your save and mod list and it does indeed crash just the same for me as it does for you, and I allocate four to eight gigs of ram on my end.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on August 21, 2016, 08:50:39 PM
When attempting to trade at a Tiandong station, the game locks up for a minute, consumes 100% of all my CPU's, and then finally crashes with this error:

Code
java.lang.OutOfMemoryError: GC overhead limit exceeded
        at com.fs.starfarer.ui.s.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.new.interface.super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.interface.if$super(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.D.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.coreui.k.o00000(Unknown Source)
        at com.fs.starfarer.coreui.k.Ó00000(Unknown Source)
        at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.campaign.ui.newsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.coreui.publicsuper.sizeChanged(Unknown Source)
        at com.fs.starfarer.ui.float.setSize(Unknown Source)
        at com.fs.starfarer.ui.P.setSize(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCoreInternal(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCore(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
        at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
        at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
        at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
        at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.o00o.o00000(Unknown Source)

I wonder if you can reproduce it? Here's the save before arriving at the outpost: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/save_manyfish_6977475432648069720.7z

here is the collection of mods used in this save: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/modsUsedOnCrash.7z

oh, and here's my launch settings.
Quote
java -Xms2048m -Xmx4096m -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Well good news about this borked save: You can save transfer and it doesn't seem to crash on that station (which oddly enough was only  that station as far as I tested...) If this happens on the new transfered save, let us know here again
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 21, 2016, 09:23:00 PM
Thank you for testing that Midnight Kitsune, yea I would advise doing a Save Transfer Ghoti. While what went wrong here is not known, you should not have run out of memory with that mod list and allocated ram... But on the other hand, this as far as I know has never happened to any other save.

So I am crossing my fingers it was just a fluke, as trying to debug whatever happened is essentially impossible.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 21, 2016, 10:04:40 PM
Yah. I made a new character and when down to the station and it didn't happen again.

Just transferred my character to that world and it still works, which is cool. I think maybe something about my campaign's current state was causing the issue? I'll let you know if I run into this issue again with a younger save.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 22, 2016, 10:26:11 PM
I broke it again qq

https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/save_fishyfishy_324714864534290503.7z

Oh, and I used dynasector in addition to everything else this time: https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.3.7z
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Tartiflette on August 23, 2016, 01:07:03 AM
Stupid question but did you changed anything in the game's settings.json? Officers max levels? Prices? Missions? That kind of stuff?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 23, 2016, 06:43:32 AM
Nah. I haven't messed with settings.json

Though now that you mention it. I just changed this:

Code
	# how far off the average prices have to be to be highlighted red or green
"profitMarginFlat":200,
"profitMarginMult":1.732,

1.5 is not worth it >:\

edit: OH! I should mention, that the crash is happening at the same station.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 24, 2016, 06:25:44 PM
http://fractalsoftworks.com/forum/index.php?topic=11292.msg191715#msg191715

So uh... It is what it is? I apologize that there is nothing that can be done but least it should be fixed in the next version of SS. In the end, it seems this bug does not occur for most folks which is a great relief for me at least.

In other news, I will likely be dropping a small quality of life update for THI very soon that also is important to segue with the slightly less soon impending update of Exi.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Ghoti on August 24, 2016, 09:05:09 PM
Fair enough. I thought you might be doing something strange with that station and that's why I brought it here, but turns out it might be a vanilla bug. (Would this be considered modism?)

Anyway. I appreciate the effort!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 24, 2016, 11:37:26 PM
No rest for the wicked... Also, because fighters and how excited I am about the changes to them in the next version of SS. A preview to a new one that will be added in the very soon quality of life update of THI.

On the far left
(http://i.imgur.com/3UL0Of5.png)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Sy on August 25, 2016, 03:14:27 AM
looks awesome! what type is this gonna be? heavy assault fighter?

on a related note, Dadaos are probably my favorite bombers in the modiverse now. they are shut down by shields pretty hard, but their staggered stream of different ordnance just looks so cool. ^^
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Weltall on August 25, 2016, 11:14:33 AM
I got this feeling inside where my chest is full of this feeling of excitement and i feel I am about to yell and explode into many happy thoughts.

CANT... WAIT!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: MesoTroniK on August 25, 2016, 02:09:57 PM
It will be a big ass multirole fighter with capabilities directly proportional to its apparent size and weapon-spiked appearance.

IMO heh, the Dadao is the manliest bomber in the Modiverse.

Also, just being real... The 1.1.1 update will be minor and really just maintenance for the most part, but also is important so it is compatible with Exi when I resurrect it.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: mendonca on August 25, 2016, 02:13:34 PM
Really cool new fighter, Meso.

I think they might be the hardest ships to get to look right due to limited size, and I think you've nailed that one.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Midnight Kitsune on August 25, 2016, 03:23:46 PM
Really cool new fighter, Meso.

I think they might be the hardest ships to get to look right due to limited size, and I think you've nailed that one.
Nawww, for him that would be capital class ships, like his never released [REDACTED]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Sy on August 25, 2016, 11:13:27 PM
It will be a big ass multirole fighter with capabilities directly proportional to its apparent size and weapon-spiked appearance.
close enough.
Quote
IMO heh, the Dadao is the manliest bomber in the Modiverse.
that's one way to put it. ^^

Nawww, for him that would be capital class ships, like his never released [REDACTED]
WTB Tiandong Onslaught conversion. you know, for more armor.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1 - Updated 5/15/16
Post by: Weltall on August 26, 2016, 01:08:27 AM
Seeing the [REDACTED] now, actually makes me feel MesoTroniK is preparing us a surprise.. Oh dear lord..
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: MesoTroniK on September 17, 2016, 07:17:01 PM
Evening folks, here is a minor maintenance type update of THI so go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ).

This update is save compatible and includes updated faction relationships, balance / polish changes and a new fighter class. Although, several of Dark Revenant's mods have also been updated and some of those will not be save compatible so save your save with Save Transfer (http://bit.ly/1Labyas)! Keep in mind if you use DynaSector (http://bit.ly/1TE4qFn) that you must update it for the new fighter to appear in the campaign and in the end I advise using the Recommended Mods list as shown in the original post.

https://my.mixtape.moe/basoit.webm
(http://i.imgur.com/xGeBWnL.gif)
Shen-class Multirole Fighter Wing
A powerful fighter that is effective against any type of target, but lacks any particular specialization.
System: War Emergency Power
Weapons: 1x Vulcan Cannon, 1x Annihilator Rockets, 1x Light Thumper, 2x Light Machine Gun, 1x Flare Launcher (Fighter)

Improved Hefei sprite
(http://i.imgur.com/ci6RkzC.pngp)

The Blue Ones are returning soon...
(http://i.imgur.com/neyQbZx.gif)

--

Anyways, feel free to leave feedback, complaints and suggestions!

Changelog
Spoiler
1.1.1

- Updated faction relationships.
- Added tooltip for the Tiandong Retrofit hullmod that displays the burn speed bonus when passing through campaign layer nebula.
- Added Shen-class multirole fighter.
- Hefei sprite was improved.
- Slightly improved Abrahamo Lincolni portrait.
- Mauler Battery range decreased to 1150 from 1200.
- Heavy Mining Laser tier decreased to 0 from 1 and its price decreased to 800 from 1000.
- Apsis LRT Launcher tier increased to 1 from 0 and its price increased to 1100 from 800.
- Muscle LRM Launcher tier decreased to 0 from 1, price decreased to 210 from 300, submunition deploy speed increased to 300 from 175, and the main missile no longer registers as locked onto your ship on the Combat Radar (requires v2.3 or newer).
- Concussion Missile Pod / Rack tier decreased to 0 from 1.
- Slightly tweaked the visuals of Liberty Flares.
- Improved the Random Battle missions.
- Adjusted the mission A Game of War.
- Improved descriptions for various things.
- Probably some things I don't recall.
[close]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: The Soldier on September 17, 2016, 07:59:13 PM
Oh, new shiny stuff!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: Alex_Kill on September 17, 2016, 09:39:24 PM
Guys I'm currently playing on 0 7 1a i don't know why i can't run 0 7 2 on my mac so I'm seeking for mods on 0 7 1a and i saw lots of nemo videos about this mod wanted to ask if you still have 1 0 6 version for SS 0 7 1a version or someone has?

my current mods that i found for 0 7 1 a is:

SS+ 3.2.1
ShaderLib 1.1.2
nexerlin 0.7.1\4
interstellar imperium 1.10.1.
seeking for your help.
Thank you in advance.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: The Soldier on September 17, 2016, 10:01:27 PM
Guys I'm currently playing on 0 7 1a i don't know why i can't run 0 7 2 on my mac so I'm seeking for mods on 0 7 1a and i saw lots of nemo videos about this mod wanted to ask if you still have 1 0 6 version for SS 0 7 1a version or someone has?
There shouldn't be any reason you can't.  Unless it's ... something else entirely.

Although you'd have posted about that if you couldn't run the latest version, of course.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: Midnight Kitsune on September 17, 2016, 10:07:16 PM
Guys I'm currently playing on 0 7 1a i don't know why i can't run 0 7 2 on my mac so I'm seeking for mods on 0 7 1a and i saw lots of nemo videos about this mod wanted to ask if you still have 1 0 6 version for SS 0 7 1a version or someone has?
What happens when you try to run 72?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: Harmful Mechanic on September 17, 2016, 11:07:55 PM
Yeah, there are no issues with 0.7.2 on my Mac. How old is your machine? Anything that runs a reasonably modern version of OSX should be fine.

Unless it's, you know... something else.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: Dark.Revenant on September 17, 2016, 11:26:13 PM
(https://i.ytimg.com/vi/rWFPw8Lt1bk/hqdefault.jpg)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.1 - Updated 9/17/16
Post by: Alex_Kill on September 17, 2016, 11:26:57 PM
sorry, bad english, i meant that i can't run SS + citadel on 0.7.2 so i decided to play on 0.7.1 also now it seems that some mods are unable to download for previous versions as for this one, so if you have=) i would greatly appreciate it, sorry for inconvenience, by the way, I don't like Rum.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on January 10, 2017, 09:11:05 PM
Evening folks, here is a minor maintenance type update of THI so go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ).

This update should be save compatible and includes updated faction relationships, added THI retrofitting support for new factions that have come out, balance / polish changes, bugfixes and a new weapon making THI ready for the tournament (http://fractalsoftworks.com/forum/index.php?topic=11539.0). Keep in mind if you use DynaSector (http://bit.ly/1TE4qFn) that you must update it for the new weapon to appear in the campaign and in the end I advise using the Recommended Mods list as shown in the original post.

(http://i.imgur.com/sWpXLiZ.gif)
Ultra Autocannon
Large Ballistic
A long-range shield suppressing autocannon, useful for supplementing burst fire weaponry.

--

Anyways, feel free to leave feedback, complaints and suggestions!

Changelog
Spoiler
1.1.2

- Fixed Tiandong not posting bounties in random map Nexerelin games.
- Updated faction relationships.
- Metelson Industries (faction mod) ships can now be converted at the Retrofitting submarket (Acutor -> Xiakou, Custos -> Hanzhong, Vigil -> Wujun).
- Grytpype and Moriarty Defence Authority (faction mod) ships can now be converted at the Retrofitting submarket (Tarsus (GM), Tarsus (GMs) -> Tuolu, Lasher (GM), Lasher (GMs Blue), Lasher (GMs Gold), Lasher (GMs Green), Lasher (GMs Red), Lasher (GMs) -> Laohu, Gladius (GM) -> Jian).
- Raccoon's Arms Pack (ship pack mod) ships can now be converted at the Retrofitting submarket (Gemini (G) -> Tianshui, Sunder (R) -> Qianzi, Hammerhead (R) -> Hujing).
- Added a couple of new variants, adjusted some old ones.
- Added Ultra Autocannon weapon.
- Macro Cannon on hit secondary AOE frag damage / push force outer radius decreased to 75 from 200, inner radius decreased to 50 from 100, and slightly improved its explosion visuals.
- Rotary Autocannon now fires one shot at a time instead of a three round burst (same overall rate of fire), improved firing sound, and improved its animation script.
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force outer radius decreased to 75 from 150, fuze range randomization removed, now interacts properly with exotic scripted defenses such as Exi Repulsors / Teleporters and BRDY Scalar Rejector / Scalar Repulsor, can no longer deal double damage in some edge case scenarios (for real this time), no longer triggers the AOE explosion on direct hits to neutral / friendly targets, improved visuals for direct hits, and various script improvements.
- Muscle LRM max burn delay increased to 0.35 from 0.25 seconds (reduces clumping a bit), will now MIRV on flares if successfully distracted by one, and will properly interact with exotic scripted missile defense systems.
- Concussion Missile on hit secondary AOE frag damage / push force outer radius decreased to 150 from 300.
- Very subtle improvements to some sprites (I bet no one but me will ever notice them).
- Probably some things I don't recall.
[close]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on January 11, 2017, 11:18:39 AM
*tries two of these on a Hanzhong*
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: SpacePoliticianAndaZealot on January 12, 2017, 04:58:09 AM
*sees the Ultra AC gif*

*dong expansion: succesful*

I'm curious: how much room for "improvement" is there ie. how many of the vanilla weapon designs can you amp up?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Tartiflette on January 12, 2017, 07:20:56 AM
Many, actually... But that's another story for later  ;)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on January 12, 2017, 10:01:41 AM
how many of the vanilla weapon designs can you amp up?
i remember when i first started using mods, there were lots of weapons like "this is just the dual-rack version of Reapers, this is just the medium version of Ion Cannon, this is just the medium version of Antimatter Blaster", and several mod weapons that had three different versions of them for each of the 3 main damage types, without any other distinguishing characteristics. :D

at some point most of these were scrapped, because as it turns out, having every type of weapon for every type of mount is problematic both for balancing reasons and because it makes all the individual weapons and mounts a lot less interesting and unique. the great weapon and ship variety, and the large number of different stats that play together to differentiate them, is one of the things that makes Starsector stand out from so many other sci-fi games.

not saying the Ultra Autocannon falls into this trap, it's actually quite different from the small and medium Autocannons, but that comment just reminded me of those old mods. :]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on January 12, 2017, 02:24:09 PM
It is becoming rather hard to think of more weapons for THI, and that is not a bad thing. For in the end it is a faction mod of limited scope meant to act as an extension of vanilla in a way. Anyways, I do have some large missile weapons planned, once they get ships that can equip them.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on January 12, 2017, 03:07:12 PM
honestly, the amount of ships and weapons in mods that are all unique in some way, even without special gimmicks, is kinda crazy. Alex seems reluctant to add more of them because he feels there isn't much room left for stuff that doesn't already exist, but i think mods show how much is possible without diluting what is already there.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on February 10, 2017, 11:40:57 PM
Any update on when the next update is gonna drop? Or any hints or teases about what is to come?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on February 10, 2017, 11:56:17 PM
Unless some bug or serious balance issue pops up before 0.8... Not going to update before 0.8, and the chance of an update being required is very low as the tourney did not reveal flaws that had to be corrected.

Hm, future stuff... In no particular order:

- Couple of large missile weapons when they get ships that can use them.
- Poking a couple of ship sprites here and there.
- New cruiser refits.
- New frigate refits.
- Super frigate (every faction needs one after all).
- Some insane new fighters, because 0.8 will be a horrifying enabler.
- More IBBs.
- Fancy campaign layer stuff.

Oh god, how insane I am! Back to spriting the blue ones...
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Takion Kasukedo on February 11, 2017, 08:34:03 AM
o.o a super frigate and new fighters?

Sign me up for 0.8 superfighters, just what i'd need for a carrier fleet (triple Astral anyone?)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Phearlock on February 17, 2017, 06:47:31 AM
Anyone have any good loadouts for the Qianzi? Been trying to make it work but having issues working around the triphammers flux cost. I can't fire it together with other weapons for very long, it can't do that much damage by itself, and I can't effectively strike and retreat due to the combination of short range and the Qianzi being very sluggish.

Usually supplementing with missile fire would be a great solution for bursty flux-heavy weapons but with the missile hardpoints removed that isn't an option. (What poor engineer approved that change?  ;D )
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on February 17, 2017, 01:13:14 PM
Anyone have any good loadouts for the Qianzi?
i think something along the lines of my tournament loadout should work well in player hands too:
Spoiler
(http://i.imgur.com/pRmj4Dx.jpg)
[close]
2 or 3 small kinetics, a single Ion Beam or Heavy Ion Blaster, hullmods for speed and durability (if you have access to them), lots of flux vents, and some PD if you've got OP to spare. Resistant Flux Conduits would be useful as well, and if you're using Unstable Injector instead of Augmented Engines, you'll probably want to protect your engines with Extended Shields and maybe even Accelerated Shields. Maximized Ordnance is usually not a good idea in the campaign, but you'll get additional OP from skills anyway.

the idea is to rely mostly on kinetics to deal flux-efficient damage to shields, then overload and break through armor with the Triphammer, with shield-piercing ion weapons making it harder for enemies to disengage or shoot back.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: stormbringer951 on February 17, 2017, 01:39:40 PM
Anyone have any good loadouts for the Qianzi? Been trying to make it work but having issues working around the triphammers flux cost. I can't fire it together with other weapons for very long, it can't do that much damage by itself, and I can't effectively strike and retreat due to the combination of short range and the Qianzi being very sluggish.

Usually supplementing with missile fire would be a great solution for bursty flux-heavy weapons but with the missile hardpoints removed that isn't an option. (What poor engineer approved that change?  ;D )

The Qianzi does a ton of damage with the triphammer, a little less than a Harpoon for each shot. You want as much of that as possible to hit armour, so you want kinetics to be fluxing out their ship first so you only take shots at them when they are at high flux and you might be able to overload them, unless you outgun them significantly enough that you don't need to worry about the flux war. Fortunately, the Qianzi can mount three forward-facing ballistics. The trick to fitting ships which have very high weapons flux costs and have slightly subpar speed is to put Safety Overrides on them:

Spoiler
(https://i.imgur.com/uh4aFiH.png)
[close]

Some quick testing in the mission combat sim (this setup has no ship OP bonuses, so you have a lot of wiggle room to add stuff in campaign) says that this variant can kill three enforcers while under AI control, within its peak performance timer, so it's even fairly good as an early to midgame AI ship. With 10 caps, under player control it can solo an Eagle or other medium cruisers that don't have better kinetic damage. With auxiliary thrusters it eats frigates, and the AI misses far fewer shots from the triphammer with auxiliary thrusters fitted against frigate/destroyer sized targets. The key to this is getting them to high flux with the three needlers, using the triphammer as little as possible (trying to overload them at high flux, or maybe giving them some encouragement to raise their shields just as your needlers are about to fire at low flux). Once you have armour stripped off, you don't need to fire the triphammer if there's no need because needlers are ideal against bare-hull ships relying on their shields.

You can replace a needler with a Burchel beam repeater if you need more armour damage and PD (the Burchel is a really good weapon for getting both for the price of one). A light assault gun also works if you're regularly fighting armoured ships that don't mind shield-tanking you, and a railgun if you prefer to have some sustained kinetics (I personally think stacking burst kinetic damage is stronger, but ship fitting is largely a matter of preference).

As you get more OP, add more vents, caps, ITU, RFC, perhaps hardened/extended shields. Fit more damage weapons in the energy mediums once you feel very comfortable with the survivability of the setup. Bursty energy mediums let you kill/overload high flux targets. A heavy ion blaster or ion beam or other long/medium range ion weapons will force enemy ships to keep their shields up and not armour-tank your needlers. Heavy ion blasters in particular are effective against ships with concentrated weapon layouts and can make your ship extremely survivable and kill things faster because when you initially win the flux war, you can keep their weapons/engines disabled and not take fire while you fire your triphammer and needlers flat-out while they helplessly sit there and have to eat the punishment. Ion beams can be used as laser pointers to force enemies to shield up from far away. Graviton beams are much maligned but offer dependable kinetic pressure if you just need a tiny bit more.

EDIT: Sy ninja'd me. Funnily enough I started out from Sy's tournament loadout above. Reasoning for my changes:

Sy's loadout is a less extreme version of mine, with maximised ordnance giving more flexibility but much less pronounced strengths and weaknesses. Sy's ship is a more balanced mainline fleet ship; this ship is intended to kill many ships in a series of 1v1 duels, and when outnumbered to force enemy ships to back off with a quick needler volley to give it a bit more time to work on a chosen opponent. I heavily prefer burst needlers over sustained railguns since I think burst is better for flux trades, but worth noting that his fit applies flux and damage slightly better against ships that don't raise shields against you due to ions and not potentially wasting bursts on armour when their ship drops shields, but is less efficient in straight up shields-up flux trading.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on February 17, 2017, 02:37:00 PM
when using SO, i think despite Needlers' burst and flux-efficiency, i'd go with Railguns or even LDACs, since the range penalties mostly negate one of the primary advantages of Needlers. Railguns have higher sustained DPS, better accuracy vs small targets, and a bit lower OP cost, and LDACs just have very low OP cost. 3 Railguns use 96 more flux per second, but putting the 6 OP saved into vents would increase dissipation by 120 (with SO). 3 LDACs use 75 more flux but allow for 200 higher dissipation + 400 capacity.

Blackrock's Volley Guns are also a good choice for SO loadouts, especially if you want something bursty, although their combination of high flux cost (despite being rather efficient) and high OP cost (same as Needlers) might strain flux levels too much.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Phearlock on February 17, 2017, 04:17:13 PM
Thanks to both =)

Will give these builds a shot next time I find myself with one.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: stormbringer951 on February 17, 2017, 04:24:07 PM
when using SO, i think despite Needlers' burst and flux-efficiency, i'd go with Railguns or even LDACs, since the range penalties mostly negate one of the primary advantages of Needlers. Railguns have higher sustained DPS, better accuracy vs small targets, and a bit lower OP cost, and LDACs just have very low OP cost. 3 Railguns use 96 more flux per second, but putting the 6 OP saved into vents would increase dissipation by 120 (with SO). 3 LDACs use 75 more flux but allow for 200 higher dissipation + 400 capacity.

Blackrock's Volley Guns are also a good choice for SO loadouts, especially if you want something bursty, although their combination of high flux cost (despite being rather efficient) and high OP cost (same as Needlers) might strain flux levels too much.

Although the range does get reduced significantly, the needler in the forward-facing side mounts actually slightly outranges the triphammer whereas the railgun and LDACs have slightly lower range than the triphammer, which means that on initial contact the needlers will dump most of its damage before the first triphammer shot connects, whereas the railgun only gets a shot or two (the needlers also have better projectile speed IIRC, which means they are more accurate until you get a good amount of target-leading). Most destroyers without excellent shield stats are highly keen to stay away from a needler Qianzi after the initial volley, whereas they will continue to trade fire for a bit longer with a railgun variant, offsetting the better vents/caps on the SO railgun variant with more hard flux damage.

For players it's ultimately down to preference and flying style, but for the AI it can make a noticeable difference. The combination of slightly higher range and burst damage makes the ship more confident against enemies with similar gun ranges (the triple needler variant fairly reliably kills all 2-3 of the Raider, Assault and Outdated Enforcers in sims in ~100 seconds, about the same time it sometimes takes the railgun to kill the first one of three, although both variants do win the 1v3 in the test sims I ran before making the post). The better vents you can put on the LDAC/railgun variants make them more eager to get stuck in against heavier beam pressure though.

Volley guns are also a good shout, I'll probably try them out on an SO Qianzi at some point to see how well that works.

Thanks to both =)

Will give these builds a shot next time I find myself with one.

Have fun and good hunting :D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on February 17, 2017, 06:10:21 PM
For players it's ultimately down to preference and flying style, but for the AI it can make a noticeable difference.
ah, yes, i was only talking about a player-piloted one. makes sense that Needlers' advantages make them much better suited for AI. :]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Serenitis on March 29, 2017, 04:41:52 AM
Found something weird.
I'm not sure if this is specific to this mod, or something else entirely. But since I've only ever encountered this at one Tiandong port I thought here would be a good place to start.

The port in question is Macau in Magec.
When trying to access the trade/commodities area, the market interaction music stutters briefly before stopping entirely and SS itself becomes entirely unresponsive to further input.
There is no fault written to the log.
Last few entries:
Spoiler
7967256 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
7968739 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionFriendly.ogg]
7968739 [Thread-10] INFO  sound.H  - Playing music with id [TiandongMarketInteractionFriendly.ogg]
[close]

I tried another new game and it worked fine with no problem.
But the new save has the following entries:
Spoiler
253918 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionNeutral.ogg]
253918 [Thread-10] INFO  sound.H  - Playing music with id [TiandongMarketInteractionNeutral.ogg]
253931 [Thread-8] INFO  sound.F  - Creating music buffer #2
259791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
[close]
Which appears to be where it got stuck.
Note: Lack of buffering in the problem save.

No idea where this has come from, never seen it before.
Not a clue what to do other than avoid Macau.
I'm not even sure this is something that is specifically fixable, treat it as an "FYI - this thing happened".
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on March 29, 2017, 05:13:51 AM
Found something weird.
I'm not sure if this is specific to this mod, or something else entirely. But since I've only ever encountered this at one Tiandong port I thought here would be a good place to start.

The port in question is Macau in Magec.
When trying to access the trade/commodities area, the market interaction music stutters briefly before stopping entirely and SS itself becomes entirely unresponsive to further input.
There is no fault written to the log.
Last few entries:
Spoiler
7967256 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
7968739 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionFriendly.ogg]
7968739 [Thread-10] INFO  sound.H  - Playing music with id [TiandongMarketInteractionFriendly.ogg]
[close]

I tried another new game and it worked fine with no problem.
But the new save has the following entries:
Spoiler
253918 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionNeutral.ogg]
253918 [Thread-10] INFO  sound.H  - Playing music with id [TiandongMarketInteractionNeutral.ogg]
253931 [Thread-8] INFO  sound.F  - Creating music buffer #2
259791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
[close]
Which appears to be where it got stuck.
Note: Lack of buffering in the problem save.

No idea where this has come from, never seen it before.
Not a clue what to do other than avoid Macau.
I'm not even sure this is something that is specifically fixable, treat it as an "FYI - this thing happened".
Are you using java 8 by any chance?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Histidine on March 29, 2017, 05:19:04 AM
Might be another occurrence of this (http://fractalsoftworks.com/forum/index.php?topic=11292.0) commodity icon bug
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Serenitis on March 29, 2017, 08:12:08 AM
Are you using java 8 by any chance?
JAVA_VERSION="1.8.0_101"

Histi, thanks for pointing out that thread. At least it shouldn't be an issue for 0.8.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Orikson on March 29, 2017, 08:21:36 AM
Use JRE 7, this has been a thing for a long while.

http://fractalsoftworks.com/forum/index.php?topic=8726
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on March 29, 2017, 02:48:01 PM
Are you using java 8 by any chance?
JAVA_VERSION="1.8.0_101"

Histi, thanks for pointing out that thread. At least it shouldn't be an issue for 0.8.
Have you changed the VMPRAMS file or the included java that came with SS? If so then yeah, it might also be Java 8, which you are using, that is causing these freezes as that happened to me several times when playing around .7 when vanilla used Java 8.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Serenitis on March 30, 2017, 04:53:03 AM
Use JRE 7, this has been a thing for a long while.

http://fractalsoftworks.com/forum/index.php?topic=8726
Yes. It was x64 in any case.
Just swapped over to 7 and it makes no difference to the market stall at Macau.

Have you changed the VMPRAMS file or the included java that came with SS?
Yes.
The included java didn't work at all with changed params. So this was a straight folder transplant.
Currently: -Xms1024m -Xmx3072m

I did get Java 8 for a reason, but it was a while ago and I can't remember what it was. 7 seems to work though so I'll leave it alone.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on April 06, 2017, 01:04:13 AM
Well, I am back after building a new rig after my last one randomly died! Still setting it up as a work space as that takes a while as my old one was vast and highly configured with many programs.

Anyways, sorry to hear you are having that issue Serenitis but as explained there is nothing that can be done as it is simply a vanilla economy simulation problem that 0.8 will correct.

Also, I think folks will enjoy the planned THI content post 0.8, a couple of new weapons or maybe three, some really interesting new fighters, new ships, and maybe some additional custom campaign implementation things. The new ships especially are intended to be "player viable" flagship type vessels which is something the mod desperately needs more of. How long those things will take to be added I really am not sure, but most assuredly spread out over a minimum of two updates.

And as always, if anyone has content requests I will at least consider them :)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Bastion.Systems on April 30, 2017, 03:25:23 AM
Can't wait  ;D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on April 30, 2017, 03:51:20 PM
No pressure right?
Heh, anyways some new content may or may not occur in the 0.8x compatibility update... We shall see, if they do I will show some teasers as they get completed.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Peace_Destroyer on June 04, 2017, 11:59:42 AM
Looking forward to it, This and BRDY are my last two "must have" mods before I really get into .8
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: SierraTangoDelta on June 04, 2017, 03:59:47 PM
I can't wait to expand my dongs.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on June 04, 2017, 07:49:39 PM
I currently have been doing a fair bit of sprite work for THI, updating old ship sprites, and making some new ones for additional content. So here comes a question for you guys. Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?

Either way, I am doing sprite updates to some old ships. Just been in the mood and the groove for painting as of late and it is also something I want to get done before adding any new ships.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MCWarhammer on June 04, 2017, 08:10:19 PM
I'm excited to play this mod... when you're ready to release it! Take your time if you need to.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: peperoni_playboy on June 04, 2017, 08:22:33 PM
new content sounds good, but I'd be in favor of a quicker compatibility update to get the mod back into the game. either way, it's no rush.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Peace_Destroyer on June 04, 2017, 09:25:42 PM
Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?



A compatibility update for now would be great, with the cool new stuff coming later.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on June 04, 2017, 10:42:24 PM
Take your time man. No need for extra pressure or stress
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: AxleMC131 on June 04, 2017, 11:06:16 PM
Aye, I'm planning on installing THI when it updates to 0.8(.1)a, but I'm content to wait until the version is perfected.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on June 05, 2017, 02:32:21 AM
Aye, I'm planning on installing THI when it updates to 0.8(.1)a, but I'm content to wait until the version is perfected.
same for me. and i'll likely wait for the Shadowyards and Blackrock content updates as well before diving into 0.8.1a anyway.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Dark.Revenant on June 05, 2017, 02:40:30 AM
You'll be waiting a while then; the release date probably won't be in June.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Orikson on June 05, 2017, 03:42:26 AM
You'll be waiting a while then; the release date probably won't be in June.

Patience is a virtue.

In the meantime... pew pew, Arcade pew pew.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: SCC on June 05, 2017, 03:44:39 AM
It's funny how 4chan's /stsg/ rages over having to wait for THI.
I myself will miss chinese Eagle for sure, but I'll probably wait with others (I haven't played with these toys yet, so neither I miss them much nor care about them).
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Hazard on June 05, 2017, 05:59:26 AM
IMHO, compatibility updates are always greatly appreciated (plus less bitching questions from impatient, ungrateful dimwits users).
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Drokkath on June 05, 2017, 10:12:45 AM
I currently have been doing a fair bit of sprite work for THI, updating old ship sprites, and making some new ones for additional content. So here comes a question for you guys. Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?

Either way, I am doing sprite updates to some old ships. Just been in the mood and the groove for painting as of late and it is also something I want to get done before adding any new ships.

I personally see the logic of releasing the mod about a month or so later so I'd go with that aka vote for that as I prefer quality over quantity more, so no rush from me.
But on the other hand I can also see the logic of releasing something good enough version for the masses to keep people and the thread less, uh, questions from the users.

Anyway, as far as I'm concerned take how much time you need to do sprite work and update the mod when it is in its new polished form.

Sure I'll miss having one of my favorite faction in the game but I can make due thanks to being able to do some light modding on my own as I already have a customized and personalized version of a Nanzhong with right side visually replaced with another chaingun/ballistic weapon mount where I recently put another chaingun but not a regular one nor a superior one, nah, I made a copy of a chaingun along with its textures yes but only changed the name and flipped the textures horizontally for the sole reason of watching beautiful symmetry along with experiencing my old brutal and robust chaingun/machinegun diplomacy which seems to be the case in all games for me as the moment I can put some heavy-duty dakka dakka hot lead on the enemy I suddenly turn the tides of battle and turn the loss into a victory. :D As usual the alternate version of any ship I've worked on is far away from balanced and is intentionally overpowered.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Vigal on June 05, 2017, 10:35:39 AM
A quicker compatibility update would be preferable. New things are great but actually being able to have the mod is better.

Thanks for the hard work and best of luck!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: PyroFuzz on June 07, 2017, 04:21:31 PM
This is a mod i need!

It is crucial for my games!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Mealstrom on June 17, 2017, 11:34:47 PM
look hes gonna update it... give him time. but i do admit not having a asian ghetto in space. But hey, we gonna get what we want in the end.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Azmond on June 18, 2017, 12:05:26 AM

Patience is a virtue. Let the man work and bide your time with other things till THI comes back.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Serenitis on June 18, 2017, 03:09:27 AM
Confucious say: Patient man receive all the 'dong he want.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: King Alfonzo on June 18, 2017, 03:21:14 AM
Confucious say: Man who run in front of car is tired, man who run behind car is exhausted. Man who does not run is wisest.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: The2nd on July 18, 2017, 12:30:17 PM
Confucious say: Patient man receive all the 'dong he want.

I am a patient man waiting for the 'dong. Just posting to maybe get a very rough estimate when I can enjoy the new big Tiandong. Like "soon™"?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on July 18, 2017, 09:12:12 PM
Confucious say: Patient man receive all the 'dong he want.

I am a patient man waiting for the 'dong. Just posting to maybe get a very rough estimate when I can enjoy the new big Tiandong. Like "soon™"?
Every time someone asks when Dong will be done, Meso pushes the release back a week. /s
It will be done when it is done. Meso takes a similar approach to these things as Alex does and he doesn't like to give out deadlines.
Also, he had comp issues before that stalled him for quite a bit so there is that as well
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: AxleMC131 on July 18, 2017, 10:48:30 PM
... Every time someone comments on this thread and it pops up on my "new replies to your posts" notification list and there's a moment when I think it's because it's been updated, I have a minor heart attack.  ;D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: RazorTS on July 18, 2017, 11:12:00 PM
have same problem, want to mount those weapons on 'dong again
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on July 19, 2017, 10:57:08 AM
same here, Axle. :D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Seth on July 19, 2017, 05:47:55 PM
I'm still on SS 0.7.2a because this mod along with Junk Pirates, Mayorate and PBC are so awesome that it's not even worth to switch to new game version. Will wait whatever it takes.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: etherealblade on July 19, 2017, 06:32:49 PM
...Not to mention approlight. However, You could do like me and have BOTH STARSECTER VERSIONS INSTALLED! By utilizing the art of DUEL WIELDING, YOU can MAXIMIZE your enjoyment and live in every universe that you want!!!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Gezzaman on July 20, 2017, 02:13:15 AM
I'm still on SS 0.7.2a because this mod along with Junk Pirates, Mayorate and PBC are so awesome that it's not even worth to switch to new game version. Will wait whatever it takes.

im on the same boat. Holding out on updating until those mods are updated :D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: RazorTS on September 22, 2017, 02:14:58 AM
Still waiting? :)

I only want weapons...
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: WastedAlmond on September 22, 2017, 04:06:13 AM
First, I'm not authoring Starsector mods, nor do I represent this mod.

But never the less, it's not going to come faster if you keep asking :P Plus real life has an awesome way messing up mod development schedules. And well, at least I get frustrated when I perceive myself being too slow or lagging behind with updates, and at that point people politely asking for updates can start to grate a bit or even cause stress to the author.

Not saying it's a mistake flat out, but it can get annoying for the dev (depending on personality). Patience with mods/modders is a good habit, and definitely appreciated.

Also THI is one of my favorite mods, so thanks MesoTroniK! Cool stuff overall!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: The2nd on September 22, 2017, 04:56:54 AM
While asking doesn't help I doubt that a friendly post every few months is harmful. People wanting to play with it only reflects the quality of the mod and I would take it as appreciation for the author.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: RazorTS on September 22, 2017, 07:25:03 AM
While asking doesn't help I doubt that a friendly post every few months is harmful. People wanting to play with it only reflects the quality of the mod and I would take it as appreciation for the author.

Indeed mod is too good and deserves a bump once in a while
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on September 22, 2017, 07:42:06 AM
Yes the mod deserves the bumps. And yes, RL DID interfere with Meso making more THI content. IIRC his computer melted down and he is also a perfectionist sooooo, yeah...
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: WastedAlmond on September 22, 2017, 09:43:39 AM
Thing I was going for was that yeah bumping isn't bad, apart from "YES, ITS UPDATED! Wait, no.." But asking about dates or saying "still waiting", can add to the frustration of the dev themselves for being late or something. I'm pretty sure the wording caused my reaction (even though polite and innocuous), since I've experienced a bit of the similar. Again no judgement, and I don't have the full picture so just pointing out a possibility.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Tufted Titmouse on September 22, 2017, 03:09:19 PM
When will dong expand? for there is a severe lack of it
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Andreasaa2000 on October 19, 2017, 10:19:21 AM
Can this work with 0.8.(1)a ? This mod looks hella tight.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Sy on October 19, 2017, 04:07:28 PM
Can this work with 0.8.(1)a ? This mod looks hella tight.
no, it needs to be updated before it's useable with 0.8+. it's still being worked on though, so there will be an update eventually. you're not the only one eagerly awaiting that. ^^
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: AxleMC131 on October 19, 2017, 09:42:10 PM
@Andreasaa2000 Tiandong Heavy Industries is probably the most eagerly-awaited mod by the entire community.  :P "Hella tight" is an enormous understatement.

So no, it's not compatible with 0.8 at the moment. But it's being worked on constantly, and you can bet that when it finally gets updated, it will be well worth the wait.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: A Random Jolteon on October 20, 2017, 08:09:48 AM
@Andreasaa2000 Tiandong Heavy Industries is probably the most eagerly-awaited mod by the entire community.  :P "Hella tight" is an enormous understatement.

So no, it's not compatible with 0.8 at the moment. But it's being worked on constantly, and you can bet that when it finally gets updated, it will be well worth the wait.
There will probably be a flood of comments when it DOES get updated.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: silentblizard on November 02, 2017, 04:11:35 PM
tiandong heavy industries is this from Front Mission 3 ?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on November 02, 2017, 05:02:19 PM
It will be a cold day in Hell that I make an IP mod.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Callabaddie on November 02, 2017, 05:20:21 PM
Or update this mod.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on November 02, 2017, 05:38:56 PM
Zinger!

Heh, I wager Hell will freeze over in that context rather soon.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: cjuicy on November 03, 2017, 09:07:42 AM
Zinger!

Heh, I wager Hell will freeze over in that context rather soon.
Ehh, at least you mod hasn't gone Star Citizen. The day that actually becomes a thing is the day California freezes over.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: The Ender on November 10, 2017, 07:25:02 PM
I just wanted the mod author to know that after I finally got around to re-imaging my system today and began updating everything, I realized that THI wasn't yet updated for the latest SS and almost cried. Almost.

Other mods are great, really. Lots of fun ships & guns out there in the community.

THI is an extra special thing. It just feels like it belongs with vanilla.


Whatever happens with this mod's development, I just want the author to know that they created one of the best fleshed-out mods I've ever had the pleasure of playing with in any game. And I've got quite a few modded titles on my HDD.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on November 11, 2017, 12:28:07 AM
I just wanted the mod author to know that after I finally got around to re-imaging my system today and began updating everything, I realized that THI wasn't yet updated for the latest SS and almost cried. Almost.

Other mods are great, really. Lots of fun ships & guns out there in the community.

THI is an extra special thing. It just feels like it belongs with vanilla.


Whatever happens with this mod's development, I just want the author to know that they created one of the best fleshed-out mods I've ever had the pleasure of playing with in any game. And I've got quite a few modded titles on my HDD.
As a frequenter of the SS Discord and also a good friend of Meso, I can assure you that the mod is slowly being worked on. It is just that Meso is a perfectionist and it really drags out the mod dev time
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: A Random Jolteon on November 11, 2017, 09:35:01 AM
I just wanted the mod author to know that after I finally got around to re-imaging my system today and began updating everything, I realized that THI wasn't yet updated for the latest SS and almost cried. Almost.

Other mods are great, really. Lots of fun ships & guns out there in the community.

THI is an extra special thing. It just feels like it belongs with vanilla.


Whatever happens with this mod's development, I just want the author to know that they created one of the best fleshed-out mods I've ever had the pleasure of playing with in any game. And I've got quite a few modded titles on my HDD.
As a frequenter of the SS Discord and also a good friend of Meso, I can assure you that the mod is slowly being worked on. It is just that Meso is a perfectionist and it really drags out the mod dev time
We curse the perfectionist in Meso now, but we will praise it when this mod gets updated. I can see it happening.   ;)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: No_Chance on December 20, 2017, 04:00:43 PM
I'm sure that will happen. Even though I really miss Mesotronik's (Exigency in particular) ships, it will be worth the wait to go on a rampage in a teleporting blue ship.  ;)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Seth on March 03, 2018, 07:28:05 PM
Just a friendly reminder that hype is still going strong.  :o
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Bastion.Systems on March 04, 2018, 03:11:12 AM
I really like Tiandong, sometimes I play 0.72 just for it.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Drokkath on March 04, 2018, 03:48:09 AM
I look forward to playing the game with this mod again in the new version of the game. Seeing and flying those dark green pretty clunkers felt/feels like driving a proper space version of an artillery tank (i.e. Wuzhang and Hujing).

Spoiler
Also; I can't stretch it enough how sorry I am when I initially joined the forum because back then I wasn't doing so good in RL, a lot of problems hindered me to a point that I don't remember much of it other than seeming like some blithering ungrateful ignorant fool of sorts which was merely a flaw of my own mental health and ill mindset running high on adrenaline, frustration and depression. At least I learned how to mod SS and fix myself while at it.
[close]
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Amie on March 05, 2018, 05:59:02 AM
I really have that go back to faction you used to play long ago feeling for tiandong,but i feel like that 0.8.1 update is never going to pop up...i mean cmon..
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on March 05, 2018, 11:26:19 AM
I really have that go back to faction you used to play long ago feeling for tiandong,but i feel like that 0.8.1 update is never going to pop up...i mean cmon..
It will. Knowing Meso, everything must be pixel perfect in order for him to release it. Finding a bug in his released mods is a feat in and of itself!
He is still working on the mod, very slowly but surely.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Mr. Nobody on March 06, 2018, 05:36:35 AM
Problem arise when, by the time one finishes updating, the game has already moved to another version, requiring the code to be updated, again.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on March 06, 2018, 02:13:10 PM
Problem arise when, by the time one finishes updating, the game has already moved to another version, requiring the code to be updated, again.
Actually he is doing a MASSIVE art overhaul to better match vanilla's art style.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Delta7 on March 18, 2018, 04:46:21 AM
I really miss the tiandong, especially since I've gotten more into low-mid tech factions and ships now. Praise be the day the Tiandong make a triumphant return!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Null Ganymede on March 18, 2018, 09:59:04 PM
I haven't even played this faction but the GIFs look amazing and the way it looks slotted into vanilla balance is fascinating.

Tiandong #1!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Botaragno on March 23, 2018, 01:31:29 PM
Oh it hurts!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on March 26, 2018, 02:09:10 AM
Morning folks, so yea it has been a little while since I posted here and even longer since the mod has updated. For that I apologize but now it is time to explain what is up so lets start with this.

Technical debt:
Technical debt (also known as design debt or code debt) is a concept in software development that reflects the implied cost of additional rework caused by choosing an easy solution now instead of using a better approach that would take longer.

In this case it is technical art debt, but for the remainder of this post I am going to simply continue referring to it as technical debt for the sake of simplicity and brevity.


See, Tiandong Heavy Industries originally came out before David started reworking vanilla sprites. Back when greebles reined supreme, and THI's visual design goal was always to be more greebly than vanilla. But now that vanilla art has moved beyond, and is increasingly less and less greebly and designed more gracefully... Technical debt hit me like a brick wall. After all, even in the past I would say THI ships were a bit more greebly than was truly desired for the visual design relative to vanilla. I should have painted over them then, but I did not. So what I face now, is the prospect and ongoing task of painting over the entire mod.

For my sins of the past, I created work in the future. Now some might not agree with how I am doing this, maybe I should have updated the mod with the old art and then do a follow-up update that contains the improved art. But asi es la vida (such is life), it just is what it is and this is how I chose to do the update. It made sense to me at the time, and it still does. This will segue with what I need to do in the Exi mod as well, after all this quest to update all the THI art has made me grow immensely as an artist and will pay off in the near and long term :)

So here is an example of three updated sprites, the Xiakou, Shouren, and Hujing.

(https://i.imgur.com/kCxs5Hr.png)

Of course I could show more that have been done, but I shouldn't spoil everything. THI will no longer be a simple kitbash mod, of greebleshitfest sprites. They are growing into their own thing, fitting into vanilla, but with their own style. Truly fitting the original design goal of being just a bit more greebly than vanilla and actually something to be proud of.

Besides dramatically improved sprites, the update will contain one new weapon and one new fighter, balance / polish, and some neat things in the campaign that are both a surprise and incredibly obvious if one thinks about what could be added. The update isn't ready yet, but it grows closer every day. Please wait and see while trusting in me.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: A Random Jolteon on March 26, 2018, 06:14:49 AM
...I truly believe you are trying to kill us with anticipation. ;_;
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: cjuicy on March 26, 2018, 02:10:31 PM
...I truly believe you are trying to kill us with anticipation. ;_;
With sprites looking like that I might just come back from the dead. Take your time Meso.  ;)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Chroma on March 27, 2018, 01:13:27 AM
Oh *** the wait is truly worth it!!! Thank you very much for that update and sneak peek.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Drokkath on March 27, 2018, 08:35:11 PM
Yotza (hot-damn)! New artwork for those 3 vessels is simply splendid!
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Iska on June 26, 2018, 03:20:32 AM
Any chance for update for mod can run with starsector ver 8 + ? :(
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on June 26, 2018, 03:31:36 AM
Any chance for update for mod can run with starsector ver 8 + ? :(
It is coming slowly but surely. WHEN it will be released though? Only Meso knows
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on July 06, 2018, 10:02:49 PM
Evening folks.

Any chance for update for mod can run with starsector ver 8 + ? :(

When it is done :)

Besides dramatically improved sprites, the update will contain one new weapon and one new fighter, balance / polish, and some neat things in the campaign that are both a surprise and incredibly obvious if one thinks about what could be added. The update isn't ready yet, but it grows closer every day. Please wait and see while trusting in me.

I lied.

Meet the Zairen-Class Light Missile Cruiser and Zairen Mk.II-Class Carrier.

(https://i.imgur.com/Q7ezBaf.png)

Why am I adding a pair of cruisers this update? Well, the 0.8x SS meta pretty much *requires* factions to possess a cruiser carrier to compete, and a Falcon refit has been on my long term ToDo list... And so now felt like a good time. After all the shortest path from A to B as in the least amount of effort required to pull a cruiser carrier out of my ass is a sawn-off Shouren, so it shall be the pair of Falcon refits.


Also improved the sprites of the Hanzhong, Tuolu, and Guandu.

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

And yea, your eyes do not deceive you. The Tuolu now possesses a flight deck and built-in rather special drone fighter wing.


So yea just a little status update to show that I am alive, and more has been completed over here than shown but I should not spoil everything after all.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on July 06, 2018, 10:05:26 PM
Which pics are the old ones again?
*ducks*
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: PyroFuzz on July 06, 2018, 11:39:06 PM
Oh damn! Those look cool! Looks like good progress is being made.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Bastion.Systems on July 07, 2018, 04:06:50 AM
Disclaimer: My tastes in sprites are bad and you should not listen to me at all.

But, at least for me the old sprites were better because the dark highlights and contrasts on the ships made the shapes stand out more. I especially miss the Hanzhong's very distinct front railing.
The better detailing is very nice though.
Maybe when I see them in-game I will come around but right now it feels more like a side-grade.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: MesoTroniK on July 07, 2018, 09:03:15 PM
Well that is certainly a reply I did not expect, well let me see how I can address your points.

As to your disclaimer, to each their own :)

The old sprites have far too much contrast relative to vanilla, even the old vanilla sprites and god forbid the new vanilla sprites heh. Meanwhile the new THI sprites *still* have more contrast and harder details than vanilla and that is the style I chose. It is Close Enough™ while still being its own thing. Also consider the old ones were just rather simple and crude recolored kitbashes, while the new sprites are actually mostly hand painted.

Exaggerated highlights, shadows, outlines, and contrast etc, looks impressive in a way. In the manner that it sort of saturates ones vision, confusing the eye with excessive detailing. Making it feel bold, but it was indeed too bold and well just fairly poorly made in general before and thus reads poorly. Stated in a different way, excessive contrast / sharpness is an easy way to approach a sprite, one might say... "Crutch" as a strong word for it.

I do appreciate the feedback, but this is the style going forward with the mod.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Morbo513 on July 14, 2018, 09:49:22 AM
I really like the new sprite style. They look less like spaceborne oil-rigs and more like actual ships now :v
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Shuka on July 14, 2018, 04:46:05 PM
I agree with morbo, and I generally go for the grimier more industrial look. Nice look tightened up like that.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Weltall on July 14, 2018, 05:02:21 PM
No matter how it looks, I think what should win everyone is MesoTronik's reason that is trying to make the sprites match the vanilla ones. Even if they look less "cool", to me it seems like this is done for the sake of realism. I personally like how the Shouren seems to have armored up visually =D
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: eidolad on July 21, 2018, 12:31:18 PM
new player heeyah...just wanted to de-cloak and say that I'm very much looking fwd to deploying the new cruiser-class ships incoming in the new mod version in progress...the capitals in vanilla+ are just so resource hungry.

(re-engages cloak)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Plasmatic on September 22, 2018, 11:31:02 AM
Code
108460 [Thread-4] INFO  com.fs.starfarer.loading.FighterWingSpreadsheetLoader  - Loading wing [tiandong_shen_wing] from wing_data.csv
108508 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["role desc"] not found.
org.json.JSONException: JSONObject["role desc"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.FighterWingSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

This appears in the log everytime i try to start the game with this mod enabled. Other mods I'm running include:
Audio Plus
Autosave
Blackrock drive yards
Combat chatter
Common radar
Console commands
Mikoyan Engineering
Diablo avionics
Dynasector
Graphicslib
Interstellar Imperium
Junk pirates
Lazy lib
Nexerelin
ORA
Save Transfer
SCY
Shadowyards
Ship and weapon pack
Speed Up
Steiner Foundation
Templars
Tyrador Safeguard coalition
Underworld
Upgraded rotary weapons
Version checker

As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?

EDIT:
It seems like this mod hasn't been updated for a over a year, which would explain the issues.
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: OOZ662 on September 22, 2018, 11:32:56 AM
As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?
You know this mod hasn't been updated for the current version of Starsector, yes?
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Plasmatic on September 22, 2018, 11:33:36 AM
As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?
You know this mod hasn't been updated for the current version of Starsector, yes?

I just realized that :)
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Midnight Kitsune on November 06, 2018, 08:20:33 PM
Dong when? I have a mighty need to blast ships with the triple mauler
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: The2nd on November 07, 2018, 03:04:19 PM
Dong when? I have a mighty need to blast ships with the triple mauler

At this point I doubt we will see an update for 0.8, looking foreword to the 0.9 version though  :P   
Title: Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
Post by: Lopunny Zen on November 07, 2018, 05:46:28 PM
This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: MesoTroniK on November 12, 2018, 01:04:37 AM
At this point I doubt we will see an update for 0.8, looking foreword to the 0.9 version though  :P   

Heh, well you would be wrong.

This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions

A capital carrier? Heh, probably someday! But it would be something unusual or it just wouldn't fit THI. At the same time though, I would hardly say they *need* a capital carrier :)
Also, I have literally no idea what you mean by what you suggested for missiles... What mod factions even do such weapons more than once in a blue moon besides DA and Exi?

--


Evening folks, here is the long awaited update of Tiandong Heavy Industries so go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ).

TL;DR
Whew, it has been a long time coming and I am sorry to disappoint you all. But this update contains no new content, or updated ship / weapon art. But does have lots of balance changes, polish, tweaks, bug fixes, neat new stuff in the campaign etc etc. The new content and art will go in a future update, hopefully the next one.

The full ramble
Spoiler
It is a long hard road out there, life as it is known...

Those that travel down the long road known as life without dreaming and shooting for any great goals walk a short distance through a barren plain. At the end, they will look back and see little of anything that is of note. Those that dare to dream are doomed to be disappointed. But even at the end of their journey, their failures in their attempts shooting for the stars means they will still fall among the heavens. My eyes were bigger than my stomach, my eyes being what I wanted to do, and my stomach being what I *could* do within a reasonable time frame while also dealing with so many complications of my life as of late. As much as I desire to be a machine, I, too, am only human.

I shot for the stars and failed, but still fell within heaven. For here we are now, and all the work that put into the sprites is not wasted for it will be going in a future update. As much as it hurts to say this, I was wrong and should have indeed did a "incremental compatibility" update, IE what I did just now. I looked back and saw how foolish I was, and learned from my mistakes and changed the plans. As much as I hate going back on my word, can instead consider this just a delay for some of what I said I would do. I hope you all forgive me, and enjoy the return of Tiandong Heavy Industries to the Persean Sector.
[close]


Also a big thank you to Histidine for helping with this update, and to Deathfly as well for assisting with naming shenanigans.

Keep in mind if you use DynaSector (http://bit.ly/1TE4qFn) that you *must* update it for this version of THI.


Anyways, feel free to leave feedback, complaints and suggestions!

Changelog
Spoiler
1.2

Campaign stuff:
- Campaign rig in general tweaked for 0.8.1a compliance.
- Shaanxi star system moved to -18533, -10200, now has a custom procgen rig past the orbit of Tiexiu that also has a custom entity naming system, now has a custom procgen outer system wide nebula, Shanghai had its Barren condition removed, Mogui had its Uninhabitable condition removed, Silk Road Gate now at Gan's L5, Comm Relay now at Silk Road's old location (outer edge of second asteroid belt), removed Botai Feng Belt (old outer most third asteroid belt), improved its background image, and added a hidden *something* somewhere in the system (heh).
- Macau had its Orbital Station condition removed.
- Chaozhou had its Orbital Station condition removed.
- Fuxin had its Trade Center condition removed.
- THI mining fleets now use the Trade Fleet memory tag (relates to various interactions with other fleets).
- THI mercenary fleets had their custom AI, behaviors and ability usage massively improved with various hax, and will now have reduced rep impact with the player if fought against while they are escorting a NPC fleet.
- THI now has custom survey fleets that fly out to procgen space and survey planets, like the player does (though doesn't actually reveal conditions).
- Retrofitting submarket can no longer refit fighters (duh), can no longer refit the Venom, and added so many pertinent mod ships to the refit table that is it not worth it list them all.
- Updated faction relationships with vanilla and various mod factions.
- Additional fleet interaction chatter lines added.

Ship stuff:
- Ship stats in general tweaked for 0.8.1a compliance.
- Many ship variants were adjusted, and some new ones were added.
- Added Combat Autoloader ship system, increases ballistic and missile rate of fire by 30% while also reducing flux cost to fire those weapon types by an equal amount. Currently only used by the Xiakou, but expect it on other (new) ships in the future.
- Xu now has the Heavy Ballistics Integration hullmod built in, ordnance points reduced to 285 from 315, cargo reduced to 300 from 350, fuel reduced to 300 from 500, and credit cost increased to 180500 from 160500.
- Xiakou had its Accelerated Ammo Feeder ship system replaced with Combat Autoloader.
- Shouren ordnance points increased to 150 from 135, cargo reduced to 150 from 250, and fuel reduced to 100 from 200.
- Wuzhang fuel reduced to 100 from 150.
- Dingjun now has the Surveying Equipment hullmod built in, converted its modular fighter bay to a built in Armored Mining Drone wing, ordnance points increased to 115 from 105, cargo reduced to 325 from 500, fuel reduced to 120 from 300, and Nexerelin mining strength increased to 8 from 6.
- Tianshui fleet points increased to 11 from 9, armor increased to 450 from 350, ordnance points increased to 75 from 50, max speed increased to 55 from 50, acceleration increased to 35 from 30, max turn rate increased to 25 from 20, turn acceleration increased to 20 from 16, min crew increased to 85 from 45, max crew increased to 145 from 130, cargo reduced to 100 from 125, fuel reduced to 300 from 400, credit cost increased to 23500 from 22500, CR to deploy increased to 12 from 8, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 11 from 8, and added COMBAT ship AI hint (in addition to CARRIER which it already had).
- Chengdu one of its two modular fighter bays was converted to a built in Borer wing, ordnance points increased to 35 from 30, min crew increased to 60 from 50, max crew reduced to 110 from 140, fuel reduced to 70 from 90, peak CR time reduced to 360 from 420, supplies/rec and supplies/mo increased to 7 from 6, and Nexerelin mining strength increased to 9 from 6.
- Qianzi ordnance points increased to 90 from 85, shield upkeep reduced to 0.4 from 0.5, and fuel reduced to 50 from 80.
- Hujing ordnance points increased to 95 from 80, and fuel reduced to 60 from 110.
- Hanzhong ordnance points increased to 95 from 85, and fuel reduced to 90 from 130.
- Tuolu fuel reduced to 140 from 150.
- Guandu ordnance points increased to 70 from 65, and fuel reduced to 80 from 120.
- Wujun fuel reduced to 25 from 40.
- Nanzhong ordnance points increased to 45 from 40, and fuel reduced to 20 from 40.
- Luoyang ordnance points increased to 38 from 35, and fuel reduced to 30 from 50.
- Laohu ordnance points increased to 40 from 35, and fuel reduced to 35 from 50.
- Shen hit points reduced to 750 from 850, max flux reduced to 450 from 650, flux dissipation reduced to 25 from 100, max speed increased to 225 from 150, acceleration increased to 280 from 110, deceleration increased to 200 from 40, max turn rate increased to 100 from 80, turn acceleration increased to 200 from 170, fleet points reduced to 7 from 8, mass reduced to 55 from 60, refit time increased to 15 from 10 seconds, and credit cost reduced to 10500 from 19000. OP cost is 15, and roaming range is 4000.
- Hefei now has the vanilla PD decoy Flare Launcher Fighter ship system, removed its rocket launcher, traded its pair of Light Autocannons for a pair of hard-hitting Fission Mortars, hitpoints reduced to 775 from 800, armor increased to 225 from 200, max flux reduced to 600 from 800, flux dissipation reduced to 110 from 150, max speed increased to 130 from 90, acceleration increased to 180 from 90, deceleration increased to 150 from 70, max turn rate increased to 100 from 90, turn acceleration increased to 200 from 180, wing size reduced to 2 from 3, and credit cost reduced to 9050 from 18500. OP cost is 12, and roaming range is 4000.
- Dadao rocket volley sized reduced to 4 from 10, bomb volley size reduced to 2 from 5, removed the pair of Punisher Torpedos and replaced with a pair of Concussion SRMs, hitpoints reduced to 750 from 900, armor reduced to 100 from 125, max speed increased to 160 from 90, acceleration increased to 200 from 85, deceleration increased to 200 from 60, mass reduced to 50 from 65, and credit cost increased to 13000 from 12000. OP cost is 22, and roaming range is 4000.
- Jian hitpoints reduced to 525 from 550, armor reduced to 75 from 125, max speed increased to 290 from 145, acceleration increased to 390 from 115, deceleration increased to 290 from 45, max turn rate increased to 140 from 85, turn acceleration increased to 290 from 175, mass reduced to 45 from 50, credit cost reduced to 10050 from 16500, and changed its classification to Heavy Interceptor from Heavy Fighter. OP cost is 10, and roaming range is 4000.
- Armored Mining Drone hitpoints reduced to 1000 from 1200, max speed increased to 125 from 70, acceleration increased to 75 from 45, deceleration increased to 75 from 20, max turn rate increased to 45 from 40, turn acceleration increased to 90 from 80, mass reduced to 55 from 90, wing size reduced to 2 from 3, credit cost reduced to 4000 from 11000, and Nexerelin mining strength increased to 8 from 6.6. OP cost is 4, and roaming range is 2000.
- Yiling has received the Type-6 SRM Launcher to bolster its firepower, hitpoints reduced to 230 from 460, armor reduced to 30 from 60, max flux reduced to 30 from 460, flux dissipation reduced to 20 from 60, max speed increased to 300 from 170, acceleration increased to 375 from 130, deceleration increased to 275 from 300, max turn rate increased to 140 from 100, turn acceleration increased to 275 from 205, and credit cost reduced to 2050 from 4500. OP cost is 0, and roaming range is 4000.
- Liberty fuel reduced to 100 from 160, credit cost increased to 202000 from 170000, fixed an old bug that allowed the scripted flare launchers to be added to a variant in game, and is now hidden from the codex.

Weapon stuff:
- Weapon tags added and tweaked in general for 0.8.1a compliance.
- Adjusted all custom missile AI for 0.8.1a compliant retargeting behavior.
- Added Fission Mortar (fighter only weapon used by the Hefei), a high alpha damage small HE weapon, expect a modular version in the future.
- Added Type-6 SRM Launcher (fighter only weapon used by the Yiling), essentially is the submunition of the Muscle LRM but fired directly from a launcher.
- Added Concussion SRM (Single) (fighter only weapon used by the Dadao), essentially is an SRM version of the Concussion Missile.
- Macro Cannon projectile and on hit visuals improved, AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Burst Flak Cannon and Bulwark Flares AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, improved proximity fuze to be more precise, now plays damage sound properly (thank you Alex!), no longer can damage missiles with collision class NONE or phased asteroids (heh), and can no longer deal double damage in some edge case scenarios (for real this time, really, seriously).
- Concussion Missile (same missile fired from multiple weapons) direct hit single target contact damage increased to 700 from 600 (bonus AOE damage unchanged), AOE frag damage / push force now respects shield arcs more accurately including not damaging modules and fighters under shields, now plays damage sound properly (thank you Alex!), and no longer can damage missiles with collision class NONE or phased asteroids (heh).
- Superheavy Machine Gun now uses PD,PD_ALSO (instead of just PD) AI hints so it now is like the Devastator Cannon (fires at ships and fighters first, missiles second), and changed visible role to Assault from Point Defense.
- Rotary Autocannon max spread decreased to 16 from 20.
- Heavy Mining Laser damage/second and energy/second increased to 140/140 from 125/125, now fires in a slow sweeping motion, and improved its firing and cooldown visuals.
- Muscle LRM submunitions got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Light Thumper (fighter only weapon used by the Shen and Jian fighters) damage increased to 100 from 90, flux per shot increased to 50 from 30, chargedown increased to 1.2666667 from 0.8, burst delay reduced to 0.1 from 0.2, min shot spread increased to 12 from 0, max shot spread increased to 12 from 2, spread/shot reduced to 0 from 0.2, spread decay/sec reduced to 0 from 2, and projectile speed increased to 800 from 600 (these changes somewhat mirror in some ways the changes to the vanilla Thumper in 0.8.1a).
- Standard Bomb (special version for Dadao bomber) renamed to Standard Bomb (Single), damage reduced to 400 from 600, projectile speed increased to 170 from 20, flight time reduced to 25 from 60, and projectile hitpoints increased to 150 from 100 (these changes somewhat mirror in some ways the changes to the vanilla Standard Bomb Bay in 0.8.1a).

Miscellaneous stuff:
- Missions in general tweaked for 0.8.1a compliance.
- Improved the Random Battle missions in various manners, fixed a bug where objectives could sometimes overlap and also improved their distribution, and also added a pair of hidden features (heh).
- Custom console commands added that warps the player fleet to the location of THI custom fleet types, GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey.
- Abrahamo Lincolni portrait massively improved and he can no longer be picked as a portrait for the player.
- Gave THI additional portraits from recent updates of vanilla.
- Improved descriptions for various things.
- Refactored, optimized, bug-fixed, and improved various scripts, also reduced RAM and VRAM usage via leveraging various tricks and methods some of which are rather esoteric (heh).
- Added some main menu / loading screen tips.
- Probably some things I don't recall and a secret thing or three as well.
[close]
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Obsidian Actual on November 12, 2018, 01:16:56 AM
There is nothing to forgive, only elation and gratitude for your contributions thus far.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Nikopol on November 12, 2018, 01:27:28 AM
OMG! The impossible has happened. Thanks for the update. Finally I can replace my temporal Tiandong fix and upgrade to the normal version that was meant to play with.  ;D
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: DrakonST on November 12, 2018, 03:38:53 AM
Wow. Meso faster than Alex! ;D
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: A Random Jolteon on November 12, 2018, 06:34:58 AM
Ahem.

AAAAAAAAAHHHHHOMGTHEDONGHASUPDATEDAAAAAAAHH

Done...Also there goes my plan to play again when 0.9 comes out. (0.9 when Alex??)
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: cjuicy on November 12, 2018, 11:37:26 AM
Its been 84 years....



Just kidding. Glad to see an update before 0.9. Installing right now.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Botaragno on November 12, 2018, 12:05:54 PM
After so many eons.... we have finally achieved..... D O N G
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Mr. Nobody on November 13, 2018, 02:33:18 AM
Spoiler
(https://i.kym-cdn.com/photos/images/newsfeed/000/827/096/d04.jpg)
[close]
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Bastion.Systems on November 13, 2018, 11:20:23 AM
Wait, what.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAa

who needs 0.9 anyways.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Lopunny Zen on November 13, 2018, 08:33:01 PM
Not only would a capital carrier give them a good huge fighter based ship but imagine the mining ops they could do with one of those. Would carry their supplies too
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Sy on November 15, 2018, 05:49:45 AM
if it's used as freighter too, it sounds more like a (semi-)civilian ship than a proper carrier. generally speaking, capital combat ships are meant to be *very* expensive to produce and maintain (in lore, if not in gameplay), and are themselves dependent on having logistics ships to carry supplies and fuel. so a carrier that is about as powerful in combat as an Astral or Legion, but also can carry a meaningful (for a capital ship) amount of supplies or mined resources, would be a little overpowered.

that's not to say that a hybrid mining and combat capital ship couldn't be fun though, one that has only about as much carrier power in combat as you'd normally expect from a cruiser, just like capital sized combat freighters.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: grinningsphinx on November 15, 2018, 11:44:29 AM
A combat capital carrier? No, doesnt fit the lore.


Something like a Threshal though, that i can see. Gotta be some reasons to use other factions ships and weapons to fill some holes.


Also, thank you Meso, been missing this faction:)>
Title: Wow...
Post by: Daquan_Baton on November 16, 2018, 09:02:54 PM
OOF

5 days later and 9.0 is released...
Title: Re: Wow...
Post by: MesoTroniK on November 16, 2018, 11:04:19 PM
OOF

5 days later and 9.0 is released...

It was still worth it honestly. The work put into it, carries over and it still made a lot of folks happy.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: pairedeciseaux on November 17, 2018, 02:15:17 AM
Currently playing my first THI campaign using the new 1.2, on SS 0.8.1. A lot of fun playing this, especially after playing a high tech faction campaign - quite a different experience. Also great music, and I love your dark green colors. Thank you for the update and for creating this in the first place !
Title: Re: Wow...
Post by: Daquan_Baton on November 17, 2018, 05:03:00 AM
It was still worth it honestly. The work put into it, carries over and it still made a lot of folks happy.

Hey man it's always the work that makes you appreciate the outcome... so true that.

Plus I'm sure it can't be much trouble making this work in 9.0.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Kitfox88 on December 01, 2018, 07:04:32 AM
I hope so, I can't wait to make these bricks my faction's centerline doctrine ships.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: AeusDeif on December 07, 2018, 06:42:49 AM
lovely bit of starsector culture here, will enjoy it whenever it's ready for .9a
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Hrothgar on February 16, 2019, 04:27:55 AM
I wait patiently for upgrade for 0.9a
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: MesoTroniK on February 16, 2019, 08:04:31 PM
I wait patiently for upgrade for 0.9a
It is being worked on.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: silentblizard on August 02, 2019, 07:08:37 PM
any updates on the mod status?
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: AxleMC131 on August 02, 2019, 07:53:46 PM
any updates on the mod status?

No change: You can be assured that it is being worked on.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: MesoTroniK on August 02, 2019, 09:53:46 PM
any updates on the mod status?

It is being worked on, it will be updated soon and no I don't mean that in Valve Time™.

Technical debt is a bastard, but the cards are falling into place slowly as life keeps getting in the way but hey not *that* much left to do at this point either.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Keld_Rhygar on August 18, 2019, 09:39:45 PM
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Killjoymcpuppykicker on August 18, 2019, 11:01:59 PM
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.
I very much recommend playing a game if vanilla each release.

Tiandong is Christmas, though.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Keld_Rhygar on August 19, 2019, 03:02:12 AM
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.
I very much recommend playing a game if vanilla each release.

Tiandong is Christmas, though.

Well I can wait a few days if this mod's update comes in within that time. They said it was being worked on and it would be done soon a little over 2 weeks ago. This definitely looks like one of the better mods available for this game.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: MesoTroniK on August 19, 2019, 08:59:20 PM
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.
Well I can wait a few days if this mod's update comes in within that time. They said it was being worked on and it would be done soon a little over 2 weeks ago. This definitely looks like one of the better mods available for this game.
Hey and thank you. The update *will* be soon but I would advise *not* waiting for it before doing a game run. Take that hint to the predicted time-frame as you will :)

Also, Killjoy is right you really should play vanilla before adding mods.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: silentblizard on August 19, 2019, 11:08:51 PM
love the concept of the Dadao-class Assault Bomber Wing reminds me of an A-10 or SU-25 CAS.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: moegundam on August 24, 2019, 04:01:57 AM
like it // don't forget stations  we need heavie stations  we need superweapon
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: MesoTroniK on August 24, 2019, 07:28:31 PM
Stations will come in good time, certainly not this update and likely not the update after but we shall see...
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Peanut Man on August 25, 2019, 05:13:40 AM
Hallo! It seems when ever I try to load your mod, I get a crash dubbed (Ship hull variant [kite_stock] not found! Any suggestions? You might have? Perhaps I'm missing a mod of some sort?
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Hrothgar on August 25, 2019, 06:00:46 AM
If you try use mod on 0.9.1 actuall version of game, Tiandong is not yet updated to this spec.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Peanut Man on August 25, 2019, 01:00:07 PM
I hadn't actually noticed that. Bah.
My fault, thanks for pointing it out!
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: TheOSB320 on October 25, 2019, 05:08:28 PM
Its been quiet for a while. Figured 2 months would be a long enough time to bump the chat and see how its going! Looking forward to using this mod.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: SCC on October 26, 2019, 11:54:04 AM
Meso is working on it.
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: Hrothgar on October 26, 2019, 01:44:09 PM
*Meanwhile Hrothgar is watching Mesotronik hitting repeatadly computer with wrench.*
Title: Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
Post by: braciszek on October 27, 2019, 01:02:33 PM
I do look forward to when the mod is updated to the most recent version, but so long as it is not abandoned, I can wait.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: MesoTroniK on October 27, 2019, 08:49:30 PM
Evening folks, here is the long awaited update of Tiandong Heavy Industries so go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ).

TL;DR
It has been a long time coming and I am sorry to disappoint you all. But this update does not contain any updated ship / fighter / weapon art nor does it add any new combat layer content.

But what it does do? Well in short...
- Jumped from 0.8.1a to 0.9.1a-RC8 in one fell swoop.
- Fixed a mountain of bugs, some of which were years old :(
- Lots of polish and balance tweaks.
- New campaign layer content, including a quest, some secret things to discover, and unique mechanics to learn how to build some THI ships and fighters.
- Lots of support added for other mods.
- Dev tools that will make my modding life easier later, could call this non-linear development. More work now, to ease work done later and some of them are pretty cool too.
- And well too many other things to list here, find them in game or read the lengthy and manic changelog if you dare!


Also a big shout out and thank you to Histidine for providing help with this update and bailing me out of a few situations such as these.
(https://i.imgur.com/VlHhV2Rm.jpg)


And also thank you to Gwyvern and Avanitia for providing assistance here and there as well.

Anyways, feel free to leave feedback, complaints and suggestions! Though if I was to be more specific? I would love to hear how useful and or balanced players think these things are:
- Rotary Autocannon
- Superheavy Machine Gun
- Shen-Class Multirole Fighter
- Dadao-Class Assault Bomber
- Also please tell me if you think I "spread around" THI tech too much to other factions. I can't decide if it is perfect, or if I should retcon some of the things I gave some vanilla factions access to.

And now I am gonna take a break from modding for two or three days probably unless a hotfix ends up being needed which is unlikely. After the break and or hotfix? I am going to work on some sounds I owe a few people heh, and also resume the art pass and thus do that update I *really* promised a while back. Fortunately the scope of this one? Both makes doing that update in the future easier, and allows this version to be stable for as long as needed which gives me some much needed peace to focus on doing the art :)

Changelog
Spoiler
1.2.1

Campaign stuff:
- Campaign rig in general tweaked for 0.9.1a compliance.
- Added a persistent NPC to the bar of Shanghai that currently offers a single quest (will be expanded greatly in the future with more quests), present in standard games and Nexerelin Corvus mode games.
- Hegemony, Lion's Guard, and the Sindrian Diktat will now use some THI weapons.
- Independents, Luddic Church, Luddic Path, Persean League, Pirates, and scavenger fleets all will now use export grade THI ships and fighters, and all THI weapons.
- Shanghai's Military Base replaced with Mercenary HQ (new unique structure type that Does Stuff), retrofitting submarket had its UI and tooltips greatly improved, now visibly lists skins of compatible hulls (it can refit them as always, just is more clear now), had many pertinent ships added to the refit table so many that is it not worth it list them all, and various other tweaks and quality of life improvements.
- Macau had Light Industry removed.
- Added custom bar text and commission dialogs.
- THI mercenary fleets now have improved escortee picking logic, spawn at a higher rate, fixed a bug where they could sometimes join a battle *against* their escortee, and fixed several other edge case battle joining logic bugs.
- THI mining fleets now have improved spawning logic, and fixed a bug that prevented some of the ships from having officers.
- THI survey fleets now have a vastly higher ratio of tankers.
- Shaanxi star sized increased.
- Zaolei orbit moved slightly farther out.
- Mogui market is now a free port, and it no longer does any mining.
- Shaanxi relay is now makeshift, and makeshift nav buoy and sensor array added to the star system.
- Updated faction relationships with various mod factions.
- Fixed bug with Shaanxi star system procgen custom entity naming rig that caused it to fail in some cases.

Ship stuff:
- Fighter attack position offsets added for 0.9x compliance, balanced to be similar to equivalent fighters in vanilla.
- Many ship variants were adjusted, and some new ones were added.
- Combat Autoloader ship system ballistic and missile rate of fire bonus increased to 40% from 30%, reduced its weapon flux cost reduction to be neutral, and improved its status indicator message.
- Xu, Xiakou, Shouren, Dingjun, Tianshui, Chengdu, Qianzi, Hujing, Hanzhong, Tuolu, Guandu, Wujun, Nanzhong, Luoyang, Laohu, Hefei, Jian, Armored Mining Drone, and Yiling are lore wise retrofits of other ships and now this is reflected in gameplay! To learn how to manufacture them you must have the Retrofit Template item and also know how to manufacture the base hull that the THI retrofit it is based on. Yes I know this is brutal and grindy, but it will be less so later when more quests are added as many of them will pay out Retrofit Templates and blueprints (including the base hull blueprints needed for retrofits)!
- Dingjun, Chengdu, Hujing, Guandu, Luoyang, Laohu, Jian, Armored Mining Drone, and Yiling are considered "export grade" ships and fighters. This means their Retrofit Templates are sold in THI military submarkets and also black markets of locations that also have a military market, and export grade ships and fighters also used now by other factions.
- Shen and Dadao are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).
- Xu max flux increased to 18000 from 17000, flux dissipation increased to 800 from 700, ordnance points increased to 295 from 285, both built-in Swarmer SRM Launchers were removed and those mounts are now modular small missile turrets, credit cost increased to 300500 from 180500, and made some weapon render order changes for visual improvements.
- Xiakou CR to deploy reduced to 15 from 20, and credit cost increased to 125000 from 100000.
- Shouren credit cost increased to 120500 from 44500.
- Wuzhang credit cost increased to 140000 from 60000, received Stereoscopic Sensors as a unique built-in hullmod that dramatically increases target leading accuracy, also Earthsalter Shells as a unique built-in hullmod that improves effectiveness of raids and reduces the cost of saturation bombardment, and added a unique ammo cook-off mechanic where if the Macro Cannon is loaded, not disabled, and passes a luck roll at the time of death it will fire the gun.
- Dingjun credit cost increased to 110500 from 44500.
- Tianshui credit cost increased to 47000 from 23500, and added the NO_AUTO_ESCORT ship AI hint.
- Chengdu shield efficiency improved to 1 from 1.2, and credit cost increased to 27000 from 15500.
- Qianzi flux dissipation increased to 500 from 475, and credit cost increased to 46500 from 26000.
- Hujing max flux increased to 4200 from 4000, flux dissipation increased to 250 from 225, and credit cost increased to 40500 from 20500.
- Hanzhong credit cost increased to 38500 from 19500.
- Tuolu credit cost increased to 22500 from 17000.
- Guandu medium energy turret changed to synergy, ordnance points increased to 85 from 70, max speed increased to 50 from 30, acceleration increased to 35 from 25, and credit cost increased to 34500 from 20500.
- Luoyang ordnance points increased to 40 from 38.
- Shen max flux reduced to 410 from 450, flux dissipation reduced to 15 from 25, and gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever.
- Hefei max flux reduced to 300 from 600, and flux dissipation reduced to 50 from 110.
- Dadao ordnance point cost increased to 23 from 22, and refit time increased to 20 from 15.
- Jian max flux reduced to 400 from 600, and flux dissipation reduced to 50 from 90.
- Armored Mining Drone visible variant name changed to Heavy Auxiliary from Standard, armor increased to 175 from 125, max flux reduced to 200 from 500, flux dissipation reduced to 40 from 90, gave it a fancy hax script that Does Stuff to its AI weapon selection decisions as another balance lever, changed its autofit tag to support2 from support1, and also changed another of its autofit tags to fighter from drone.
- Yiling ordnance point cost increased to 2 from 0.
- Liberty had its built-in Dedicated Targeting Core hullmod replaced with Integrated Targeting unit, received the no_autofit tag, and credit cost increased to 382000 from 202000.

Weapon stuff:
- Weapon visible roles changed for 0.9x compliance.
- Added custom stat card strings to appropriate weapons with unusual mechanics.
- Macro Cannon put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, on hit visuals / custom sound played / bonus damage / push force now become less strong when impacting while the shot is fading out, made its applied force more consistent, and improved the shot trail alignment and fade out visuals.
- Ultra Autocannon credit cost reduced to 4500 from 6500, and changed one of its autofit tags to kinetic19 from kinetic18.
- Mauler Battery damage per shot reduced to 275 from 300, flux per shot reduced to 275 from 300, burst delay increased to 2.2 from 2.1 (damage per second and flux per second reduced to 330 from 375), credit cost reduced to 4250 from 6000, and changed one of its autofit tags to he18 from he17.
- Triphammer range increased to 650 from 600, put into its own groupTag, added STRIKE,USE_VS_FRIGATES hints, and its autofit tag changed to energy17 from energy14.
- Superheavy Machine Gun credit cost reduced to 3750 from 5500, and removed its SR autofit tag.
- Rotary Autocannon credit cost reduced to 1700 from 2300.
- Burst Flak Cannon credit cost reduced to 1200 from 1800, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- Heavy Mining Laser was added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and fixed a rare bug where its custom firing glow visuals could sometimes persist past death of the ship equipping it.
- Apsis LRT Launcher missile hitpoints reduced to 425 from 450, and it now has a custom on hit explosion visual (similar to the Macro Cannon).
- Muscle LRM Launcher had one of its its autofit tags changed to utility13 from utility12.
- Punisher Torpedo Rack OP cost reduced to 2 from 3, max projectile speed increased to 275 from 250, launch speed increased to 60 from 50, engine time reduced to 4.6 from 5 seconds, acceleration increased to 85 from 75, now has a custom on hit explosion visual (similar to the Macro Cannon), added to the Base blueprints and thus is known by all factions (unless a mod faction opts out of the Base set) and the player at game start, and it got some hax to make them always remain armed after engine fizzling (unless hit by EMP arcs or whatever).
- Fission Mortar (fighter only weapon, for now) on hit visuals / bonus damage now become less strong when impacting while the shot is fading out, increased tier to 1 from 0, and changed its autofit tag to he5 from he7 while also adding the strike0 tag.
- Light Thumper (fighter only weapon) flux per shot reduced to 30 from 50, added the FIRE_WHEN_INEFFICIENT hint (minimal balance impact), and its autofit tag changed to kinetic5 from he7.
- Annihilator Rocket Rack (fighter only weapon) burst delay increased to 12 from 10.
- Concussion SRM (Single), (fighter only weapon) missile hitpoints reduced to 150 from 200.
- Heavy Assault Chaingun put into its own groupTag.
- Bulwark Countermeasure (ship system flare) projectile hitpoints increased to 30 from 10, also fixed a bug where its fuze could fail if fired from a station or ship with modules.
- All flare weapons put into their own groupTag.
- Ultra Autocannon, Mauler Battery, Superheavy Machine Gun, Rotary Autocannon, Burst Flak Cannon, Apsis LRT Launcher, Muscle LRM Launcher, Concussion Missile Pod, and Concussion Missile Rack (all of their modular weapons barring the Heavy Mining Laser and Punisher Torpedo Rack which are part of the Base blueprints) are part of the Tiandong blueprint package (later more package types will be created when additional content is added and some things will be moved to them and or to standalone rare blueprints).

Miscellaneous stuff:
"Now we forge a new alliance, to guard the tomb of space, and to find within its cold expanse, the salvation of our race."
- Now requires the MagicLib mod as a library and notifies with a useful crash message if is not enabled.
- Now enforces a specific (or newer than specified) version of Nexerelin if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific (or newer than specified) version of Dynasector if both mods are enabled and notifies with a useful crash message if the wrong version.
- Now enforces a specific version of Starsector and notifies with a useful crash message if the wrong version.
- Now prevents adding the mod to an existing save where it was not present before and notifies with a useful crash message.
- Now prevents loading a save that had an older version of the mod if the new update is not save compatible with it and notifies with a useful crash message.
- Now prevents loading Starsector if the mod was installed incorrectly (overwrote the mod folder instead of deleting it first) and notifies with a useful crash message.
- Now has a nag message if the Version Checker and or Nexerelin mods are not enabled (Nex has its own Version Checker), this feature can be disabled in the tiandong_options.ini file.
- Fixed (probably) the bug where ships with modules can fail to retreat properly (even though THI uses no such ships, it is for the benefit of all).
- Updated Shaanxi star system procgen custom entity naming rig data for the changes made in recent updates of the Unknown Skies mod.
- Updated Scy / Nexerelin mods Prism station market whitelists / blacklists.
- Added Vesperon Combine mod whitelist support for most of THI's content.
- Added Starship Legends mod support for THI's content (thank you Sundog!).
- Added Ruthless Sector mod whitelist / blacklist support.
- Added New Beginnings mod whitelist / blacklist support for most of THI's content.
- Added Vayra's Sector mod player bounty support.
- Added Commissioned Crews mod support via the Shanghai Mechatronics hullmod (10% armor and hull damage repaired after battle at no cost and increases ship recovery chance by 25%), this hullmod can be equipped on your ships if you are commissioned with THI as per the mechanics of Commissioned Crews if both mods are enabled.
- Added Roider Union mod support (for a future version of it heh) concerning retrofitting some THI ships into Roider ones.
- Gunboat Diplomacy mission was rebalanced to be a bit easier, gave it some fancy code that Does Stuff to the enemy admiral AI decisions as another balance lever, and improved its briefing bullet points.
- Monopoly mission was rebalanced to be slightly more difficult, and improved its briefing bullet points.
- A Game Of War mission now has the Xu as the player side flagship instead of the Shouren, made some other minor changes to fleet composition and ordering (minimal balance impact), and improved its briefing bullet points.
- Big Trouble in Little Rocks mission was rebalanced to be more difficult, and improved its briefing bullet points.
- Random Battle missions now have a chance of adding a station to one side of a battle, can no longer pick Domain Drones or Remnants if you have not met them in the campaign yet (met them state persists across different saves), enhanced and added several hidden features (heh), and fixed some bugs with while also improving the flagship picker logic.
- Custom console commands GoToTHIMerc, GoToTHIMiner, and GoToTHISurvey simplified and consolidated into GoToTHIFleet <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added CountTHIFleets <merc/miner/survey>, <> being the argument to choose which fleet type.
- Custom console command added ShootingGallery, is primarily used for debugging and testing content, only works in the simulator, can be a spoiler for hidden content and also is *extremely* hard on computers, especially with many faction / ship pack mods enabled, you have been warned! Also to other modders, there is the shootingGallery.json which is a mergeable config file where you can customize how your mod is handled by this rig if you care enough about a debugging command to do so (the script has a lot of rules to try and get things as right as possible, but in the end there are too many edge cases to *not* need a manual config available though it handles *most* things correctly by default). I already added support myself for edge cases of several common mods and ones that I use but there are certainly ones I didn't try and thus didn't do.
Arguments (comma-separated):
 <no args>: Spawns one of each ship (with some exceptions).
 hull/variant ID: Spawn the specified ship hull or variant.
 manufacturer: Spawn one of each ship associated with that manufacturer.
 ReloadConfig: Reloads shooting gallery config from file. Only works as standalone arg.
- Added a couple of runcode style testing / debug commands and a boolean switch that doesn't really concern anyone but me.
- Added various under the hood quality of life features and scripts that are there as treasures of the damned to discover and also for all normal players to benefit from.
- Improved descriptions for various things.
- Refactored, bug-fixed, optimized, and improved various scripts.
- Changed around which songs (both in THI and vanilla) play in what layers of the campaign for 0.9.1a compliance.
- Probably some things I don't recall and a few secret things as well.
[close]
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Midnight Kitsune on October 27, 2019, 08:50:56 PM
OH MY GODDESS!!!
The Dong is here!
THE DONG IS HERE!!!
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Gwyvern on October 27, 2019, 09:44:50 PM
Finally, we can have our.

(https://i.imgur.com/T19PGTY.png)

And

(https://i.imgur.com/X3O1KMs.png)

Wait...I might have gotten one of those wrong.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: PyroFuzz on October 28, 2019, 02:37:49 PM
(https://vignette.wikia.nocookie.net/joke-battles/images/2/20/4CR0Jo5v.png/revision/latest?cb=20151202212104)
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Randall Hynes on October 28, 2019, 05:20:59 PM
I noticed retro-fitting needs a pristine, no d-mods hull, maybe this could be mentioned in the text that shows up when you hover over the Refitting market?
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Harmful Mechanic on October 28, 2019, 06:33:06 PM
OHO
(https://i.imgur.com/caCW0q6.gif)
[close]

Really glad to see you get this update out; I know it was a struggle, and that changelog is immense.

I'm loving the refit template mechanics - you tuned their drop frequency just about right, and they're just different enough from ordinary blueprints. Looking forward to seeing the new art when you're finally done with it.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: MesoTroniK on October 28, 2019, 08:01:09 PM
I noticed retro-fitting needs a pristine, no d-mods hull, maybe this could be mentioned in the text that shows up when you hover over the Refitting market?
Oh hell... That is a bug it should be able to retrofit D modded ships, and it used to work at some point too. Going to look into that and do a hotfix it seems like. Might wait a day or two though in case any other issues pop up and there is a small handful of other things I want to do as well. And since that issue is not critical? I think I can wait a tiny bit rather than rushing a hotfix out. Sorry though!


Also thank you Soren! And yea the new art in good time.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Nilands on November 01, 2019, 06:42:36 PM
Is there a bp package or do you have to rely on retrofitting? I want my faction to use these ships.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: MesoTroniK on November 01, 2019, 08:36:21 PM
There is a BP package that contains most of the THI weapons and fighters. There is a rare BP for one ship. And there are "Retrofit Templates" which are special not-BP items that each individually offer one ship or fighter that accounts for rest of the THI ships and fighters to learn but with a twist for how it is done.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1 - Updated 10/27/19
Post by: Nilands on November 01, 2019, 09:07:51 PM
Ah, I see, thank you.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on November 01, 2019, 10:19:17 PM
Evening folks, just a quick hotfix update to fix a few bugs that were discovered along with a couple of minor tweaks here and there. This update is save compatible with 1.2.1! so go ahead and grab the new version from original post (http://bit.ly/1OHN1wQ).


1.2.1a

- Shanghai retrofitting submarket had a serious bug with it where D modded ships could not be retrofitted, and it also sometimes stripped from the ships certain built-in weapons and placed in the market. Both of these issues have been fixed. I am sorry that they were missed initially! The D modded ships issues was particularly nefarious as it once worked but changes made along the way broke it and this was not realized until it was too late. Note: If loading a save made on 1.2.1 you might need to enter and leave Shanghai market for the fixes to work.
- THI mercenary fleets got (hopefully) the last remaining battle joining logic bug fixed.
- Adjusted spawn weights for some ships and fighters THI uses.
- Apsis LRT Launcher missile hitpoints reduced to 400 from 425, and increased its engine burn delay max/min to 2/1.5 from 1.3/0.8 seconds.


Anyways, as always feel free to leave feedback, complaints and suggestions!
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: Kreuzberger on November 03, 2019, 03:30:27 AM
Thank you very much. We would enjoy this game half as much, if there weren´t people like you, that add this wonderful content.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on November 09, 2019, 11:04:16 PM
Thank you and glad you enjoy the content myself and other mod-makers create Kreuzberger!

Oh by the way this is a small announcement for other modders. If you want to see your faction mod use (some) THI ships, fighters and weapons like I have some vanilla factions set to? Let me know and we can talk about it and I will make it happen in the next update. Contact me however you like if this interests you, here in this thread, private messages on this forum, Skype, or Discord.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on November 28, 2019, 05:37:38 PM
Now that I am working on art again, figured maybe I can show stuff here and there but I won't show everything either. While the primary goal of the next major update is reworking all of the old ship art (and some other assets too), I also intend to add a few new pieces of content as well. Meanwhile, two of THI's weakest parts of their ship library are cruiser carriers (total lack of them but then again they use vanilla ships too), and what I would call "bloody infantry" frigates (but then again they use vanilla ships too). By that I mean, ones that are just solid direct combat frigates both in AI hands and are *fun* for the player to use. Pretty much all of their current frigates are specialized gunboats and combat freighters blah blah.

Meet your future best buds in the early game.
(https://i.imgur.com/V79aelW.png)
Kuixiu-Class Frigate (Wolf retrofit)
Hushi-Class Heavy Missile Frigate (Wayfarer retrofit)

I think the Kuixiu will be particularly compelling, seeing as it will be one of the very few ships they will ever retrofit that is not based on low or mid tech so it will probably be highly atypical for a THI ship ;)
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: SCC on November 29, 2019, 12:18:33 PM
But, on the other hand, Wolf is the Onslaught of frigates, so is its variation really such a special sight?
Looking forward to cruiser carriers. They got a lot more important as of late...
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: DatonKallandor on November 29, 2019, 01:35:46 PM
Is a Tiandong Mora too much to hope for? It's Low-Tech(nically).
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on November 29, 2019, 04:00:58 PM
But, on the other hand, Wolf is the Onslaught of frigates, so is its variation really such a special sight?
Looking forward to cruiser carriers. They got a lot more important as of late...
I'd say so yes, if you know maybe it can mount a mix of ballistic and energy weapons ;)
And yea no doubt on the carriers, but still isn't an emergency to give THI their own since they use vanilla ships too.

Is a Tiandong Mora too much to hope for? It's Low-Tech(nically).
A Mora retrofit is something I have considered, but I already got more than one planned cruiser carrier. If it is ever done, it would be after those and something less obvious than just a THI'ified Mora. But conversion either fully or partially into a different role.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: AxleMC131 on November 29, 2019, 04:26:03 PM
Oh I adore those frigate retrofits. The Wolf and Wayfarer both have special places in my heart, seeing them industrialized like that is simply wonderful.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: Florian on November 30, 2019, 04:05:37 AM
Not a very useful post but... Thanx a lot for the mod !

It blends PERFECTLY into the universe. It's insane.

I really like the "continious barrage" weapon design.

Regards.
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: Kitfox88 on December 01, 2019, 06:43:59 AM
The download link's reporting an error, any backup links or the like?  :(
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: Kulverstukass on December 01, 2019, 09:38:39 AM
The download link's reporting an error, any backup links or the like?  :(
Just checked, it's fine; quite slow but working.
Maybe check ad-blocking extension(-s) cancelling bit.ly link processing?

*borked link removed*
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: Kitfox88 on December 01, 2019, 11:23:28 AM
Both the OP link and that return this to me for some reason.

This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>AccessDenied</Code>
<Message>Request has expired</Message>
<Expires>2019-11-02T11:14:04Z</Expires>
<ServerTime>2019-12-01T19:22:00Z</ServerTime>
<RequestId>02739B0DF9BF5B34</RequestId>
<HostId>
pHuzDhFySCMwGz5711RUgD32leu0eTNZkAZLy1KayyvePi8al83cyQm3OTNFdX9KWG4hwkhAgjo=
</HostId>
</Error>

Disabled ublock and all that too, so I have no idea what's up, blagh
Title: Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
Post by: MesoTroniK on December 01, 2019, 05:36:14 PM
Not a very useful post but... Thanx a lot for the mod !

It blends PERFECTLY into the universe. It's insane.

I really like the "continious barrage" weapon design.

Regards.
Thank you!


Oh hm, it seems the download link was non-functional for a while earlier but I just now tried it myself and also asked someone else to and seems it is working fine now. I'll see about setting up a mirror download link sometime, but for now Kulverstukass it would be appreciated if you could edit your post to remove your upload of the mod :)