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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Sinosauropteryx

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Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 29, 2020, 05:42:24 PM »
Thanks for the bug report! I was able to isolate and fix the problem.

It's not something that's easy to put out a hotfix for, and avoiding the crash can be done in game, so expect it to be fixed in the next content update.

Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 27, 2020, 05:26:51 PM »
Hey, welcome back Ed, that was a sweet tournament right? I totally agree.

I suppose I should post this here too while I'm at it:

HOTFIX released today, v0.10.1
Save compatible.
- Bugfix: Vanilla known weapon blueprints were being wiped from pirate/indie factions. This is no longer the case.
- Version file should be a little more accurate.
- Ammonite codex description added.

Mods / Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
« on: August 27, 2020, 09:30:36 AM »
just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?
"Happy accident," it's an emergent property of the particulars of its movement. I consider coiling up to be advanced player tech and will gladly take credit by retroactively intending it.

also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?
No, it only counts when it's on the main ship. (come to think of it, I should be forbidding it entirely on segments.)

You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.
Thanks! Ol' snakey is probably the biggest time investment of all the ships. Although later ships did get to borrow its tech, so it's hard to say.

Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?
On that scale, they fall somewhere in the middle. They'll never quite use the melee ships to their FULL potential, compared to what a player pilot can do. But they do all have custom AI to help them close distance and aim their built-in weapons correctly.
I would say overall they perform a little better than vanilla phase ships in terms of fulfilling their potential.

^ Approved, this one makes the list.

Thanks for the heads up, @Hiroyan.

Crocs as ammunition...well its certainly on flavour.

This one is a long time coming.

First, these two:

The Draco and the Wyvern.
The Terran ruling class refuses to drive dirty cave-ships, and the snakes were making them space-sick. Here are some hi-tech skirmishing options that add a bit of carrier power.

Speaking of carriers:

The Ammonite is (so far) the Kingdom's only dedicated carrier. It's also a logistics platform, like the Trilobite. Officers and crew aboard this ship are generally not well respected by their peers, who look with disdain upon both carriers and logistics.

Also, new fighters to load up those bays:

And a bunch of new weapons:

- A new hullmod
- A new high value bounty
- A bunch of little stuff. See the full changelog here:
- New ships: Draco-class destroyer, Wyvern-class cruiser, Ammonite-class carrier freighter.
- New fighters: Shaman & Chieftain rocket bombers, Anchor really heavy fighter.
- New weapons: Pyre rocket launcher/pod, lava belcher/spewer, heckbore cannon.
- New hull mod: Overdriven Fighters.
- New high value bounty.
- Queen: Overhaul of hive bomb. Now reloads ammo over time, producing larger clouds of Wasps if left to charge longer. Damage lowered to compensate.
- Blast Dampeners hullmod now affects modules.
- "Bee-making" weapons will no longer cause chatter with Combat Chatter.
- Many melee ships are now made at least Aggressive by default. This doesn't override the personality of an onboard officer.
- Snake ships: Fixed a bug that caused AI to get stuck in a loop when facing to the right, plus other minor tweaks. Movement should be a little smoother now.
- Bully, big bully, CHAD: New sprites.
- Minor aesthetic, balance, and AI tweaks all over.
- Noteworthy balance changes:
-- Rhino/Mammoth drill: 6000 DPS -> 4800
-- Basilisk, Urchin: Middle tail sections made beefier.
-- Bully beam: 500 range -> 400
-- Big bully beam: 600 range -> 800
-- Snake ship rear-facing turret arcs: 240 -> 300
- Campaign-level changes:
-- Planet Neoterra has been added to normal trade routes.
-- The faction has been made more aggressive, generally less agreeable towards other factions, and likely to start wars.
-- Caveman portraits made available for players.
-- Vayra's Sector integration - KoT now stages raids and builds bases.
Pretty sure this one doesn't break saves.

Download Here (v0.10)

Looking through your default_ship_roles.json you also have the Slicer MkII classified as a frigate (combatSmall) which I assume wasn't intentional.

I like this mod, the ships are nice and chunky-feeling, and the shieldless faction reminds me of derelicts, in that it makes good target practice and blows up nice.

I have a criticism: the Slicer MkII is very undercosted for its power. Particularly in fleet points, being worth 3. (For comparison Buffalo MkII is worth 7.) It shows up way too often in early game pirate fights, and seems to spam fighters in all its builds. I would suggest bumping it up in fleet points to at least 7. (Its dp of 4 is pretty low too, but not horribly unreasonable)

I'm getting this NPE crash:
337470 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at y(
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

The crash happens at Aug 3, 207 exactly as the date rolls over. I'm guessing there's a bounty event scheduled for that time that is making it mess up.
Here's a list of mods:

@yourleader Thats pretty badass tbh

@sterdude a sideways mandible like that could work too.

Getting jaws to hold onto ships properly might take some doing though, I'll play around with this idea.


lul you sound like dis guy.
Sideways biting mouth is kinda weird though, I dunno. Mmmaybe

So would I.

great mod, just want to report a bug.
I purchased and used the Blast Dampeners mod spec but it does not show up in the refit screen.

here is all my active mods for this save in case you need it

lightshow 1.40
Arma Armatura 0.1
Blackrock Drive Yards 0.9.5
Combat alarm sounds 1.31
Combat chatter 1.9.3
Commissioned crews 1.9
Common radar 2.5
Communist clouds 0.2
Diable avionics 2.51 rc4
Diable addon royal blue
ED shipyard 1.9.9a
Fleet tester 1.0
Industrial.evolution 1.7.b
Interesting portraits pack 1.2
Kingdom of terra 0.9.5
Lazylib 2.4f
Magiclib 0.29
Neutrino corp 1.86-rc3
Nexerelin 0.9.6d
Practice targets 1.4
Seeker - unidentified contact 0.3
Ship/weapons pack1.10.5
SkilledUP 1.1
Starship Legends 1.4.1
Supply Forging 1.1
Tahlan Shipworks 0.3.16
Terraforming and station constructoin 5.2.1
Torchships and deadly armaments 0.11
Transfer all items 1.1
Unknown skies 0.42
Varya's sector 3.1.5
Varya's ship pack 1.1.4
ZZ GraphicsLib 1.4.1

Hi, sorry I didn't catch your post until now. The problem you're having might be that you haven't included mods with the "Kingdom of Terra" tag in the hullmods refit screen. It's a green text label.
If you tried that or you don't see the button, it could indeed be a bug, let me know.

I’m not even mad. Thanks so much for making my day
Continue to really like this mod. The Trilobite is a great addition to the fleet! Though based
The Trilobyte's modular hull design is amazing.
So amazing.
Just came to say,
Thanks a lot for that, love.
Thanks, all. This mod ain't extinct yet!
In regards to bigger Trilobites, I'm not ruling it out.

Thanks Morrokain, I had tried a structure very similar to that. The problem came when attempting to do any refit with a market involved. With the wings being bought from the market, a player could trigger the refit (+1 LPC in inventory) and then click Undo and get a full refund for the LPC, while keeping it. Sell it back - free money exploit.

I did find a solution, which was to remove all bays entirely, then add them back. I noticed fighters are removed properly when a converted hangar is removed. I think this might be the only way to unequip fighters.

Well, it's not going to work after all. Can't really mess with majicking LPCs up when they might be getting bought from a market and refunded. I'm going to try getVariant().clear() for reals.

Edit: Doesn't look like that will work either. I can't find a way to equip wings from getVariant(). Best I can do is remove all wings and reset everything else...I can settle for that.
Edit2: No, that won't work either. Seems clear() also deletes stuff outright instead of unequipping them.

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