Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 2 3 [4] 5 6 ... 26

Author Topic: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!  (Read 415018 times)

dk1332

  • Commander
  • ***
  • Posts: 197
    • View Profile

found this bug after my Wren (P) got killed in a battle.

Spoiler
7249172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:269)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1526)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateEngag ementChoice(FleetInteractionDialogPluginImpl.java:2254)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:607)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:61)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

This wasn't the 1st time this happened before:
  • 1st time it happened when I went to pursue an enemy after the 1st engagement
  • 2nd was when it exploded and I went to pursue the enemy
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile

found this bug after my Wren (P) got killed in a battle...

Thanks dk, this is a known bug in some mods that relates to how the game now treats D-ships, and the differences between premade "D" hulls and those generated as derelicts or recoverable ships after battles.

It's a simple fix (changing the "D" to a "P" basically), but honestly I'd just forgotten the issue existed - my bad.  :-\ I'll address for the next version. Thanks for bringing it back to my attention.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile

Major Update: Version 0.6 - Ships, ships everywhere!

Those who have been awaiting this mod being updated with all the goodies and fine-tuning I've been promising in the Discord channel will (I hope) be very pleased with what I finally have to present you with! In this update, several things have been added, removed, fixed and changed, and I'm sure while we have had to say farewell to some ships for being impractical and not worthy of a role in the game, we welcome many replacements!

First and foremost, because ships have been disabled from the mod, THIS UPDATE WILL BREAK SAVES!!!

So, what's new? Well, you finally get to see my collection of kitbashed high-tech frigates, under such Latin names as Lepisma, Acanthina and Limulidae. Those of you role-playing Tri-Tachyon task force commanders are gonna have a field day!

We also welcome ships such as the Sparrow, a midline corvette that exists merely to be an annoyance to anything bigger than itself and probably get itself killed without costing you too many credits. Also the much bigger Bull low/mid tech cruiser carrier, what is considered a "Super Condor" in function if not appearance. Thanks to MesoTronik and Drae for their involvement with the spriting of each of these ships!

Not only new hulls, we also have a ferocious new Luddic Path skin for the popular Manta Fast Destroyer, which you'll notice comes equipped with an equally-ferocious wing of Luddic Path -converted Piranha bombers. High Explosive anyone? Also replacing the removed fighter wings, the Remnants of all "people" have been granted a support fighter in the form of the needler-wielding Argent!

Outside of graphical updates to the Seraph[im] and other fixes, Disassemble Reassemble is now providing custom (hopefully) stockalike weapons, equipped by some of the modded ships, for you to try out in combat. So far we only have three, and all could use feedback on balance and performance, so find 'em, equip 'em, and tell me what you think!

Thanks again to all the people who have downloaded and played this mod, and especially to those helping me out with feedback and suggestions on both the forum here and the Discord channel. Enjoy!

As always, check the OP for more details.
« Last Edit: August 04, 2017, 11:59:48 PM by AxleMC131 »
Logged

PyroFuzz

  • Commander
  • ***
  • Posts: 110
    • View Profile

This mod looks great! But I love the spectacle and I hope that you make more exploration and science ships.
Logged
Hello!

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile

This mod looks great! But I love the spectacle and I hope that you make more exploration and science ships.


It's not a bad ship, aye. I don't want to remove it, but I do feel it needs a little work - not just graphically, but logistically as well. Thinking I'll aim for a sort of "high-tech Wayfarer alternative".
Logged

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #50 on: September 10, 2017, 04:14:24 AM »

Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 451
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #51 on: September 10, 2017, 07:04:35 AM »

Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #52 on: September 10, 2017, 11:00:52 PM »

Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.

Raccoon's right. Being "Support" fighters they're designed to hang around their parent ship, and the AI doesn't allow them to engage like a fighter or interceptor. Bear in mind that the Argent has a Light Needler and Burst PD Laser, so is most effective sticking by your side anyway, as you dish out damage with onboard guns or other fighters.

But! Don't forget that, as a carrier, you can target a friendly ship, order your fighters to Engage, and they'll go and escort the ship! That's where the non-zero range of a support fighter comes into play (I believe).
Logged

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #53 on: September 11, 2017, 01:06:30 AM »

Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.

Raccoon's right. Being "Support" fighters they're designed to hang around their parent ship, and the AI doesn't allow them to engage like a fighter or interceptor. Bear in mind that the Argent has a Light Needler and Burst PD Laser, so is most effective sticking by your side anyway, as you dish out damage with onboard guns or other fighters.

But! Don't forget that, as a carrier, you can target a friendly ship, order your fighters to Engage, and they'll go and escort the ship! That's where the non-zero range of a support fighter comes into play (I believe).
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
Logged

Drokkath

  • Captain
  • ****
  • Posts: 281
  • Xenophilic Mutant Commando
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #54 on: September 11, 2017, 12:11:55 PM »

Woah! :o Nice selection of ships! From initial glance: Taurus, Junker, Spectacle and Katrina-class caught my eye. Taurus reminds me of Turanic Raider stuff from Homeworld, Junker reminds me of Engi species' ships from FTL, Spectacle looks like it has already met something terrible with enough crew left to design, build, improvise and weld the new life insurance together to the ship. As for Katrina, it looks like several couple of pirates and engineers struck rich and got tired of pirating after gaining riches and knowledge to order a new type of ship to be built for a more honest line of work and enjoy a miner's life with drones ready to protect while the main vessel can use armored hull parts as a physical shield, medieval tactics in space.

And as for the blue high tech ships, I like all of them! They have that Protoss vibe to them and blue is my favorite color and yeah despite that I do use red color the most on my super-ships but that is merely to give off a sense of ominous foreboding feel of carnage that is gonna happen to whatever faction decides to try their luck going against basically Khorne himself because rage knows no boundaries or limitations, rage and willpower can be the most pure and potent means of utter armageddon or other ways to achieve the impossible.


To put it shortly: This mod just made me wanna start a secondary new playthrough, thanks!
« Last Edit: September 11, 2017, 12:45:43 PM by Drokkath »
Logged
For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #55 on: September 11, 2017, 11:08:32 PM »

@Drokkath Glad you like the selection!  ;D The Junker does kind of look like something Engi-built, doesn't it? If it was smoother and a lighter shade of grey perhaps... And had copious support for drones, haha!

If I may diverge from the mod topic for a moment though, and say you could afford a bit more punctuation - commas and full stops specifically - in your typing. It's quite hard to read a paragraph-long sentence, even in one's head! Just a little advice.  ;) A tip I'd always give is to read back what you've typed out aloud before you post, and see if it sounds right. More a pet peeve of mine than anything serious, but it might be worth trying.
Logged

Drokkath

  • Captain
  • ****
  • Posts: 281
  • Xenophilic Mutant Commando
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #56 on: September 12, 2017, 03:19:23 AM »

Aye, it sure does. Took a short test drive today with Taurus and Junker. I was initially unable to locate where I'd get the ships without using console commands and by some strange stroke of RNG luck I found them both on the market in Jangala where my test character started off.

One was on sale in open market (IIRC as I was eyeballing both open and military market) and the other was in the black market. Both are neat nimble ships and Taurus feels the most useful due to extra speed and hybrid weaponry mount choice along with nice bulky hull and just enough chance to retreat, vent flux and go for a next round of assault.

Thanks for the reply and thanks for noticing my use of commas. To be honest I was never good at and I'm still not good at when it comes to punctuations, commas and full stops. My recent usage of commas for about year or two has been an experiment. It kind of makes sense to me but with this new long overdue information, I don't know how to write anymore. Bleh. :-\

Spoiler
To quote a short scene/moment/whatever-the-heck-is-the-correct-word-mcguffin-these-days ..from Farscape:

FormerTeacher: It's an art.

John: You failed me in Art. Not to mention 3rd grade English - and I still do not understand the proper use of a COMMA!

[close]
« Last Edit: September 12, 2017, 03:39:05 AM by Drokkath »
Logged
For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #57 on: September 12, 2017, 06:00:10 AM »

I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
it really depends on what you're going for. i actually think support fighters go very well with battlecarriers, flagship or not. you get additional flux-free firepower, and additional flux-free PD that can protect your ship even while you're venting or overloaded. support fighters also attempt to directly shield their assigned ship from enemy fire during venting or overloads, by moving in front of it (from their usual position at the flanks). that sometimes leads to them getting shot down more quickly than they otherwise would be, but can be a life saver in an emergency. and the more of them you have, the more effective this becomes, and the less likely it will be that each single fighter gets focused and destroyed.

i haven't played with Argents yet, but i got amazing value out of 1 Xyphos and 1 BRDY Nadir wing on my BRDY Kurmaraja (4-deck battlecarrier, like Legion) in my last run. Xyphos has powerful, long-range EMP and a bit of beam-PD, Nadir has some mid-range kinetic firepower and good flak-like PD, and both are quite durable and well-shielded. the other two decks i mainly used for fast bombers, which still added plenty of offensive potential when timing their strikes correctly.

of course, you get the same escort power when one of your AI ships uses their support fighters to escort your flagship. but that's not something you can rely on having all the time. and if you can control them yourself, you can also send your own fighters to escort a specific allied ship that needs help and is too far away to support with your flagship itself. plus, the more the merrier. :D
Spoiler
[close]

you do lose offensive long-range potential by using support fighters over heavy fighters or bombers, so it's certainly not something you want on every carrier. but in my experience, they can be amazing value, especially on a battlecarrier.
Logged

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #58 on: September 12, 2017, 05:57:42 PM »

I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
it really depends on what you're going for. i actually think support fighters go very well with battlecarriers, flagship or not. you get additional flux-free firepower, and additional flux-free PD that can protect your ship even while you're venting or overloaded. support fighters also attempt to directly shield their assigned ship from enemy fire during venting or overloads, by moving in front of it (from their usual position at the flanks). that sometimes leads to them getting shot down more quickly than they otherwise would be, but can be a life saver in an emergency. and the more of them you have, the more effective this becomes, and the less likely it will be that each single fighter gets focused and destroyed.

i haven't played with Argents yet, but i got amazing value out of 1 Xyphos and 1 BRDY Nadir wing on my BRDY Kurmaraja (4-deck battlecarrier, like Legion) in my last run. Xyphos has powerful, long-range EMP and a bit of beam-PD, Nadir has some mid-range kinetic firepower and good flak-like PD, and both are quite durable and well-shielded. the other two decks i mainly used for fast bombers, which still added plenty of offensive potential when timing their strikes correctly.

of course, you get the same escort power when one of your AI ships uses their support fighters to escort your flagship. but that's not something you can rely on having all the time. and if you can control them yourself, you can also send your own fighters to escort a specific allied ship that needs help and is too far away to support with your flagship itself. plus, the more the merrier. :D
Spoiler
[close]

you do lose offensive long-range potential by using support fighters over heavy fighters or bombers, so it's certainly not something you want on every carrier. but in my experience, they can be amazing value, especially on a battlecarrier.
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
« Reply #59 on: September 12, 2017, 06:17:57 PM »

The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
oh yeah, i forgot about that.. that's actually a bug. fighters are supposed to keep escorting the target you had at the moment they were set to Engage, even if you then target something else. iirc, the same goes for attacking enemy targets as well (in the case of non-support fighters). so hopefully that will work in future patches, whenever that may be. ^^

still though, support fighters are often worth using for hanging around your own flagship, imo. they'll protect the parent ship and attack enemies in range just fine without any targeted orders.

not something you want to spend OP and a fighter bay on in every loadout, obviously, but i think you're missing out on quite a bit of battlecarrier potential by disregarding them entirely.
Logged
Pages: 1 2 3 [4] 5 6 ... 26