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

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Author Topic: [0.97a-RC11] San-Iris 0.9.91  (Read 71516 times)

Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #30 on: March 03, 2024, 01:55:56 AM »

Sorry that typo crashed the mod on Linux, really wasn't aware of that. Gonna fix it real quick.

Thanks.
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Dadada

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #31 on: March 03, 2024, 03:44:01 AM »

bork bork :D
Spoiler
Code
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\XhanEmpire]
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\prv Rust Belt]
1157205 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Nexerelin]
1157249 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157250 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157257 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157258 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157267 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157370 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]


1157581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
at data.scripts.sikr_lilies_gen.spawnYellowToSanIris(sikr_lilies_gen.java:174) ~[?:?]
at data.scripts.sikr_saniris_mod_plugin.onNewGameAfterEconomyLoad(sikr_saniris_mod_plugin.java:118) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
:D
E: Keeps happening on sector generation, not sure if enabling or disabling the faction in Nex has an effect. C T : D
Latest version and 0.97 and 1000 other mods. Also: It worked before but after I fetched some other mods or newer versions of said mods I get this...
« Last Edit: March 03, 2024, 06:02:22 AM by Dadada »
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Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #32 on: March 03, 2024, 01:43:34 PM »

 :-\ oof, kay i have an idea where it's coming from, should be fixed in a few days.
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Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #33 on: March 05, 2024, 12:03:16 AM »

bork bork :D
Spoiler
Code
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\XhanEmpire]
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\prv Rust Belt]
1157205 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Nexerelin]
1157249 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157250 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157257 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157258 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157267 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157370 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]


1157581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
at data.scripts.sikr_lilies_gen.spawnYellowToSanIris(sikr_lilies_gen.java:174) ~[?:?]
at data.scripts.sikr_saniris_mod_plugin.onNewGameAfterEconomyLoad(sikr_saniris_mod_plugin.java:118) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
:D
E: Keeps happening on sector generation, not sure if enabling or disabling the faction in Nex has an effect. C T : D
Latest version and 0.97 and 1000 other mods. Also: It worked before but after I fetched some other mods or newer versions of said mods I get this...

Should be fixed, tell me if its still happening.
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Dadada

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #34 on: March 05, 2024, 03:24:24 AM »

Based, thank you! Well, it seems to work now with Nex random sector, with the faction enabled and also with the faction disabled - I generated 1 sector each.
E: google images, tags: give flower meme:
Thank you!
« Last Edit: March 05, 2024, 03:29:19 AM by Dadada »
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Warnoise

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #35 on: March 13, 2024, 06:13:05 AM »

Jesus Christ they a san iris AI fleet got absolutely destroyed by a smaller remnant fleet...they could barely manage to kill a frigate
« Last Edit: March 13, 2024, 06:18:09 AM by Warnoise »
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Brainwright

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #36 on: March 18, 2024, 07:38:44 PM »

I'm rather liking the ships and faction so far.  I can run the destroyers without ITU because they're heavily armored, have spare vents to burn, and the weapons are the good kind of weird that does a good job of driving back the enemy without overpowering.  The limited mounts are a good tradeoff for that durability.

Love the Lotus.

They're ships that lose hard when things go against them, and that's a good thing.  Keeps a commander on his toes.

I'm also putting the urchin flak every where I can...
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ThatsMyFootThanks

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #37 on: March 19, 2024, 05:08:56 AM »

You really need to take your time to assemble a good San-Iris fleet. You can't just put whatever works together and go on a fight, it's not gonna work.
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Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #38 on: March 19, 2024, 01:59:39 PM »

What do y'all think is missing from the lineup ? A feedback i received got me thinking that adding a battlecarrier at cruiser size could be good, i'm also thinking of buffing the Unnr on the carrier aspect maybe.
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bibigun23

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #39 on: March 19, 2024, 04:50:35 PM »

Hello. You pretty much have a good ammount of ships for all purposes and i dare to say more capitals in ratio comparrison with other mods (and hard balanced if that was your intentions). Main issues for me would be the weapons that i must be really forced in order to use and the bad pd layouts on some of the ships.

 About the ships. The aesthetics of seacreatures like hammerheds ect tend to make the ships big targets and mounts layout are consetrated in odd spots leaving range related gaps in some cases. Trying keeping balance with some extreme aesthetics design is a tough issue it seams.

 Weaponry on the other hand feels incomplete. It has a good number of them but most fairly tamed. Needs 1 or 2 more damage/range weapons even if they are rare so to stand out from this mod.

 Now about the faction as a whole.
  Anyone could single out some shp to play and it's beutifull in aesthetics without a doubd.
  If you are playing vanilla game you can use this mod to add numbers or with the intent to use it as your faction. It will be a tough and peculiar run at least.
  But for heavily modded runs.. I don't think it can stand in a game without wiped out from some random npc battles. For me i feel like it would be better to spare pc performance resources on some other factions for the long run of the game as it is.

 (This was my personal honest opinion since i saw you wanted feedback but by any means i do not undermine the high level of your work or the fact that most players would enjoy it as it is so i hope you don't take it the wrong way :3.)

 About what else could fit in there. First thought i had was a destroyer class ship like sea turtle's shell with crazy armor with pd all around going super mario drop, spinning-ramming system and shooting down missiles and wings.. That's my mind so just ignore it XD..

PS: I guess i could do a more detailed report in ships/weapons by names but it would be like an essay and my post is already an eyemelter as it is  ::)..

 
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ThatsMyFootThanks

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #40 on: March 19, 2024, 06:03:08 PM »

From my previous playthrough with them, I felt their ships a lil on the slow side, and with all that armor it's an understandable balance choice. But being slow with low hull and high armor means that, if you get behind them or flank them (and it's easy to do with fast frigates) they're pretty much done for. The armor will not last forever and once it's gone they go down fast. Another thing is that their shields are a lil bit lacking also. Many are 90º - 120º tops and take nearly 200 flux to keep them up.

For reference of what I'm talking about, an ai controlled vanilla Hound and a Shepherd almost took down a San-Iris cruiser simply by staying behind and on the side of it.

On the positive side, their fighters are amazing (specially Their bombers). Their mechs are really tough to break by other fighters and PD is less effective against them.
If you take your time to assemble and good mix of ships focus your efforts on carriers and fighters and protect them with good escort ships they will perform pretty well. But you need good captains on them, hand-picked mods, carefully chosen weapons and a set of skills to match.

On their own, San-Iris AI fleets have no trouble vs small raids (pirates, ludds and MRV seem to have special trouble against them) but the moment you assemble something competent and start mixing up capitals with fast ships that can slip through their defenses they crumble fast.
It's a game of being constantly vigilant to make sure there are no weak points in their defensive line during battle.

Just observations.

Like I said, I love this mod and the aesthetics of their ships.
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Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #41 on: March 20, 2024, 09:51:23 AM »

PS: I guess i could do a more detailed report in ships/weapons by names but it would be like an essay and my post is already an eyemelter as it is  ::)..

Interesting stuff, vanilla weapons are supposed to be used with the faction's weapons, tho this doesn't fix the mount placement, maybe I can fix it with a buff in the hullmod, like more range from small.
You can contact me on discord (sikair) if you're willing to talk more about specific ships/weapons, I always appreciate feedback.

From my previous playthrough with them, I felt their ships a lil on the slow side, and with all that armor it's an understandable balance choice. But being slow with low hull and high armor means that, if you get behind them or flank them (and it's easy to do with fast frigates) they're pretty much done for. The armor will not last forever and once it's gone they go down fast. Another thing is that their shields are a lil bit lacking also. Many are 90º - 120º tops and take nearly 200 flux to keep them up.

Yes the mod is intended to be the closest possible to vanilla balance-wise, it's something I take pride in. I'll probably add some medium to the rear of ships to help them with flanking, also maybe adding another escort type ship like the Echin.
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Brainwright

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #42 on: March 20, 2024, 05:32:05 PM »

I think a lot of people are going to misunderstand this faction because it doesn't slot neatly into the low tech, midline, and high tech styles.

Heavy armor, decent shields, and strong dissipation isn't something you see in slow ships much, and I found that the awkward mounts were a good trade off.  Especially if you have fighter support.

It should be said, the lack of burn drive on these ships really sets them apart from low-tech ships, which rely on the biggest ships actually being the fastest and most aggressive.

I could definitely see these ships ending up as a bruiser version of Diable Avionics.  However, I don't know if you could get AI carriers to support other AI ships consistently.
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