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Author Topic: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 695934 times)

Xevecx1

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #450 on: September 24, 2019, 11:06:37 PM »

yeah i was having a tough time (play at 150dep) but managed to beat it
Spoiler
with a conquest onslaught and some cruisers just kill all the adds then retreat to 45 points bring the SO onslaught in and fluctuate your shield(being mindful of the main gun overloading you) and it should die or close to die with 25 reapers placed decently
[close]

but yeah i do understand how your to do the starwars thing thread the needle and take out the shield generator
« Last Edit: September 24, 2019, 11:13:20 PM by Xevecx1 »
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StanT101

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #451 on: October 31, 2019, 11:00:47 AM »

I have a question.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?
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braciszek

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #452 on: October 31, 2019, 01:06:45 PM »

I have a question.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?
It appears as a high value bounty, part of Varya's sector.
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puffzor

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #453 on: October 31, 2019, 11:53:32 PM »

Awesome, I didn't actually know it could be killed with a capital or small capital fleet! It's designed to play like a bullet hell boss, so what I would actually recommend is bringing a handful of Harbingers and Afflictors (and the IBB Harbinger if you have it) and chain-deploying them while using a capital or two as cannon fodder to draw its fire.
 

Yeah I actually managed to kill the thing pretty easily with only 3 capitals in my fleet (2 conquests and a victory). I brought it down by flanking it with missile cruisers and destroyers and some carriers and shooting at the engines through the shield gaps. I did lose the 2 conquests though. If I had a criticism of its AI behavior which made it a lot less threatening, the aiming of its main cannon is pretty finicky and it missed 90% of its shots.
« Last Edit: October 31, 2019, 11:56:33 PM by puffzor »
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Supplius Maximus

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #454 on: December 15, 2019, 01:18:27 PM »

During the Caliph battle I get a "fatal crash: -1"

This is the console error:

464466 [Thread-11] INFO  sound.H  - Playing music with id [steel_rain.ogg]
466015 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at com.fs.starfarer.combat.entities.ship.A.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(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(Thread.java:745)

Any ideas as to why this is happening? Alex said that this is likely an incorrect weapon definition error, possibly regarding a weapon animation.
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xucthclu

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #455 on: December 16, 2019, 01:26:43 PM »

Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.
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truecore

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #456 on: December 19, 2019, 01:24:33 AM »

Hi there Vayra,

New to the forum, came to say I love your mod but also have a simple problem I've wondered if you've noticed... so first things first, I like the theme. The Kadur faction is incredibly difficult to play, which is actually quite fun. I like the themes and I also like the weapons, I also like how the blueprints are actually available. Thematically, it feels a lot like Israel, past or present I can't tell, but the struggle is real. I also like that the faction is Cruiser focused. The graphics for the weapons are fantastic, and I can't help but trying to put them on all my HiTech ships projectile slots.

Now, my issue is mostly with how the AI is handling the Kadur ships. Kadur comes with some of the longest range projectile weaponry in the game, yet even with Cautious captains, the Falchion and Sphinx are very, very prone to committing suicide. I think it's because the AI does not understand that their Mass Aug Ram Jets ability kills them, similar to how Burn Drive does, rather than being a proper defensive ability, and so while I've fit my ships with long range weaponry and officers to support them, they Ram Jet right into the face of any Onslaughts they see. Needless to say, this doesn't end well. They often even use the ability to ram me when I assign them to Heavy Escort, particularly in minor situations like when the AI would normally be using shields to avoid damage on collision. Since Kadur is a Cruiser-focused faction, I can't really perform well in campaign without being able to rely on the AI - right now I'm having to avoid using the Falchion and Sphinx in the campaign and focus on Eagles and Targe's instead, or use the Sphinx as a heavy flanker, which is a bit order intensive.

I have a few mods, but aside from Nexerelin they're all ship mods that shouldn't be messing with AI. Maybe you could let me know if you've had this experience?
« Last Edit: December 19, 2019, 11:25:54 AM by truecore »
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Vayra

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #457 on: December 21, 2019, 08:55:39 PM »

During the Caliph battle I get a "fatal crash: -1"

This is the console error:

464466 [Thread-11] INFO  sound.H  - Playing music with id [steel_rain.ogg]
466015 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at com.fs.starfarer.combat.entities.ship.A.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(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(Thread.java:745)

Any ideas as to why this is happening? Alex said that this is likely an incorrect weapon definition error, possibly regarding a weapon animation.

Never experienced this and can't reproduce it :( I'll double check but I think it might be caused by something else - how many mods are you running?

Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.

You shouldn't be colonizing Kadur, it's got the plague!

Hi there Vayra,

New to the forum, came to say I love your mod but also have a simple problem I've wondered if you've noticed... so first things first, I like the theme. The Kadur faction is incredibly difficult to play, which is actually quite fun. I like the themes and I also like the weapons, I also like how the blueprints are actually available. Thematically, it feels a lot like Israel, past or present I can't tell, but the struggle is real. I also like that the faction is Cruiser focused. The graphics for the weapons are fantastic, and I can't help but trying to put them on all my HiTech ships projectile slots.

Now, my issue is mostly with how the AI is handling the Kadur ships. Kadur comes with some of the longest range projectile weaponry in the game, yet even with Cautious captains, the Falchion and Sphinx are very, very prone to committing suicide. I think it's because the AI does not understand that their Mass Aug Ram Jets ability kills them, similar to how Burn Drive does, rather than being a proper defensive ability, and so while I've fit my ships with long range weaponry and officers to support them, they Ram Jet right into the face of any Onslaughts they see. Needless to say, this doesn't end well. They often even use the ability to ram me when I assign them to Heavy Escort, particularly in minor situations like when the AI would normally be using shields to avoid damage on collision. Since Kadur is a Cruiser-focused faction, I can't really perform well in campaign without being able to rely on the AI - right now I'm having to avoid using the Falchion and Sphinx in the campaign and focus on Eagles and Targe's instead, or use the Sphinx as a heavy flanker, which is a bit order intensive.

I have a few mods, but aside from Nexerelin they're all ship mods that shouldn't be messing with AI. Maybe you could let me know if you've had this experience?

Hey, thanks! I'm glad you're enjoying the mod, haha. RE: Ram Jet suicide, this is a known issue, yeah. I'm working on better Ram Jets AI, so hopefully the next update will make them slightly less suicidal...  :-[

EDIT: The next update will also add some more diversity in the ship lineup, so regardless of Ram Jet usage you'll have a few more options for playing as Kadur, heh.
« Last Edit: December 21, 2019, 08:59:30 PM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

xucthclu

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #458 on: December 22, 2019, 02:36:40 AM »

I don't care that it's got the plague, it's got vast ruins, which means I should be able to tech mine it for chance of blueprints.
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n3xuiz

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #459 on: December 29, 2019, 04:01:03 AM »

by far my favorite ship in the game is the caliph ever since i captured one in the 1mio. kadur bounty. at first i was sad because taking down that fleet killed most of my onslaughts and my then flagship paragon but soon i'd make the caliph my flagship (after repairing 2.3mio worth of d-mods)

now i want to produce them in my fleet composition. i know it goes against the canon of the mod and it would be insanely OP but still..

i've seen it on a list somewhere aka not eligible for blueprint or some such. can i remove it from that list and then find / spawn in a blueprint for it? or would i have to make more complex modding for this to work?

Vayra if you read this you surely know how right?
anyone else?

edit: also if i did make the necessary changes to allow the caliph blueprint to exist could i use this in my existing savegame?

edit2: managed to find the relevant file \mods\Kadur Remnant\data\hulls\ship_data.csv and edit it so you get the caliph with the kadur capital blueprint. also added it to prism freeport but in over 100 refreshes it never spawned. the ship costs 3mio to construct which is ok since i'm swimming in money anyway in the endgame.
« Last Edit: December 30, 2019, 09:12:13 PM by n3xuiz »
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celloist

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Re: [0.9.1a] Kadur Remnant v3.0.4 - Caliph Cleanup 2019-08-29
« Reply #460 on: January 12, 2020, 10:33:49 AM »

Your links seems to be broken  both kadur remnant and vayras sector keep failing saying network error yet other mods download fine
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Vayra

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #461 on: January 14, 2020, 07:27:42 PM »



MAJOR UPDATE! v3.1.0


The changelog is like 70 lines, go get it from the OP. This will definitely break saves, unless you had the dev test build, in which case it will only maybe break saves!

Highlights:
- a ton of new weapons
- 1 new frigate
- 3 new destroyers
- 2 new cruisers
- 2 new capitals
- more than 10 new fighters and bombers
- extensive reworks to most existing ships and strike craft
- 2 new subfactions, for now only present as design types, patrols, and 2 frigate skins..
- 2 new HVBs with more on the way.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

e

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #462 on: January 15, 2020, 01:49:59 AM »

This update is everything i ever wanted for the Kadur and more!

I'm so happy!
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tindrli

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #463 on: January 15, 2020, 04:58:14 AM »

wile im fuckin amazed and happy with update im kind of unhappy because its great and big update and i need to start a new game. again. like 20 times in last month!"!!!"

still thank you sir for updating and keeping all this alive!
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Hushed

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #464 on: January 15, 2020, 09:08:15 AM »

I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(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)
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