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Author Topic: [0.9.1a] Kadur Remnant 3.2.1 - even g_d-bl*sseder 2021-02-13  (Read 389511 times)

Allstar13521

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #495 on: March 01, 2020, 05:41:40 PM »

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)
I had the same issue as the above user, but implementing the solution that worked for them only seems to have resulted in the following error message upon attempting to load a save
Spoiler
Fatal: Weapon spec [vayra_vlrmms_8] not found!
Check starsector.log for more info
[close]
Assuming that it could have been another mod causing the error, I proceeded to delete every mod I had just updated and installed the newest versions in their place, but this had no effect.

I'd be very grateful if someone could point me towards a solution.
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Cyber Von Cyberus

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #496 on: March 06, 2020, 05:13:00 PM »

I'm curious, what is with your obsession with Jangla ? What has the Hegemony ever done to yo.... Well actually they've caused everyone a lot of grief and deserve every canister of antimatter I dropped on them, but why Jangla specifically ?


Also I adore the Prophet, it's amazing and when using the mod that let's me put safety overrides on it it's one of the most broken thing I've ever played with.
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Zen

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #497 on: March 06, 2020, 07:27:38 PM »

Jangala has lots of wood for burning.
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Viking8008

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #498 on: March 12, 2020, 10:58:42 AM »

Why can't I turn in AI cores to KR?
UPD.
« Last Edit: March 17, 2020, 04:08:37 AM by Viking8008 »
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Kheben

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #499 on: March 17, 2020, 10:29:53 PM »

when trying to download i get an error page not exist...any idea?
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Some random guy

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #500 on: April 15, 2020, 10:19:05 AM »

hi Vayra, i like the new capital, it's actually on pair with the onslaught and viable in the end game unlike the previous one.
what i want to say is that there is a specific new weapon that i feel is too.... overpowered, the shockweb launcher, it's a powerful kinetic weapon that balances it's damage with being a shotgun, drastically reducing it's effectiveness after 300 units however...

since there is a faction called the remnants that uses tough shields and loves to go melee this weapon makes it look like it's made to eradicate them, farming Remnants became 5 times easier with that weapon mounted everywhere possible and i think the reason being is that it deals massive kinetic and EMP damage giving the remnants no chance against it, i highly recommend you to change it's type to energy (while keeping it ballistic) to balance it's effectiveness against all targets and stopping people from abusing it to farm Alpha cores easily.
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Agalyon

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #501 on: May 20, 2020, 05:21:25 PM »

I really think something needs to give with the crystal splintergun. Its one of the most expensive medium mounts at 15 OP, has garbage flux ratio, and finicky execution. I know the explosion can reach staggering levels with several of them, but theres so many things that make it very hard to actually execute that on top of the AI being essentially unable to use it due to how much finesse it needs. The fact that the explosion only amps in quantities of 7 and how incredibly easy they are to shoot down lends to only a handful landing out of the 21 shots. I think the crystals need a lot more health or possibly just be untargetable, and maybe a reduction in OP to go with it. Its such a unique weapon but It barely ever feels worth using.
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esciron

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #502 on: June 11, 2020, 06:17:47 AM »

I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?
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Xobra

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #503 on: July 30, 2020, 06:14:03 AM »

I had a Raider Activity Bug:

A Kadur Base was targeting my System and gave me the usual -3 Stability etc.
After accepting a Ceasefire, Relations went to Neutral, but the Raider Activity Debuff was still there; not mentioning any Bases, and saying the base was relatively near.

After some time traveling and destroying every Raider Base of every Faction, it turn out, the Debuff was caused by the original Kadur Base (which was nowhere to near as mentioned) targeting the System, but it wasn't listed as a Colony Threat or mentioned in any way.

The Debuff went away after destroying that Base
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Viking8008

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #504 on: July 30, 2020, 07:20:47 AM »

I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?

Yeah I faced that too. When I looked into the files, it seems that you need a big fleet. A LOT BIG fleet. Or you can change numbers like I did.
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Arcagnello

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #505 on: October 05, 2020, 05:42:27 AM »

I was on the verge of not even bother using the Prophet Class after I tried again and again to make it work until I saw the light.

Shields are heresy and faceplanting into every single piece of ordinance being thrown at you is the one and only way to reach heaven. It can only be called success when your Prohpet requires more crew than antimatter fuel per light year!

Spoiler


Shield bypass: disables shield permanently, increases flux dissipation by 50% of the base value
Integrated Armor: Provides 10% of Armor Value after armor has been stripped, up to 200 for capitals
Weapon Inhibitor: -20% Ballistic Weapon flux generation, -10% Ballistic Weapon rate of fire
Gunnery Control AI: Improved target leading, -35% weapon recoil, +35% projectile speed
[close]

It's the only ship in the game that's able to kill a Paragon without using a shield. It runs two Astrals over like a Ford Raptor does to a pair of deer at night. It's the only ship in the game you can park in front of a battlestation and have it trade with the heavy combat module and win. It makes every shielded battleship and battlecruiser look like roadkill and you can litterally just send it alone into the enemy fleet and just don't care about it for the remainder of the battle while it just aggros everything. 60 Deployment points worth of frigades litterally run out of CR before even killing it, if they manage to not get noscoped by the high explosive weapons.

AI VS Frigade spam (it was a quick simulation showcase, will try in an actual battle eventually)
Spoiler
[close]

AI VS Battlestation (It shows me as its Pilot since I ended up piloting it to chase stragglers after it dealt with the station)
Spoiler

[close]

AI VS Paragon (It probably still wins without an officer too, maybe even if the Paragon has 4x tachlance)
Spoiler

[close]

I will probably test it against [Redacted] (Yes, even the Solar) when I get to them :)

It's great and I'm actually wondering why the Kadur Remnant faction does not have their own optional modspec turning the shields off in favor of either better flux or better armor. It would really make ships like the Sphinx or the Falchion (Falcon and Eagle fare a bit better) actually playable in AI hands without getting overloaded due to their absolutely god awful shields and flux capacity once their totally justifiable action of boosting into the enemy despite having long range weapons and steady doctrine/officers.


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Arranging holidays in an embrace with the Starsector is priceless.
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Arcagnello

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #506 on: October 05, 2020, 06:40:44 AM »

This may have just become my favuorite flagship.

I had it solo Automated Defences of a probe and it just systematically tore everything to pieces. It's legit entertaining to watch!

Spoiler
[close]

Spoiler
[close]

Spoiler
[close]
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Arcagnello

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #507 on: October 05, 2020, 10:45:32 AM »

Please tell me if I'm getting too spammy with this costant reporting on how I'm loving the Prophet, I'll stop  :P

Went into a 700k+ credit bounty for a traitor Hegemony admiral that converted into Luddic Path. My Prophet did 75% of the total damage (wich was around 2 million points) with two long range Ziz battlecruisers escorting it, making sure I would only fight one enemy at a time.

Combat Results
Spoiler
[close]


My Combat formation (I know it's not the same battle but it's pretty much identical)

Spoiler

 One Prophet, Two Ziz Battlecruisers escorting the Prophet, Two Griphons Missile Cruisers on search and destroy and two Rukhs escorting the Gryphons
[close]


My other ship setups accompanying the Prophet:

Ziz Area Denial Battlecruiser
Spoiler
[close]

Gryphon Ballistic Missile Cruiser
Spoiler
[close]

Rukh Immortal Fast Carrier
Spoiler
[close]

Aftertought: I'm probably going to switch the positions of the heavy mounts (Canister launchers in the back) and replace the Anumis Superheavy Cannons with something still delivering HE damage but more damage efficient.

Edit: I did what I mentioned above and swapped the Anumis cannons for a pair of Devastator cannons wich allowed me (by also removing two Hauberk Light CIWS) to also install Solar Shielding.

Spoiler
[close]

The ship is now actually able to defeat a 4 Tach lance Paragon even under AI control (it does need an officer tough, the fight without the officer is just barely a win for the Prophet so it's too close to call).

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Arranging holidays in an embrace with the Starsector is priceless.
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Arcagnello

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #508 on: October 07, 2020, 04:05:07 PM »

Just updating on the Situation:

The last Prophet Setup I posted is the best I managed to cook up, the one I have now has only minor modifications. I tried swapping devastators for Hephaestus but they're way too flux intensive for the ship to keep fighting enemy after enemy without exposing itself to missiles because it has to vent.

The no shield setup also works on the Ziz Battlecruiser, and it proved to be more effective than the Prophet at hunting down smaller ships. The amount of punishment it can deliver down range while its special ability granting it better flux is very Impressive.

The no shield setup even works on a much smaller ship: the Great Eagle. It's quite risky considering the ship does not even have enough fleet points to carry Reinforced bulkheads and does not have enough armor to retain a good amount after it's stripped but the extra flux dissipation effectively makes it use all of its any weapons, wich are otherwise hampered by the utterly pathetic standard flux dissipation and very demanding shield upkeep.

I'm planning on writing a rather long reply speaking of what I think of this faction (and how I think you could add quite a lot more ships to it) in a later date. I must keep playing and finally obtain the last, uber-secret supercapital and then conquer the whole sector  ;)
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

fastdino

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #509 on: October 12, 2020, 08:37:39 PM »

How do I obtain the caliph cruiser? I have around 13 ships in my fleet and I have fought the caliph high value bounty fleet atleast 5 times by now. Is it even able to be scavenged?
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