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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 234799 times)

NorthernWatch

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #420 on: December 21, 2019, 10:01:56 PM »

Apparently the Xu isnt the only ship in my game that fires its frontal weaponry when it faces the enemy to its sides to allow broadside bombardment, I had an issue with the Banshee Norm aswell where when it faces to the side any ally that gets in the way of Frontal Weapons will get shot at, I might have to look at the Weapon grouping as I always do the Auto Link anyways and its AI control not player.

even annoying is lately alot of my ships tend to stand infront of me when Im trying to kill the enemy.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #421 on: January 14, 2020, 08:36:08 PM »

I spent a while looking for the damn thing and now I'm annoyed, how deep into the nebula around Shanghai is the mysterious entity thing I got a quest for?
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #422 on: January 14, 2020, 08:46:09 PM »

Its location is semi-random each run, but does follow a set of rules and has a certain consistency about it. It shouldn't be as hard to find as you have experienced...

Have you been lighting up active sensor bursts every once in a while as you scout out the nebula on the outskirts of the system? There are some *things* that will help lead you to the objective.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #423 on: January 15, 2020, 05:46:48 AM »

Its location is semi-random each run, but does follow a set of rules and has a certain consistency about it. It shouldn't be as hard to find as you have experienced...

Have you been lighting up active sensor bursts every once in a while as you scout out the nebula on the outskirts of the system? There are some *things* that will help lead you to the objective.

yeah, i have, i've been either sticking outside of the ring or actually in the nebula while spamming active sensor bursts every 30 seconds or so
i even hacked into Tiangdong's sensor array to try and get a bit of edge
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Gourdman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #424 on: January 15, 2020, 07:53:45 PM »

I would suggest making yourself a nice little ring around the system.  Ping every now and then and you should find what you're looking for.  ;)

I completed that mission really coincidentally, but on further play throughs had to do a big ring and spend a few minutes looking.  You can find it pretty reliably.  Just don't fling yourself into the depths of the nebula, never to be seen again.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #425 on: January 17, 2020, 01:59:03 PM »

so i shouldn't get TOO deep, just stick around the farthest ring of asteroids? hmm thanks lad
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #426 on: January 18, 2020, 12:11:38 AM »

Apt advice indeed, you will find it soon.
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #427 on: January 23, 2020, 10:02:54 PM »

It has been brought to my attention that there is some very different angles on the balance of the large THI modular ballistic weapons. Some think they are OK, but some think the Mauler Battery and Ultra Autocannon are too good and overshadow the vanilla large ballistic weapons. Personally I think they are both fine, but am not against changing them a bit if need be but I am not sure they need it.

Mauler Battery can't hit the broadside of a barn, it is an OP / skill tax to even get them to be fairly accurate and their DPS is just... OK. But of course it has longer than "normal" range.
Ultra Autocannon, I think is more complex. Since it is this trickle of DPS that is also fairly inaccurate, at negative flux efficiency. A lot of ships can tank them on shields for a while, in a way they cannot against say a Mk9 or Gauss which those two also do *much* more to armor. And of course the UAC has longer than "normal" range though a bit less than Gauss.

If anyone who reads this thinks those weapons or other THI weapons need balance tweaks? Please tell me here, and I will take the suggestions to heart and perhaps make changes to them.
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Gourdman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #428 on: January 24, 2020, 02:44:59 PM »

As far as the Mauler Battery and UAC go, I see them as niche AI-oriented weaponry.  They have really good range, good flux balance, but tend to be overall boring to use as a main armament and a bit lackluster.  They fill that niche of "I need a good weapon to give my AI".  The UAC doesn't have the burst and accuracy that the Gauss does, it's bullets spray in a shotgun like pattern that are mostly ineffective against most frigates as well as some destroyers and cruisers.  It's nice and all, but a Gauss shot ripping through space and slamming a shield is much more effective than a bunch of UAC shots sprinkling all over the shields.

Gauss is also way more effective at armor damage than UAC could ever hope to be.  The Mauler Battery is kind of the same thing.  Inaccurate, not quite as bursty as a Hellbore and you'd be hard-pressed to find a better HE assault weapon over the Hephaestus.

They're just dakka guns.  They are good for ordinance saturation in an area, and for AI due to the low flux overhead for each individual shot.  AI doesn't handle Gauss shots well and it can do that weird flutter-vent thing from time to time.  The UAC is a nice constant support weapon.
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GlenSkunk

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #429 on: January 26, 2020, 04:11:35 PM »

Huh, this is odd - had a crash just now telling me it couldn't find the tiandong_hefei_wing hull for some reason. First time I've run into that, so I'm wondering if I installed the mod wrong somehow. I know the actual ships appear in the folders in the mod so I don't know why it'd bork on me at this point. Checking the log file for the run output this:

Code
1936857 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 5.0 for market [Asmoday Station]
1937060 [Thread-4] INFO  data.scripts.campaign.tahlan_LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
1937268 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 3.0 for market [Old Milix]
1937420 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
1937573 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Sovereignty.ogg]
1937589 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [nebula.ogg]
1937756 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
at com.fs.starfarer.loading.M.o00000(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$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.ShipBlueprintItemPlugin.init(ShipBlueprintItemPlugin.java:35)
at com.fs.starfarer.loading.returnsuper.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
at data.scripts.utils.AL.CampaignUtils.tweakSpecialItem(CampaignUtils.java:51)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.init(AL_DynastySeekerTradeData.java:151)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.<init>(AL_DynastySeekerTradeData.java:96)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData.refreshEntryList(AL_DynastySeekerTradeData.java:45)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.addSeeker(AL_DynastySeekerIntel.java:132)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.advanceImpl(AL_DynastySeekerIntel.java:103)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1937852 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Ambush.ogg]
1937857 [Thread-10] INFO  sound.null  - Playing music with id [Ambush.ogg]
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Histidine

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #430 on: January 26, 2020, 05:42:38 PM »

I'm not familiar with what the ApproLight Dynasty Seeker does, but the error indicates ApproLight is trying to create a ship blueprint for a fighter wing.
Someone should report it on the ApproLight thread... actually let me do it, here.
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GlenSkunk

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #431 on: January 26, 2020, 08:34:46 PM »

Hmmm, that's a bit weird...in ApproLight the Dynasty Seeker is someone who exchanges special drops from specific factions for blueprints. Why it should try to make a ship blueprint for a fighter wing is pretty weird...what concerns me is, would this happen with any OTHER faction mod? Or is it just an unfortunate incompatibility with Tiandong? Hmmm.
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #432 on: January 28, 2020, 12:38:38 AM »

Approlight updated and fixed the incompatibly bug on their end.
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warnlz

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #433 on: February 09, 2020, 09:56:41 AM »

Getting a CTD when running Tiandong with Nexerelin. Turned off all other mods, but no change.

12472 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #434 on: February 09, 2020, 04:03:18 PM »

The issue is you are not running the required library mods...

Also not sure why you posted this here *and* in the Mod Troubleshooting Guide.
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