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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 453303 times)

MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #420 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.

Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #421 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 #422 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 #423 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 #424 on: January 18, 2020, 12:11:38 AM »

Apt advice indeed, you will find it soon.

MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #425 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.

Gourdman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #426 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 #427 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 #428 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 #429 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 #430 on: January 28, 2020, 12:38:38 AM »

Approlight updated and fixed the incompatibly bug on their end.

warnlz

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #431 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 #432 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.

RoquetheRogue

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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, 04:18:38 PM »

Greetings MesoTroniK, will you be adding more retrofits to Tiandong? also, why does the Tiandong sometimes escort random ships? Once I played a game where they'd patrol Corvus and had high relations with the Hegemony, I wasn't using Random Faction Relationships from NEX

I refitted a Venture hull to its Tiandong variant, and it end up costing like 200k, I shouldn't be doing any retrofits early game?
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A mind that opens itself to a new idea never returns to it's original size.

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, 05:59:24 PM »

Greetings MesoTroniK, will you be adding more retrofits to Tiandong?
Absolutley! You can even find previews for some planned future content if you backtrack this thread some :)

also, why does the Tiandong sometimes escort random ships? Once I played a game where they'd patrol Corvus and had high relations with the Hegemony, I wasn't using Random Faction Relationships from NEX
I am uh... Honestly taken aback by your confusion regarding THI mercenary fleets escorting other fleets sometimes. Think about it, Tiandong is a merc organization (well mostly, it isn't quite that simple). Wouldn't that be a logical service to provide? It is just real cool too, creating emergent gameplay scenarios. This is just one of the several custom campaign layer mechanics the mod adds that are not described in great detail if at all in the original post. This is intentional, to add a bit of wonder and discovery heh.

- One quest and several unique campaign layer mechanics and mysteries to discover

Tiandong Heavy Industries is a powerful mercenary organization and trade conglomerate, established in the outskirts of the Sector following the Great Collapse. Originally a pack of freebooters bound together by the common ideal of profit, Tiandong began life by providing security services during troubled times, boosting profits by salvaging materials and scavenging blueprints from the wreckage. These business practices have held true for over a century, though the corporation's scope has increased significantly over the years.

The name 'Tiandong Heavy Industries' belies the range of services they provide. In addition to construction, Tiandong deals in resource extraction, tech mining, trade brokerage, and contract killing. Many factions see the Tiandong monopoly as a threat, but simultaneously view their influence as an unbiased stabilizing factor. This, combined with the fact that the Tiandong fleet consists of unique pre-Collapse technologies and retrofits, has led to a standoff policy when dealing with Tiandong Heavy Industries - each side keeps the other just outside of arm's reach.


I refitted a Venture hull to its Tiandong variant, and it end up costing like 200k, I shouldn't be doing any retrofits early game?

Retrofitting ships costs less the better your relations are with Tiandong.
Code
    @Override
    public float getTariff()
    {
        RepLevel level = submarket.getFaction().getRelationshipLevel(Global.getSector().getFaction(Factions.PLAYER));
        switch (level)
        {
            case NEUTRAL:
                return 0.5f;
            case FAVORABLE:
                return 0.4f;
            case WELCOMING:
                return 0.3f;
            case FRIENDLY:
                return 0.15f;
            case COOPERATIVE:
                return 0.0f;
            default:
                return 0.5f;
        }
    }
Also keep in mind you get some money for selling the original hull to the submarket. But in the end retrofitting is not cost effective enough even at cooperative relations to be worth it to say buy a brand new ship and then retrofit it. That is just burning money. But retrofitting ships you salvage out there in the Sector? Absolutely worth it! If you want the THI ship at least.

Anyways I hope this clears stuff up for you.
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