After 20 minutes of play, the game hangs on saving with your mod.
After 20 minutes of play, the game hangs on saving with your mod.
TheWikiFish: XStream
Third party library used by Starsector when saving. Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this
- Go to x-stream.github.io for the latest version. Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!
After 20 minutes of play, the game hangs on saving with your mod.
The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:
1. Increasing the amount of RAM you allocate to the game. Have you followed these instructions (http://fractalsoftworks.com/forum/index.php?topic=8726.0) to increase your memory allocation?
2. Upgrade Xstream:CodeTheWikiFish: XStream
Third party library used by Starsector when saving. Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this
- Go to x-stream.github.io for the latest version. Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!
3. You can monitor the amount of memory being used with the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod, and quit and restart when console commands shows you its memory usage warning.
4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.
5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.
If you join (https://discord.gg/TBhcFNh) the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.
After 20 minutes of play, the game hangs on saving with your mod.
The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:
1. Increasing the amount of RAM you allocate to the game. Have you followed these instructions (http://fractalsoftworks.com/forum/index.php?topic=8726.0) to increase your memory allocation?
2. Upgrade Xstream:CodeTheWikiFish: XStream
Third party library used by Starsector when saving. Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this
- Go to x-stream.github.io for the latest version. Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!
3. You can monitor the amount of memory being used with the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod, and quit and restart when console commands shows you its memory usage warning.
4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.
5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.
If you join (https://discord.gg/TBhcFNh) the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?Could you try rewording that? I have no idea what you're trying to say.
I believe you want to get rid of the black fog emitted by Sylphon ships? The effect is fully integrated into the mod and linked to a lot of functionality. It's also a core part of the faction aesthetic, so if you don't like it, you'll have to figure out how to remove it yourself.
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?Could you try rewording that? I have no idea what you're trying to say.
I believe you want to get rid of the black fog emitted by Sylphon ships? The effect is fully integrated into the mod and linked to a lot of functionality. It's also a core part of the faction aesthetic, so if you don't like it, you'll have to figure out how to remove it yourself.
Yes, black fog. I made it invisible.)
the exalt missiles don't seem to cooperate with being set to autofire
In the file ship_data there is no crew in some ships !!! Correct!
Thanks for the response.Sorry for the inconvenience, the issue has now been found (seems like it only impacts newly-started campaigns). The "proper" fix will be going up sometime today or tomorrow. Replacing SylphonRnD.jar (under Sylphon/jars) with the file I've linked below should fix the issue for now (as long as you move the SRD_Nym.jpg and SRD_Rofocale.jpg files back to their original location, first).
I'm actually on Windows 8.1. Sorry to say that renaming the files didn't work, however sticking SRD_Nym.jpg into Starsector\starsector-core\graphics\backgrounds seemed to fix the issue.
It's still being expanded upon. SCY has had plenty of time to get all those ships, though. The Outcast are only in their infancy and will grow over time. Whether it'll ever reach SCY levels, though, I can't really say at this time. Sylphon ships aren't really designed to come in different variants like SCY ships, but Outcast ships will mostly be variants of existing Sylphon ships for now, though.
Oh and "Raging Heart" Really? :D
Oh and "Raging Heart" Really? :D
Yes. Still an early prototype however.
No plans for a Sylphon personnel carrier. It wouldn't really make sense lore-wise for a reclusive faction like them. The next version will however include a method of gaining additional crew capacity, although in a different way.
Edit2- actually there is a fairly major bug I've encountered that I've forgotten to mention somehow. I have had a Dread Eagle get disabled a couple times. When it does it's been recoverable but when I do recover while it says no D-mods it's still listed as and has the appearance of a (D) class ship and I can't restore it either to fix it.Vanilla issue, fixed for 0.9 (http://fractalsoftworks.com/forum/index.php?topic=13293.0) :)
Edit2- actually there is a fairly major bug I've encountered that I've forgotten to mention somehow. I have had a Dread Eagle get disabled a couple times. When it does it's been recoverable but when I do recover while it says no D-mods it's still listed as and has the appearance of a (D) class ship and I can't restore it either to fix it.Vanilla issue, fixed for 0.9 (http://fractalsoftworks.com/forum/index.php?topic=13293.0) :)
- A rough estimate comparing my latest Starsector campaigns would be : playing Sylphon I can have 30% less ships in my fleet and on the battle field ... and it still feels easier. But at this point I should point out : sometimes I've used non Sylphon weapons.Ship power should always be normalised to their deployement points. Sylphon ship use more point: less ship but more powerfull. I tend to agree that a lot of ships are probably misclassified. The Ascordia for example got the weapons, the shield, the flux and the deployement point of a large cruiser/small capital yet is classified as a destroyer.
Ship power should always be normalised to their deployement points. Sylphon ship use more point: less ship but more powerfull.
Here's the current list of upcoming balance changes, all subject to change:
- close to a Medusa, I see what you did here ;D
12724 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack/data/weapons/zeroglow.wpn)]
12724 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullrain.wpn]
12724 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullrain.wpn)]
12725 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullray.wpn]
12725 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullray.wpn)]
12725 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_ablution.wpn]
12725 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_ablution.wpn)]
12725 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium.wpn]
12726 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium.wpn)]
12726 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium_fake.wpn]
12726 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium_fake.wpn)]
12726 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arciel.wpn]
12726 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arciel.wpn)]
12727 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arphage.wpn]
12727 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arphage.wpn)]
12727 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateL.wpn]
12727 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateL.wpn)]
12727 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateR.wpn]
12727 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateR.wpn)]
12728 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_axel.wpn]
12728 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_axel.wpn)]
12728 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benediction.wpn]
12728 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benediction.wpn)]
12728 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benison.wpn]
12729 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benison.wpn)]
12729 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_glow_deco.wpn]
12729 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_glow_deco.wpn)]
12729 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_grid_deco.wpn]
12729 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_grid_deco.wpn)]
12729 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_charity.wpn]
12730 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_charity.wpn)]
12730 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency.wpn]
12730 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency.wpn)]
12730 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency_ftr.wpn]
12730 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency_ftr.wpn)]
12731 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity.wpn]
12731 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity.wpn)]
12731 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity_secondary.wpn]
12731 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity_secondary.wpn)]
12731 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_divinity.wpn]
12731 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_divinity.wpn)]
12732 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_glow_deco.wpn]
12732 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_glow_deco.wpn)]
12732 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_grid_deco.wpn]
12732 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_grid_deco.wpn)]
12732 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace.wpn]
12733 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace.wpn)]
12733 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace_EMP.wpn]
12733 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace_EMP.wpn)]
12733 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Endzeit.wpn]
12733 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Endzeit.wpn)]
12733 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_enkindle.wpn]
12734 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_enkindle.wpn)]
12734 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_equity.wpn]
12734 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_equity.wpn)]
12734 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation.wpn]
12734 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation.wpn)]
12735 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation_deco.wpn]
12735 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation_deco.wpn)]
12735 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_12.wpn]
12735 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_12.wpn)]
12735 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_3.wpn]
12736 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_3.wpn)]
12736 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_6.wpn]
12736 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_6.wpn)]
12736 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_LONG.wpn]
12736 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_LONG.wpn)]
12737 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_MEDIUM.wpn]
12737 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_MEDIUM.wpn)]
12737 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_SHORT.wpn]
12737 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_SHORT.wpn)]
12737 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_excogitation.wpn]
12737 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_excogitation.wpn)]
12738 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_1.wpn]
12738 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_1.wpn)]
12738 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_2.wpn]
12738 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_2.wpn)]
12738 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayL.wpn]
12739 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayL.wpn)]
12739 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayR.wpn]
12739 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayR.wpn)]
12739 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung.wpn]
12739 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung.wpn)]
12740 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung_modular.wpn]
12740 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung_modular.wpn)]
12740 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harmonius.wpn]
12740 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harmonius.wpn)]
12740 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_alpha.wpn]
12741 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_alpha.wpn)]
12741 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_beta.wpn]
12741 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_beta.wpn)]
12741 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_s.wpn]
12741 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_s.wpn)]
12742 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrower.wpn]
12742 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrower.wpn)]
12742 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_indulgence.wpn]
12742 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_indulgence.wpn)]
12742 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_iphrail.wpn]
12743 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_iphrail.wpn)]
12743 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_largesse.wpn]
12743 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_largesse.wpn)]
12743 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lucidas.wpn]
12744 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lucidas.wpn)]
12744 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lustration.wpn]
12744 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lustration.wpn)]
12744 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_glow_deco.wpn]
12744 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_glow_deco.wpn)]
12745 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_grid_deco.wpn]
12745 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_grid_deco.wpn)]
12745 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paja.wpn]
12745 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paja.wpn)]
12745 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paratach.wpn]
12746 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paratach.wpn)]
12746 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_burst.wpn]
12746 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_burst.wpn)]
12746 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_impact.wpn]
12747 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_impact.wpn)]
12747 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_shock.wpn]
12747 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_shock.wpn)]
12747 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_qoga.wpn]
12747 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_qoga.wpn)]
12747 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel.wpn]
12748 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel.wpn)]
12748 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel_pod.wpn]
12748 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel_pod.wpn)]
12748 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_selene.wpn]
12748 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_selene.wpn)]
12749 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_seprikata.wpn]
12749 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_seprikata.wpn)]
12749 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.sinkingthebismarck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12749 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL.wpn]
12749 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL.wpn)]
12749 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_1.wpn]
12750 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_1.wpn)]
12750 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_2.wpn]
12750 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_2.wpn)]
12750 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_3.wpn]
12750 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_3.wpn)]
12750 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR.wpn]
12751 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR.wpn)]
12751 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_1.wpn]
12751 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_1.wpn)]
12751 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_2.wpn]
12751 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_2.wpn)]
12751 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_3.wpn]
12752 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_3.wpn)]
12752 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skalla.wpn]
12752 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skalla.wpn)]
12752 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skallic_cannon.wpn]
12752 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skallic_cannon.wpn)]
12753 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture.wpn]
12753 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture.wpn)]
12753 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture_s.wpn]
12753 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture_s.wpn)]
12754 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vacuity.wpn]
12754 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vacuity.wpn)]
12754 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_veda.wpn]
12754 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_veda.wpn)]
12754 [Thread-5] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vedra.wpn]
12754 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vedra.wpn)]
12787 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.nothingpersonal.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12826 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.coralnebula.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12860 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.forlornhope.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12862 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.randombattle1.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12862 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.custombattle.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.tester.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.BRDY_tritach.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.BRDY_hegemony.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.BRDY_endtimes.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.BRDY_beast.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.BRDY_bigbattle.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_threecaballeros.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_heavyiron.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_mothershipconnection.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_devilbelt.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_goosechase.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_theyshallnotpass.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12868 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.istl_hellsownsun.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12899 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.da_tminuszero.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12925 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.da_escalation.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12954 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.da_trainingground.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.dara_shiptests.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.dara_evangelism.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.dara_trainwreck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12956 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_tester.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12956 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_colosseum.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_invasion.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_bearbaiting.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_diamond.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12958 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ii_doomsday.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12989 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ora_payday.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13019 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ora_appeasement.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13049 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.oo0O.setProjectileSpec(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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(Thread.java:745)
Sylphon RnD 0.9rc1
Sylphon RnD, now updated for Starsector 0.9a. There might still be bugs and issues here and there, but things should generally work.
Download link here (http://fractalsoftworks.com/forum/index.php?topic=13524.0)
patchnotes:Spoiler0.9
Additions:
- Added 0.9 integration
- Added a unique industry to Sylpheed Station allowing it to tech-mine Preatorium remotely (and some lore-gibble preventing Preatorium from being colonized/looted)
- Added the Vetra-class kinetic bomber
Changes:
- Now uses and requires MagicLib; all old code which is included in MagicLib has been refactored and many old scripts have been removed[close]
So uh, you remember that bug with the smoke rendering above the purple outline? Yeah its doing it again.I'm unfortunately aware. Now it actually does this on my device as well, due to switching over to a new render script. I'm currently working on figuring out a solution for it.
It's a ghost pirate ship with a focus on broadsides, a neat gimmick for its 3 in-built large mounts, and some stylin' aesthetics. I've been using it as my flagship. Keep that blueprint. Money comes and goes, but you may never find another one of those.
update 0.9.2 is available now
(https://imgur.com/8H2d8w1.png)
Adding some fancy new things and removing some things that weren't really needed anymore.
this patch will break saves due to removals
Download can be found in the first post as always
Changelog:Spoiler0.9.2
Additions:
- Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
- Added the Sylvetra nanotech cruiser
- More not yet available additions (unless you console them in)
- Added GraphicsLib support (GraphicsLib still won't be required, though. Things will just look nicer if you have it now)
- Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions
Removals:
- Removed Okarra
- Removed Hymnon
- Removed Hubris
Changes:
- Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
- Sylph Core variants now have unique sprites
- Updates to some sprites
- Upgraded Replekia with fancy vernier thrusters
- Reworked Valestri to fit the Okarra's now vacant role as anvil
- Changed the sounds of the Götterdämmerung (credits to MesoTroniK)
Balancing:
- Increased Equilibrium supply costs to 55/55
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it's meant to be a different kind of ship)
Known Issues:
- Apocatastasis special effect doesn't apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)[close]
Try deleting the old mod folder entirely then put the new one in.
Try deleting the old mod folder entirely then put the new one in.
You are a life saver :D
Had this issue with 2 other mods also and that solved it for all.
But why does this happen?
I just wish I didn't update this mod.
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
/...I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.
(https://imgur.com/8H2d8w1.png)
Adding some fancy new things and removing some things that weren't really needed anymore.
this patch will break saves due to removals
Download can be found in the first post as always
…/
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off./...I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.
(https://imgur.com/8H2d8w1.png)
Adding some fancy new things and removing some things that weren't really needed anymore.
this patch will break saves due to removals
Download can be found in the first post as always
…/
There shouldn't be a blueprint for that available in the first place. Will be fixed.
- Reworked Valestri to fit the Okarra's now vacant role as anvilThe Valestri's description still mentions its previous nullspace shunt system.
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher.I'm seeing the Dread Eagle at 10,000 flux capacity and 600 dissipation.
Love the mod, just one question. Is it intended that the Enochian can't be mounted by any Sylphon ships or have I missed something? None of the capitals at least seem able to accomodate large ballistics.
Equipping the prototype nullpoint shields and ship & weapon pack's shield bypass cause a crash in the refit screen, not exactly a priority, but I thought you might want to know.
As a suggestion, I'd do something like this to make the Metafalica more flexible:
Remove built in rear weapon, replace with Large Hybrid slot.
Increase Metafallica's OP by 50.
Increase base damage and flux cost per shot on built-in weapons by 30%.
My aim is to get to vanilla balance levels btw,Really? I've been meaning to get a hang of this mod for some time and the first thought I had upon seeing the design was that Blade Breakers and Templars have a new buddy to hang out with.
My aim is to get to vanilla balance levels btw, so instead of "I don't regard it as vanilla-balanced" I'd rather hear some constructive feedback on what is overperforming.Oh, okay. Does that include Outcast stuff? (Edit: Ah, your edit answers that question.)
Thanks wyvern. I guess this is the only way ? Are there fleets of them hostile anywhere on occasion perhaps ?
Both of my Frelias appear to be generating passive flux, which means they never hit their 0 flux bonus speed, making deployments somewhat difficult. Whenever I vent, the flux just goes right up again, capping around 1000ish. They all have Integrated Targeting Units, Local Soothers, and High Resolution Sensors. When I manually pilot them, there is no passive flux generation. The problem might be in my skills or something, but is anyone else having the same issue?This is a vanilla issue with carriers setting their fighters to engage when they shouldn't; for me, this was resolved by making sure I was using a flagship that didn't have fighters.
as Wyvern said, this is a vanilla feature to prevent carriers from kiting with 0-flux boost while having their fighters attacking. Sadly the AI is sometimes too stupid to recall its fighters.
Not 5%, 1%.
Love the mod and the sexy effects!
have a q's though..... wtf does the Seresvalla capital do? i dont understand its special ability "Flux Exchanger".
cheers.
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.
Random bug, the top right small energy mount on the Omega Aeterna (both versions) is a medium mount.
Minor bug: the new "Embrace S" is learnable from the Sylphon basic blueprint pack, rather than being only a built-in for the Ravana wing. ...Also, it looks like the Ravana wings are still using the regular "Embrace" weapon....yep, that seems to be the case. Fixing for next patch.
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.
The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.
Sylphon RnD - Update 0.9.4
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.
The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.
Odd. My Dread Eagle got fry by Equilibirium often. Grant, it wasn't that strong hit because Null Conduit reduce its damage. It love to null skip in place then raise shield which bolts me in the rear. Doesn't seem so severe with Seresvalla. I need to actually test it because there is nothing behind me except other Sylphon ship.
Also, did I meet you playing Dreadnought at some point (as "Anthem")?
Fighters are too small for that tech lore-wise. The faction overall isn't meant to be particularly good at using fighters anyway.
Ah, no, that's me being too general; the Seresvallas lightning bolts do not hit targets with Nullspace Conduits. The Equi makes no distinction (though the damage is reduced as you say).
Sylphon RnD - Update 0.9.4
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)
Haha, the longer I wait to work on ICE the more all of its old specialties will look like they've been plagiarized from newer mods.
hotfix 0.9.3b
Fixed a fix, don't ask >_>
Is anyone having an issue where you learn a Sylphon hullmod but it doesn't show up on the refit screen? When I console command in another blueprint to try, it says already learned, but the hullmod is still not showing up. Only happens occasionally, but usually leads to a restart because I use Sylphon hullmods on a lot of ships.The closest I've seen is an issue where sometimes a hull mod category defaults to being toggled off, resulting in it not showing up until I toggle everything off and then back on. I think I recall reading somewhere that that would be fixed for starsector 0.9.1, though, and it's easy enough to work around in the meantime.
0.9.4a/b
Changes:
- Trails on Sylphon weapons are now considerably less CPU/GPU intesive at excessive time slowdown/speedup, at the cost of small amounts of visual pop-in at those moments for very fast projectiles
- Added Ambush Spec hullmod to Dread Eagle, boosting active vent rate by 50%
- Increased Dread Eagle flux capacaity from 16000 to 18000 and reduced dissipation from 500 to 400
- Changed Paja to be magazine-based
Bugfixing:
- Fixed some errors regarding the Frelia's convertable hangars
- The Drone Carrier hullmod now properly sounds an error when mounting incompatible LPCs
- Fixed Sylvetra crash error
- Fixed chain-lightning style weapons such as the Clemency Ping triggering multiple times if the ship moved fast enough
Very exquisite! But the balance is not good.
It's also a more expensive than a Hyperion, and its long cooldown on the teleport means you need to be careful where you jump to. It's an excellent flanker, but lacks the mobility to hit-and-run into difficult positions.
Very exquisite! But the balance is not good.
Care to elaborate? I'm currently in the middle of a balance pass on some things so more input is always welcome.
The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily.An unsupported Onslaught dies to anything with a decent mobility advantage; being able to easily kill Onslaughts is not really something to brag about. It's also been my experience that the Dread Eagle is only really good as a player flagship; like any ship with a teleporter, it has a tendency to over-extend and die under AI control.
The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily. I think the long distance null skip jump thingy has too much range. I know its more fragile than a normal eagle but I don't think that compensates its super mobility + "firepower right into your ass" capabilities. That said it's really fun to pilot.
I noticed that the AI-controlled dread eagle is very prone to going into a death spiral vs even light fighters, where it tries to move back out, but is hard pressed on flux so can't properly use its PD. It tries it again, and again, losing a bit of hull at a time. A few times I would look on the tactical map and find the DE in a corner on half hull getting taken apart by a single squardon of broadswords.
The Dread Eagle has excellent burst mobility, in that it can move within the range of the teleporter quite quickly. But its non-system mobility is pretty pedestrian, even by cruiser standards, and the system cooldown is quite long--it can't jump into the middle of a fleet and expect to make it back out. (And since the system takes quite a bit of flux, it can't use it as a panic-button escape; if you can flux it out it is relatively immobile.)
So yes, it is a great flanker, able to exploit vulnerabilities in enemy positioning and support--but it is nowhere near as mobile as a frigate in practical terms.
The Sabot is absolutely the right comparison for the Raphiel because both are kineticThey not kinetic, they are Kinetic + EMP. And that's where similarities end. Sabot is an EMP slow short range missile which splits into submunitions, where EMP damage is the big goal, while the kinetic damage is the bonus. Sabots can be uses as anti-shield, but only because vanilla does not have anything else. Raphiel is a fast mid range conventional missile which tries to overload shields while while EMP is the bonus if the enemy tires to armor tank it. The closest vanilla equivalent would be the Squall, since it has similar range and missile behaviour (but again, not directly comparable since squall is a Large slot weapon).
Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:
304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(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(Unknown Source)
It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.
Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.
Are you sure you clicked the right download link? the file should be Sylphon_0.9.5_DEV.zip
That particular bug should be fixed in that version. I've marked the preliminary update link more clearly in the first post.
Could you give me a list of the sylphon ships involved? Gonna double-check if I missed something
Nice tests. Still don't give a damn."Garbage" may be debateable - I'd be happy to consider what you think is a fair test - but they're definitely not cherry-picked; this is literally the first set of actual tests I tried. If I were aiming to 'cherry pick' tests I'd have excluded the results with the Lashers, anyway.
Too bad your test parameters are garbage and cherry-picked
Hi All,
Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(
17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Hi All,
Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(
17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Did you make sure to install all the required libraries? Looks like you're missing MagicLib.
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons
0.9.5a
Changes:
- Added civilian grade hull to both Mariana variants
- Rewrote description for Seresvalla's system for better clarity
Balancing:
- Nerfed Rakia's flux stats across the board
- Lowered Rakia ppt from 360s to 300s
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons
To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."
so basiclly for this ability to be relevant i have to have a all nullspace conduit fleet gotcha well i can safely skip this ship then
- Removed Exalt ammo regeneration and upped base ammo to compensateI am fan of infinity ammo personaly.
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.
yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge
0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
- Equilibrium base shield efficiency lowered from 0.7 to 0.8
- Equilibrium dissipation lowered from 1200 to 1000
- Replekia shield efficiency lowered from 0.9 to 1.0
- Frelia shield efficiency lowered from 0.7 to 0.9
- Silverhead shield efficiency lowered from 0.7 to 0.8
- Furika top speed lowered from 140 to 110
- Celika top speed lowered from 140 to 110
- Ascordia top speed lowered from 110 to 100
- Dread Eagle flux capacity lowered from 18000 to 16000
- Valestri dissipation lowered from 650 to 600
- Sylvetra shield efficiency lowered from 0.8 to 1.0
- Synastry dissipation lowered from 700 to 600
- Frelia dissipation lowered from 900 to 700
- Weapons:
- Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
- Increased Embrace flux/shot from 45 to 50
- Increased Radiant Dawn range from 850 to 1000
- Lowered Purgatory range from 800 to 750
- Lowered Adloquium range from 800 to 700
- Increased Benison flux/shot from 300 to 330
- Increased Zealot flux/shot from 20 to 24
- Increased Zealot emp/shot from 10 to 20
- Reduced Raphiel EMP damage from 200 to 100
Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post (http://fractalsoftworks.com/2019/07/08/skills-and-story-points/). While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.
Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.Not everbody even playing with planet mechanics. Or expand too much with it.
nerf? really? what ships was not good, they had bad little shields (frontal not 360) and it seems like you want the ships to be as scrap as SHY. This is my personal opinion, of course it does not coincide with the opinion of lovers of frigate and corvettes, who find it difficult to kill battleships on their rat-boats, and therefore they smell in every topic that they need to be nerfed.
Know what, here's a pretty wide-ranging balance pass that should lower the overall powerlevel of the faction to see how it plays out. If this works fine, then maybe the faction was too strong, if it ends up leaving them too weak, I can bring them back up as needed.
Full changes:Quote0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
- Equilibrium base shield efficiency lowered from 0.7 to 0.8
- Equilibrium dissipation lowered from 1200 to 1000
- Replekia shield efficiency lowered from 0.9 to 1.0
- Frelia shield efficiency lowered from 0.7 to 0.9
- Silverhead shield efficiency lowered from 0.7 to 0.8
- Furika top speed lowered from 140 to 110
- Celika top speed lowered from 140 to 110
- Ascordia top speed lowered from 110 to 100
- Dread Eagle flux capacity lowered from 18000 to 16000
- Valestri dissipation lowered from 650 to 600
- Sylvetra shield efficiency lowered from 0.8 to 1.0
- Synastry dissipation lowered from 700 to 600
- Frelia dissipation lowered from 900 to 700
- Weapons:
- Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
- Increased Embrace flux/shot from 45 to 50
- Increased Radiant Dawn range from 850 to 1000
- Lowered Purgatory range from 800 to 750
- Lowered Adloquium range from 800 to 700
- Increased Benison flux/shot from 300 to 330
- Increased Zealot flux/shot from 20 to 24
- Increased Zealot emp/shot from 10 to 20
- Reduced Raphiel EMP damage from 200 to 100
ummm my dude the dread eagle can solo an entire fleetI've not found the Dread Eagle to be all that impressive. What sort of variant are you using?
If you feel you need to put out balance patches based upon your own knowledge of the game, changes that come with base game updates and constructive criticism/feedback from players then absolutely go for it. But on the other hand don't feel pressured to do so against your own better judgement. This is your mod, made on your own time and released for the betterment of the game and the community. If someone doesn't like your mod and personally feels it brings down the quality of their experience in the game then they are free to uninstall it and never give it another thought.100% agree. I will debate things I think are balance issues (until asked to stop) - but that should not be taken as hostile or indicative of dislike of the mod; if I didn't think Sylphon was neat I wouldn't be posting in this thread. As it is, Sylphon is one of the mods that I always have enabled, and will recommend to people.
0.9.5c
Balancing:
- Increased Furika top speed from 110 to 130
- Increased Celika top speed from 110 to 120
- Lowered Dread Eagle shield efficiency from 0.8 to 1.0
- Major tweaking of FP values for all ships. Too many to list here, but generally FP values went up, which should result in Sylphon fleets being less oversized.
- Celika DP 8 -> 7
- Etrika DP 18 -> 12
- Tilia DP 14 -> 12
- Synastry DP 30 -> 28
- Eolia DP 25 -> 22
- Equilibrium DP 50 -> 60
- Frelia DP 50 -> 45
Sylphon systems are fairly close to the core of the system...They are? Odd, I see them being way up to the north-west, about as far out as any faction mod gets, and completely on the opposite side of the inhabited sector from the Hegemony's systems.
Sylphon systems are fairly close to the core of the system...They are? Odd, I see them being way up to the north-west, about as far out as any faction mod gets, and completely on the opposite side of the inhabited sector from the Hegemony's systems.
Perhaps you're playing with Nexerelin random mode enabled?
I absolutely adore this mod, it has become my favorite mod and will definitely be included in every playthrough from now on. A whole-hearted thank you for making it. I find myself wanting to fly every ship I come across and that is truly amazing to me.
Has anyone found a way to make use of the Finis Astra in combat? My attempts have left me at a loss because it seems like I have to rely on the AI more than I necessarily can if I were to use it the way I want to. I was hoping I could use it against stations at least but that didn't go well, either. On a related note- does the AI know how to use its weapon? I haven't tested too much yet (planning to after posting) but it didn't do so in the simulator at all so I've been operating on the assumption that it doesn't. Same question stands for the Frelia, though it might be using it in all the battles and I simply haven't noticed but I get the feeling it hasn't. I was surprised when I saw the Seresvella start charging its system and wipe 3 frigates as well as an enemy fighter wave the first time I stopped piloting it in favor of the Equilibrium I had just gotten, though. That was nice to see.
I'm curious if others have had the same goal and discovered a fleet comp that works for locking enemies down while keeping themselves (allies) out of its firing line or if maybe it's less a matter of fleet comp and more one of getting skilled at predicting where the AI will fly and just sitting in the right spot in siege mode.
0.9.5d
Changes:
- Reworked the Finis Astra and Götterdämmerung
- System now only halves turnrate to allow aiming while anchored
- Weapon damage type changed to kinetic, beam damage reduced slightly
- Now spawn shield-piercing EMP-arcs on final blast
- Reduced bonus damage based on target hp to 25%
- Halved chargeup duration of the weapon
- Brought bombardment and ground support levels of the ship up to II Titan standards
- Added doubled CR degradation after ppt runs out
- Each shot of the Götterdämmerung now reduces remaining ppt by 30 seconds
- Increased Finis Astra ppt to 540 to compensate
Balancing:
- Benison
- Lowered damage from 300 to 120
- Lowered refire delay to 0.5s
Found a bug, every time I try to open a market of the sylophon the game crashes. It happens in every station and planet, and cannot accede to fleet market either.Edit: Verified that this does not happen to me.
error:null
@Nia Tahl thanks for the clarification.Depends on what you're going for, but in general all of them are at least not bad.
On another note, does anyone have a recommendation for best Sylphon drones/fighters?
@Traverius:
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.
How rare are the outcast blueprints in general? I just stumbled on the whole BP pack about an hour ago.QuoteHow do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.
At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
Very very super rare. I got the outcast pack... once. Across every game I've played. I've also gotten individual BPs for a few specific outcast items a few times.How rare are the outcast blueprints in general? I just stumbled on the whole BP pack about an hour ago.QuoteHow do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.
At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
Well, hot dog. I hear you're correct about the math too.Very very super rare. I got the outcast pack... once. Across every game I've played. I've also gotten individual BPs for a few specific outcast items a few times.How rare are the outcast blueprints in general? I just stumbled on the whole BP pack about an hour ago.QuoteHow do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.
At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.
As for the Tarima, it's not meant to be garbage, it's just mid-tier and can work just fine. It's just not a top-tier destroyer like the Hammerhead.
Very very super rare. I got the outcast pack... once. Across every game I've played. I've also gotten individual BPs for a few specific outcast items a few times.How rare are the outcast blueprints in general? I just stumbled on the whole BP pack about an hour ago.QuoteHow do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.
At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
0.9.5e
Balancing:
- Reworked overall behaviour of nullspace skip slightly.
- Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
- This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
- Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
- Reduced Equilibrium DP from 60 to 55
- While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
- Doubled Rakia's flux generation from cloaking
- Buffed Tarima's built-in weapons a bit
- Base damage increased from 400 to 500
- Kinetic/HE split is now 3:1
- Updated Sylvetra
- Increased Dekris range from 600 to 700
- Increased Dekris metal gain from beam damage
- Added an additional small energy mount for range-finding purposes
- Increased OP from 100 to 110
Bugfixing:
- Fixed certain blueprints being obtainable from raiding Sylphon markets
Rakia was without a doubt strong as hell in player hands. With the built in weapons, some additional strike weapons, and extra vents, you can punch way above your weight with a hit and run strategy. Also the damn thing can stay in phase for far longer than a Doom, comparatively the best phase ship in vanilla. Nerf will definitely add more risk.
0.9.5e
Balancing:
- Reworked overall behaviour of nullspace skip
- Increased duration
- Increased cooldown
- Boosted agility while active
- Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
- This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
- Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
- Reduced Equilibrium DP from 60 to 55
- While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
- Doubled Rakia's flux generation from cloaking
- Buffed Tarima's built-in weapons a bit
- Base damage increased from 400 to 500
- Kinetic/HE split is now 3:1
- Updated Sylvetra
- Increased Dekris range from 600 to 700
- Increased Dekris metal gain from beam damage
- Added an additional small energy mount for range-finding purposes
- Increased OP from 100 to 110
Bugfixing:
- Fixed certain blueprints being obtainable from raiding Sylphon markets
- Made Fighter weapons visible in codex
- Made Fighter weapons visible in codex
if (token.getMarket() != null && token.getMarket().getFactionId().equals("sylphon")) {
token.getMarket().addSubmarket("SRD_ai_conversion");
hasCreatedMarket = true;
}
So I used the sylph core on two fo my best ships, but now I cant see the ships. did I lost them?If you read the tooltip, it tells you: the sylph core installation takes time, and once it is done, you can retrieve your ships from the market where you began the process. So, yes, they're not in your fleet right now, but you will be able to pick them up again soon.
Small update to properly make the Eccentric hulls HVBs and remove the Outcast. The latter has been planned for a while and the Metafalica is now part of Tahlan Shipworks as a new Kassadari HVB, so it's not gone, just got a makeover
THIS ONE BREAKS SAVES
Well. Since Metafalica was removed from mod and you tried to load save started with older version of the mod<which had metafalica> it obviously bugged. Metafalica is part of Thalan shipworks now btw http://fractalsoftworks.com/forum/index.php?topic=14935.0 .
TL:DR : New version of mod breaks saves so you need to start new game.
It's in maintenance mode so I'll maintain compatibility. Removing the Outcast was planned for a while since they didn't really fit in with the rest of the mod well. Just moved over the Metafalica cause it's a nice ship
that crash has been fixed. If you encounter it, redownload the latest version
13570 [Thread-7] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.hullmods.AdditionalBerthing] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13571 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [SRD_Celika_P] not found!
java.lang.RuntimeException: Ship hull spec [SRD_Celika_P] 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.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)
13616 [Thread-7] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.hullmods.AugmentedEngines] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
I'm also experiencing a crash on startup related to the Celika(P) hull.This could be an issue with saved mission variants? At least, I think I remember that being able to cause crashes on startup...
I swear to *** god...
Le Corte
what does HVB stand for slash mean?High Value Bounty, Check out Vayra's sector.
So are you add diplomacy traits for better Nexerelin immersion in final version? Simply add a diplomacyTraits list in exerelinFactionConfig will do.
So are you add diplomacy traits for better Nexerelin immersion in final version? Simply add a diplomacyTraits list in exerelinFactionConfig will do.You could try adding it yourself. Seeing how Sylphon is similar to Tri-Tachyon, you can copy-paste the diplomacy config out of tritachyon.json in the Nexerelin folder into sylphon.json, and then tweak as you like, based on their starting relationships :D
You could try adding it yourself. Seeing how Sylphon is similar to Tri-Tachyon, you can copy-paste the diplomacy config out of tritachyon.json in the Nexerelin folder into sylphon.json, and then tweak as you like, based on their starting relationships :DTrue and it's simple to do, but I guess I'll just wait until modder officially add it to the campaign.
It's his mod anyway, he know it better than anyone else.
I barely know half of the mod, to be quite honestThe true art of Engineering is when something works, but you don’t know why. Half will do.
Update 0.9.8
This one includes the update for Nexerelin diplomacy traits and also adds support for Commissioned Crews.
But wait! There's more! Also includes a new weapon, some updated weapon sprites and a new system for the Seresvalla since the AI just wouldn't work with the old one.
Finis Astra update? not yet. It's hard to find a good way of making that meme of a ship actually good.
Download can as always be found in the opening post. I've also made a tipjar patreon which seems more convenient for donations than paypal and will mirror my downloads there now for those days when bitbucket is being rubbish with downloads.
Full changelog:Spoiler0.9.8
Additions:
- Commissioned Crew Support
- Innocentis Swarmpulse
Changes:
- Updated Nex integration
- Demiurge built-in on 'Balance Unto All' HVB reworked
- Zealot Rail-repeater
- Improved sprite
- Changed firing pattern
- Dignity Pulse Repeater
- Improved sprite
- Lowered time to reach full secondary RoF
- Mariana variant blueprints now come in a single package
- Seresvalla
- System changed to "Conduit Overdrive"[close]
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs. Please keep up the wonderful work!Granted that the faction goes to a different branch of technology, so modders who prefer maintaining technological continuity would look elsewhere.
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs. Please keep up the wonderful work!Granted that the faction goes to a different branch of technology, so modders who prefer maintaining technological continuity would look elsewhere.
Otherwise, they do offer uncrewed fighters and bombers, in addition to uncrewed ships if they have AI cores integrated.
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs. Please keep up the wonderful work!
Can I watch a reply somewhere of it?http://fractalsoftworks.com/forum/index.php?topic=18572.0
How do you actually use the nullspace conduits? Specifically the modular ones. I tried applying the modular nullspace conduits to a ship, but while there's a sort of purple aura around it, i'm not really sure if that means the conduits are ON or just that i HAVE them.Nullspace Conduits is an always-on effect; you can watch as you fly in a straight line as your speed slowly ticks up to being just a bit faster than the top speed you started at.
Possible Nexerelin Prism/HVB bug, possible user error:
Playing as Sylphon in Nexerelin, I got the Balance Unto All HVB quest. Killed it (with transponder off to not tank my own faction standing), was unable to salvage it from the fight, but it never showed up in the Prism market either, unlike the other HVB/IBB ships I failed to loot. Is that because it's from my own faction? I was hoping to use it as my flagship lol.
I think I've seen both HVB and IBB ships in prism, but I can only remember seeing IBB ships now that I think about it, are the HVB ships also supposed to go to the Prism market?
I can always add it with console commands, but I prefer not using them when possible.
Hah, I've been playing a game with Sylphon and have been compiling a report on bugs and thoughts for them. But the new version came out before I posted it. Looks like those are all balance changes and will probably be save compatible?
I will at least post what I have so far for my report, since I've mentioned it.SpoilerErrors/bugs
-Errors in fuel station system: Asteroid belt too close to star, inner jump point too close to star. Confuses AI fleets trying to reach them. Tri-tach farming world missing habitable tag (and any other hazard modifying traits desired).
-Faction should have some small tanker ship and some small crew transport ship. Either drams/mudskippers or something new.
-Sylph core ships should probably be restricted to military market only. So they aren't selling random AI cores on their markets.
-Prices on Sylph cores should be looked at. Subtracting the cost of the AI core leaves a ship that's extremely cheep.
-Interacting with the Remnant has bugs. While commissioned by Sylph, they have the hostile dialogue if you make contact with them, but aren't actually hostile. The player is forced to attack them to get out of the dialogue.
-Mariana capital transport ships have too low ordinance points. They're 35 less than the Atlas and Prometheus. They instead have the same ordinance as the cruiser sized transport ship, the Collosus. Putting augmented drive core and militarized subsystems on it costs 65 ordinance.
Positives
-Really like nullspace circuits, lets me go all in on flavor fleet choices by putting them on all ships that are missing integrated circuits.
-Drone carrier ship is good.
-Fighter options are good.
-Like the variety of weapons and the focus on medium range.
-Graphical theme of the faction is great. With engines, abilities, and weapon effects consistent too.[close]
So odd bug with the battlecarrier. Combat autofit has 4 launchbay slots, Strike has 6.
Are there any plans to update this mod for 0.95?
Are there any plans to update this mod for 0.95?Not currently, per Nia on discord:
(https://i.imgur.com/zRXgF9F.png)
Only against the rules to charge to distribute the mods. Charging to make them is just fine.Are there any plans to update this mod for 0.95?Not currently, per Nia on discord:
(https://i.imgur.com/zRXgF9F.png)
That's a huge bummer, and isn't it technically against the rules? Even as a joke?
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.
Here's a barebones update to 0.95a (https://www.dropbox.com/s/nkt6gqtt7jolply/sylphon.zip?dl=0). The only things changed were the OnHit functions for all the various unique weapons were updated to the newer version, adding a new memoryMap to the bar dialog system, and I had to change the "alwaysAccelerate=true" value to false in the "SRD_nullspace_entry.system" file to accommodate the changes to the Maneuvering Jet AI. This is of course released under the same license as the original (https://creativecommons.org/licenses/by-nc-sa/4.0/), which is what lets me do this update. All credit of course goes to Nia Tahl and co. for making this amazing mod in the first place.
This release is provided AS-IS. I won't be doing any updates beyond compatibility, such as if there's a major gamebreaking issue. I tested it in game, and the systems spawn, ships work, and combat works, but I haven't put a full playthrough into it in 0.95a, so let me know if there are any serious issues not present in the original version.
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.You sir, now have my respect and gratitude!
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.You sir, now have my respect and gratitude!
I hope this mod will be update for the actual version of starsector :3
Even though it was a joke, expecting to be paid for updating a modification you've made on your own volition is pretty sad, just ditch the modification if you don't wish to update it any further or hand over the development to anyone who's capable and willing to take over for you.
Except for China, where they don't care and they revive it anyway!What? Valkyre said it was fine as they just never wanted to see the mod again, and since they would never go to the chinese forms it was A-OK
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.
Here's a barebones update to 0.95a (https://www.dropbox.com/s/nkt6gqtt7jolply/sylphon.zip?dl=0). The only things changed were the OnHit functions for all the various unique weapons were updated to the newer version, adding a new memoryMap to the bar dialog system, and I had to change the "alwaysAccelerate=true" value to false in the "SRD_nullspace_entry.system" file to accommodate the changes to the Maneuvering Jet AI. This is of course released under the same license as the original (https://creativecommons.org/licenses/by-nc-sa/4.0/), which is what lets me do this update. All credit of course goes to Nia Tahl and co. for making this amazing mod in the first place.
This release is provided AS-IS. I won't be doing any updates beyond compatibility, such as if there's a major gamebreaking issue. I tested it in game, and the systems spawn, ships work, and combat works, but I haven't put a full playthrough into it in 0.95a, so let me know if there are any serious issues not present in the original version.
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.
Here's a barebones update to 0.95a (https://www.dropbox.com/s/nkt6gqtt7jolply/sylphon.zip?dl=0). The only things changed were the OnHit functions for all the various unique weapons were updated to the newer version, adding a new memoryMap to the bar dialog system, and I had to change the "alwaysAccelerate=true" value to false in the "SRD_nullspace_entry.system" file to accommodate the changes to the Maneuvering Jet AI. This is of course released under the same license as the original (https://creativecommons.org/licenses/by-nc-sa/4.0/), which is what lets me do this update. All credit of course goes to Nia Tahl and co. for making this amazing mod in the first place.
This release is provided AS-IS. I won't be doing any updates beyond compatibility, such as if there's a major gamebreaking issue. I tested it in game, and the systems spawn, ships work, and combat works, but I haven't put a full playthrough into it in 0.95a, so let me know if there are any serious issues not present in the original version.
Ok so, I really like this mod, its one of my essentials for modded Starsector. Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants.You sir, now have my respect and gratitude!
Ma'am, but thanks. Just let me know if you have any issues. I've put in a bit of play time since updating but still not as much as I'd like.
Has the bootlegs been tested in 0.95.1a-RC5?
This still working on current version? Would love to have it in my current playthrough.
Disregard previous comment.1- hate to break it to you Damexius but not new
(https://i.imgur.com/btSTeSm.png)
Woah new mod from NIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA ;D ;D ;D ;D ;D ;D
Sylphon enjoyer here. There was a guy talking about adopting it with Nia's blessing in the Discord a couple weeks back he was just holding off for .96 I think. Hopefully he's hard at work.
I've been brute-forcing it using the version change trick, seems to work ok. Hopefully a proper update is planned I love the beam weapons from Sylphon, positively psychedelic.
147080 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: The MANEUVERING_JETS AI assumes the system is useful for backing off and should not be used with alwaysAccelerate:true
java.lang.RuntimeException: The MANEUVERING_JETS AI assumes the system is useful for backing off and should not be used with alwaysAccelerate:true
at com.fs.starfarer.loading.specs.oO0O.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
WTB update.
Crash on gamestart, turning Sylphon off solves. Seems like its finally too far gone for just a version string change. A shame, I really liked some of the weapon systems. Hopefully someone adopts it.It more looks like some incompatibility with some another mod. Because for me works just fine.