Nice! Congrats on the release!
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.Ah, I'll see what I can do about the crash part
Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler
Out of raw looks of the MVS ships though, like the mod :)
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.Ah, I'll see what I can do about the crash part
Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler
Out of raw looks of the MVS ships though, like the mod :)
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.Ah, I'll see what I can do about the crash part
Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler
Out of raw looks of the MVS ships though, like the mod :)
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it
no worries I didn't get it.. but it DOES appear in the codex like a darn landmine
And yeah the cruisers look better (though the Provisioner is probably the worst of the whole bunch.. it's like it's engines and the rest of it's hull belong to 2 different games!) but overall I get the same feel over all of them... their sprites don't give as much as an impression of volume as the rest of the game, giving me a vibe of "flying caucer with edges" instead of something less flat :p (and it affects some weapons too, main culprit being heavy railcannon probably because it's size makes it more obvious). I'm no artist so sadly i have no idea how sprite makers pull it off. Wish i did :/
and thanks for that crash machine being gone! :) Can't wait for the update release so i don't have to live in fear of my mouse ever hovering over that monster anymore :p
Hello :) have a weird crash when accessing freeport and browsing the ships for sale I get this error:Updated the mod, and tested the public version, ship systems should be working properly.
221484 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: System with id [expsp_hybridfocus] not found
Very cool mod :) Can you check the Talon Fighter? In the description it should have a Coil CIWS but it still equipped with a vulcan cannon (see attachment).How odd, I'll make sure to fix that soon.
I really like the idea of a faction having. long range firepower, combat endurance, and sustained ordnance barrages.Don't worry, working on the art, probably will completely redo the onslaught-looking ship
I really like the play style to sit behind and defend and slowly bring down smaller ships of opponent or put a lot of pressure to break the bigger ships one by 1.
Although i feel the faction needs a bit more expanding before playing it. Also the art needs a bit more work, the ships don't look 3d like in some parts and might need some bumps.
Also those pirate capitals and the conquest's look great, dose the 3rd conquest have a weapon in the center?
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.
Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.
Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.
Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.
Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.
Really like the new ship now with its side firing weapons and the art style, but there is a bit of extra detail which your smaller ships have that your larger ships is missing.
Unfortunately just tried to start a new run with the latest version and got a crash when generating, is it maybe typo regarding "wingt"?Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?
Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found
Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?
Just deleted the old version and updated; I can get as far as attempting to actually start a new game and then I get an error.I believe I fixed the issue a couple hours back, try again?
Short version:QuoteFatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found
Long version:Spoiler767095 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Selected faction is star_federation | star_federation
3767095 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction nex_derelict marked as non-randomizable
3767095 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction mess marked as non-randomizable
3767095 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction derelict marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction omicron_faction marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction omega marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction scavengers marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction mess_remnant marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction luddic_path is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction vantanet marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction pirates is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction remnant marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction independent marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Faction domres marked as non-randomizable
3767096 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Legio Infernalis as 0.0
3767096 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with player as 1.0
3767096 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Reparations Society as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Shadowyards as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Diable Avionics as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Mess as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with United Pamed as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with mercenary as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Federation as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Hegemony as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Omicron as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Scy Nation as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Spindle Protectorate as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with H.M.I. as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Roider Union as 0.0
3767097 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Sierra as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with sleeper as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Magellan as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Neutral as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Omega as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with scavengers as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with No Such Org as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Machina Void Services as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Mess as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Fang Society as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Luddic Path as -0.65
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Leveller as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Knights of Eva as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Abyssal Horror as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Vanta as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Great Houses as 0.0
3767098 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with pirates as -0.65
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Remnants as -0.5
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Redwings as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Elite Mayasurian Guard as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Brighton as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Luddic Church as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with STDF as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Knights of Ludd as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Ninth Battlegroup as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Mayasura as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with plague-bearer as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with O.R.A. as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Starfarers as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Draco Group as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with refugees as 0.0
3767099 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with hostile as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Lion's Guard as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with independent as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Persean League as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Domain Resurgent as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Xhan Empire as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Sindrian Diktat as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with STDF as 0.0
3767100 [Thread-3] INFO exerelin.campaign.PlayerFactionStore - Saving independent player relations with Tri-Tachyon as 0.0
3767103 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel - Accepted commission with [Federation]
3767103 [Thread-3] INFO exerelin.world.ExerelinNewGameSetup - Finished sector generation
3767617 [Thread-3] INFO data.scripts.campaign.loa_spawnRandomMarketsPlugin - Successfully added the market spawner script; our headquarters is [Anargaia]
3767700 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - New game
3767876 [Thread-3] INFO scripts.world.systems.Roider_Kiska - creating Vector2f[-24800.0, -13900.0]
3767885 [Thread-3] INFO scripts.world.systems.Roider_Kiska - finalizing Vector2f[-24800.0, -13900.0]
3768023 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
3768048 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768049 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768050 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768050 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
3768051 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768051 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768052 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768052 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768053 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768058 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768059 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768059 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768060 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768061 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768061 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SEEKER_UC]
3768062 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768062 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768063 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768066 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign -
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign - OBSOLETE DECLARATION OF MagicCampaign.createCaptain()
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign -
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign - DEPRECATION WARNING!
3768114 [Thread-7] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
3768394 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4217)
at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:462)
at data.scripts.util.MagicCampaign.createFleet(MagicCampaign.java:627)
at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:241)
at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
3768571 [Thread-9] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
3768571 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg][close]Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?
That's not it. Noting the references to MagicLib in the logs, I checked my version, but it's up to date. I also tried deleting it and doing a fresh download, but nothing changed; the error persists.
I believe I fixed the issue a couple hours back, try again?
I'm getting that same "Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found" error. used most recent SS/magiclib/ESPMVS versions, also with deleting the original mod folders. Currently forced to use an older version of the mod.How odd, give me a sec to see what's the issue.
I am very much digging the Falcon (MVS) (EW). Someone in Discord commented that it's odd that an ECM cruiser doesn't have built in ECM, though!Ah, right, seems like a good idea, don't know why I forgot to add it.
the ships look great, but I think you could remove the kitbash thrusters and make new original ones just for the mod.Yeah, that's a good idea, probably gonna do that next update.
Always happy to help! :Dthe ships look great, but I think you could remove the kitbash thrusters and make new original ones just for the mod.Yeah, that's a good idea, probably gonna do that next update.
Thank you for your input!
I've been using (and enjoying) this mod for a while now, and I figure with the recent update now's a good time as any for some feedback. I'm not usually one to call things too strong, but there are several outliers that really stick out to me:Thank you for your input!
First off, the weapon that inspired me to make this post, the brand new Type 63. Supposedly a budget version of the HVD, a much better comparison can be made to the heavy needler. It has the same efficiency, similar hit strength and mimicks the burst fire of the HN with its magazine. The main difference is the significant gain of 250 range and the loss of 70 sustained dps. So far it sounds like a great sidegrade to the needler, if their OP cost was the same. At 9 OP there's simply no good reason to not use this every time, in place of not just the HN but basically any other medium kinetic. The price/performance is just that good.Spoiler(https://i.imgur.com/K8MWxpQ.png)[close]
Next up we've got the Gepard CIWS. This is just an upgraded heavy machine gun, except now that its range is 600 you can slap it on any ship that is slightly faster than average and do incredibly efficient kinetic dps, instead of being limited to PD usage or on Safety Overrides fits. It's actually a better choice even on SO fits, despite the extra range. This isn't even factoring in the additional frag on-hit effect.Spoiler(https://i.imgur.com/6ML2LB6.png)[close]
Continuing in the same family of guns we've got the Saturation Coil CIWS. Comparing this to the storm needler isn't exactly fair, since the SN itself is quite lackluster. So I dug into my modlist, to try and find something comparable. Despite my best effort I can confidently say this is the most efficent large kinetic "PD" (since you're usually mounting this with the intent to use it as a direct combat weapon) I've ever seen. On top of all this, it's also got a DPS advantage and EMP on hit.Spoiler(https://i.imgur.com/KV2BEoP.png)[close]
Last on this list we have the Particle Caliver. Already incredibly efficient compared to its vanilla counterpart (at the cost of hit strength and range), that isn't even the main reason I've listed it. The issue is what isn't on the stat card, the fact that this causes EMP arcs and not just EMP on hit (this should really be listed, the particle scatterblaster lists it but in the description instead of at the bottom like the ion cannon). Not nearly as much as an ion cannon, but more than enough to fry small weapon mounts and small engines, which is what you're going to be shooting at with this weapon (after easily suppressing their shield).Spoiler(https://i.imgur.com/k1WCbjX.png)[close]
Now for a few extra (non-balance) nitpicks:
The stab wing is missing a type.Spoiler(https://i.imgur.com/P5wtg6d.png)[close]
The Cainhurst's built in weapons claim to be more efficient than the TPC (in the description), but aren't. Even assuming 0.91 values they still wouldn't be more flux efficient. They are also missing a sprite in the stat card.Spoiler(https://i.imgur.com/ZYoCw8f.png)[close]
Some ships have a strange non-rounded value for their shield efficiency. Namely the Cainhurst (0.93), the new battlecruiser (0.88) and several frigates. Is this intentional or an oversight?
I agree to the post of Mr_8000.
The Gepard CIWS is extreme powerful. I mounted it on some fast frigates with a medium slot and most enemies up to light destroyers don't have a chance. It feels a litte bit cheaty to use it :D
Thanks for taking my feedback into consideration. Though I do still have to inform you that whatever changes were made to the Reiterpallasch didn't make it into the hotfix (stats appear unchanged). You also didn't comment on the gepard (I'm assuming this means you thinks it's fine, but just checking in case you skimmed over it). I do apologize for the continued nitpicking.I see, I'll probably decrease the RoF by 20% by the next update.
I'm using the Atlas Mk.IIb and I realised the bottom 2 medium mounts are angled differently, the right one can aim higher than the left, is this a mistake or intended pirate certified OCD engineering moment? also there art seems to have 2 small mounts at the front of the thing, but there are no usable mounts.I see, I'll make sure to fix it next update
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error
Same problem.
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! errorOdd, does this occur on game load, or when loading a save?
It does occur on loading a save with an old version.If you're determined to use that ship for whatever reason, change
The new version has the ship deactivated and the ship files missing.
Repairing did not work (copying the old ship file and activating it again) -> now crash on startup.
Reverted back to 0.48 for now.
Crashes on launch as there is no png for "hybridca"
Crashes on launch as there is no png for "hybridca"
Same: "Error loading [graphics/ships/expsp_hybridca.png] resource"
Crashes on launch as there is no png for "hybridca"Hotfix out
I love this mod and thanks for being the first mod I have seen to use the Drone mod, it has huge potential it seems. Thanks for the update.Thank you for the encouragement!
808509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
at org.lwjgl.util.vector.Vector2f.<init>(Vector2f.java:65)
at data.scripts.subsystems.dl_BaseDroneSubsystem.guiRender(dl_BaseDroneSubsystem.java:91)
at data.scripts.plugins.dl_SubsystemCombatManager.advance(dl_SubsystemCombatManager.java:137)
at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
at com.fs.starfarer.combat.A.B.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
First battle with grand fleet roster in nexerelin. CTD after spawn on battle map
Got one when fighting against an independent deserter bounty. (Similar to the one that was posted on dronelib the other day).yeah honestly dronelib isn't worth the effort
java.lang.NullPointerException
at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Do you have the 0.48 version? discovered this mod a bit too late and I don't want to update my game yethttps://drive.google.com/file/d/1J8l2Tt-rm5KGatpkH9YSOfDnsc_4PEQd/view?usp=sharing
Spoilercrash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:
745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Spoilercrash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:
745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Not just your own ships, I got the NPE from blowing up a MVS AI ship:
2599981 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:71)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The drones are really cool but this is no good :(
You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.
No problem!You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.
Thank you for the quick fix and the awesome mod ;D
Hey eeem, i made a mistake and deleted the mod (version 0.50) and 0.51 is not compatible with my saves. Can you send me the version 0.50 of the mod again (or 0.50.1 if it's save compatible) so i can continue my save? Thanks in advance.Here you go!
Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?That is probably intentional as a very similar audio effect is applied with the fortress shield ability on some ships like the paragon.
You are spot on, it's actually the exact same effect if my memory serves me correctly.Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?That is probably intentional as a very similar audio effect is applied with the fortress shield ability on some ships like the paragon.
Hey! literally made an account on the forums for this, the Piran now has an issue where its weapons dont line up with the mounts. keeps annoying me lol.yeah I kinda rushed the update
Why have you destroyed Provisioner? The best ship ever...The Gemma is the same ship, just with a different sprite and a more versatile Large mount
Anyway, your ships are really very interesting and always give a phenomenal experience in fight and in other tasks. Keep the good work! 8)Thank you!
I have to ask, why does Arma Armature need a compatibility patch? ???I suppose I worded it incorrectly.
I'm just asking cause Arma just hit it's 2.0 so...
... I suppose I worded it incorrectly.??? Well, alright... what does it change?
It's more of an expansion that requires Arma Armatura to run.
... I suppose I worded it incorrectly.??? Well, alright... what does it change?
It's more of an expansion that requires Arma Armatura to run.
Adds pilotable variants of the ASDF-03, the Thunderer, and the SU-30X.
Hey is the ASCIISlaught supposed to be buyable? Maybe it should be hidden from Codex and blacklisted from NPCs that offer ship procurement? Kind of an immersion-breaking ship to be honest.It shouldn't be purchasable, as it has the no_dealer tag. Odd, perhaps adding the no_sell tag should help.
Otherwise a cool mod - I especially like fighters with more drone options that this provides.
Hey ^^The Piran should perform the same in terms of salvaging as the Salvage Rig, since it has the same hullmod and is also a destroyer-size hull. Thank you for your input1
Really like these ships so far as as found a derelict Kriss and got a Eloy Destroyer as a flag ship. Been using them alot with Wolf phase ships on my first play through as they tend to survive, though i am a bit confused on how the Piran differs from the Salvage Rig in terms of salvaging? as both have Salvage Gantry ship mods? but.. i think Salvage rig gets a bonus for beening purely for salvage outside of combat.
Kind regards, Kora.
Is it possible to buy Ascalon or is it a unique ship to start with?It is possible, just rather rare, and I think you can find the blueprint. If not, I'll add it to the rare_bp pool next update.
I did not see the presence of this ship in patrols and fleets.
hi, i need the 0.52 and 0.53 version of this mod, if you have it.https://drive.google.com/file/d/127W_-gqPFBSWAki6-dgEAj34Zko19FdK/view?usp=sharing
Fun mod, and the fighter craft are especially impressive in combat. I did notice that one ship type (Bona combat freighter) has a hullmod called Simplified Maintenance Protocols, which reduces supply costs by a flat 6, bringing it down to 0. Unsure if that's intentional, it would be effectively free besides fuel to amass a fleet of these.Crew members have a 10¢/month upkeep per crewman. So you’d still have some logistical overhead, and there’s also repairs & CR recovery.
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why 8)
Heyo bro, quick question.damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why 8)
I've got a quick question. The main post says that update 0.54 breaks saves. Should I take it that every update AFTER 0.54 will also break my save? Or is it just that one? English isn't my mother tongue, so forgive me if this is a dumb question.Saves should be fine if you're updating from .54 to .55
Heyo bro, quick question.damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why 8)
I'll make sure to fix that asap
I left them there while learning how shipsystems worked and forgot to take em out
Heyo bro, quick question.damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why 8)
I'll make sure to fix that asap
I left them there while learning how shipsystems worked and forgot to take em out
I already did.
No, had them in there for easy access to see how they worked, forgot to delete.I already did.
Is it intentional you have files related to mote launcher and fortress shield on the shipsystem folder? Just to confirm.
can you make the asciilasher recoverable through normal means? as it is now, it's possible to get a hold of one as a floating derelict after the fight if you use a story point and it costs 0 deployment points. I don't think you intended for it to be recoverable given it's missing so many stats in the excel sheet, but it would be neat.sure
Glare lacks Auto Ships hullmod. Still functions fine, but figured I should report it.Releasing update today, it's fixed now, thank you for reminding me!
"hierarchal":0.5,
"hierarchical":0.5,
msv.jsonI see
line 31, there is typoCodeshould be"hierarchal":0.5,
Code"hierarchical":0.5,
Would it be possible for someone to tell me the name for the music used when docked at a MVs planet it goes crazy insaneNightDrive (might have a space) by Mister Kad on Bandcamp
Fellow starfarer noted a small visual glitch of the Cainhurst thrusters.Spoiler(https://preview.redd.it/frj0ce9won891.png?width=1920&format=png&auto=webp&s=c7eddce495f09636bed59c593706db4f0cfbdc31) (https://preview.redd.it/xvup82qwon891.png?width=640&crop=smart&auto=webp&s=0908e57af5a11f87b73294e7e6f4c76770257a41)[close]
Hey, just starting my first playthough with mods and picked your mod's faction (because they look cool).I see, thanks for trying out the mod!
Felt like giving some (positive) feedback on some ships I've tried out so far:
Kriss - it's kinda terrible, but that's the point I suppose. Doesn't really have the weapons to break anyone's shields and has almost no cargo or fuel space. I do think you could safely drop the DP cost by one. Starting with only a Kriss was a little interesting at first.
Switchblade - it's amazing! For one more DP/maintenance you get a pretty fast ship with almost the same cargo as most vanilla combat frigates, a big fuel tank, 10 burn, a built in burst weapon, a fighter for point defense, acceptable armor and shields, even ground combat support! It does everything and is a super good early game ship.
Bona - Just seemed worse than the switchblade. You get a little more cargo space, but it takes a lot more crew and is slower. In combat you get a little more fighter support and a medium mount and more OP, but you lose the free weapon and a lot of speed. And the ground support. I didn't really want to buy one since small cargo runs it was better off just buying twice as many switchblades for the same price.
Principality - Seemed kinda steep for a small slow carrier, even with the free weapon. Feel like it didn't compare well with...
Aquinas - For 2 DP you lose the free large mount weapon but get 25 OP to buy any one you want, AND get 50% more speed, better shields, free point defense drones, more small mounts, 1 more burn, less fuel usage. Really good ship.
Gemma - Reminds me of a budget Apogee? It carries a bunch of fuel and cargo, is cruiser sized for surveying equipment if you want, costs low maintenance and fuel, comes with a large mount and free point defense and free fighters. They aren't good in combat for the DP, but if you haven't hit the cap they're good support ships that also can hang around and launch very long range attacks while also being one of the better fuel/maintenance ways to get cargo space and a decent source of extra fuel tank space so you don't need tankers.
Abysswalker - Trying this out a little, offhand I suspect it costs too close to just using two aquinas in every way without bringing as much power, but it is cool and does supply missiles.
Hey there, I think I found an error with the Vavela's loadouts?yeah, definitely should be a small,
(https://i.imgur.com/EUmZK2H.png)
This turret is a Medium Ballistic.
(https://i.imgur.com/FhJvb0f.png)
This turret is a Medium Ballistic Slot. But, the one on the mirror opposite side is a Small Ballistic.
(https://i.imgur.com/bg4SjWq.png)
I think they should both either be small or medium, personally.
I like the music, but it feels a bit too loud?
Thanks for the feedback, I'll see what I can do about the music issues.I like the music, but it feels a bit too loud?
Not only that, but it stops and starts rather noticeably. All of the vanilla faction music loops seamlessly, whereas the MVS market music does not. The effect is rather jarring.
This isn't to say the music itself is bad, but rather badly used. The market music should be unobtrusive and loop nicely, because it's going to be what the player listens to whilst using the Fleet, Refit, and Market menus at any MVS-owned installation.
Ed: Musical gripes aside, I'm liking the rest of the faction so far. The ship designs look unique without looking too out of place, as do the weapons, and I think the "reverse-engineered/redesigned & overhauled hull" is a neat concept too. I think my only complaint thusfar is that the faction's markets seem to be a little lacking in faction weapons and occasionally ship variance. It seems very hard to pick up any of the large-mount equipment in particular, aside from a small handful of items, and faction-specific production output seems very low compared to other factions; I mostly see "common" equipment at the MVS docks.
Also also the techprint only has most of the hulls/weapons/fighters, not all of them. I estimate around half the faction's large weapons are missing from the print, along with all of the large hulls. Can we either get a rarer "high end" print at some point, or get more stuff added to the main print, so we can more easily build our own equipment? I see a fair chunk of items are tagged as rare_bp in ths csvs, which makes them rarer and rarer the more stuff you add to the game and all.
After getting some more playtime in, I think what MVS could do with is... well, two things. For one, a slow and dependable heavy cruiser or capital that can make heavy use of the railcannon and iapetus drivers, and a fleet missile carrier that can make heavy use of the Plasma MRMs, ASRAAMs, AGMs, and so on; a Chrysostom crossed with a Dominion or something.
Ed2: additional weapons feedback;
There are two weapons that stand out to me in the MVS lineup more than anything recently - the medium Revolver Cannon and the Type 56 Kinetic Missile. Why these two, when there are so many others?
Med. Revolver Cannon - these things have such a good balance of range, consistent damage/accuracy, and what feels like a relatively low OP cost for what they do, that they almost feel overpowered, or at the very least a very consistent and obvious medium ballistic slot pick. I mount a rack of four on the medium slots of all my dominions for shield pressure, and they just methodically chew up anything they encounter. Perhaps make them 10-11 OP? They reload fast enough that the ROF reduction from MVS Targeting means they have essentially no downtime, so their limited ammunition just... isn't a limit. I could see it being more of a problem on ships with faster fire rates (esp. with stuff like the Hammerhead's ballistic feed system) but otherwise it really isn't a drawback in my experience.
Type 56 Kinetic Missile - conversly, these things just feel so bad to use. They might as well be unguided, and in fact would probably be better if they were, because they seem to consistently overcorrect their homing and with their awful guidance this means they feel like they miss their intended target nine times out of ten, especially if they're in an off-center mount (for instance if you want to use a pair of them on the Tzaphkiel Prototype for antishield purposes). Honestly either make them unguided or review their guidance/homing type and overall agility.
A side-mention goes to the Armourhunter cannons, which have the exact same projectile colour as revolver cannons. This is super minor, but they might look a little better with red/orange/yellow shots to match the HE damage type and anti-armour role, whilst keeping revolver cannon shots blue for kinetic/anti-shield role.
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.Ah, I'll try to fix that and push a hotfix as soon as I can.
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.Should be fixed, also updated the Virtue sprite in the meantime
Anybody know where the link to download v0.60 is?
The one in the first post only seems to take me to v0.59... ???
can't also find 0.60 downloadfixed
the download here links to 0.59
the zip is named 0.59 but mod_info.json is "version":"0.58",
a bit confusing :o
The link for download that says 6.0, still brings you to a file named 0.59Fixed the link issue, forgot to edit it, was busy with university. You are correct, it is an intentional feature to not have any capitals in the basic blueprint package.
Thanks for sweet ships
Edit: Also, when i start a commission with MSV, i am not granted blueprints for the capitals. Is this intended?
You probably need to switch from using the whitelist to using the blacklist in the Luna settings, mod author most likely just hasn't bothered to get their stuff put onto the whitelist.
If you're already using the blacklist, then the answer is yes, they really don't want you reverse engineering.
No clue, you might be able to go in and edit the option in a text file in Ind.evo?You probably need to switch from using the whitelist to using the blacklist in the Luna settings, mod author most likely just hasn't bothered to get their stuff put onto the whitelist.
If you're already using the blacklist, then the answer is yes, they really don't want you reverse engineering.
I'm actually not using LunaLib as I haven't used a mod that required it yet. Can the whitelist be activated very easily without LunaLib?
The addon for Arma Armatura seems to be out of date, any plans on updating it to the current version of the game?
The addon for Arma Armatura seems to be out of date, any plans on updating it to the current version of the game?
You can go into the mod's folder, edit mod_info.json, and change the "gameVersion" field to "0.96a-RC8" or whichever version you have and it should work fine. At least it did for me.
This also gives me a chance to segue into unprompted tl;dr feedback about the MVS strike craft, because conceptually they're very useful (being fast, tiny hammers to the giant distracting plinky anvil that is the rest of the MVS fleet), but in practice the low PPT (100 seconds versus the 225-250 of most vanilla fighter conversions) combined with their kinetic heavy loadouts means that they struggle a bit to do what you'd normally want or expect strike craft to do.
If I had to suggest a single fix, it would be the equivalent of carrying the main gun of a given strike craft into MVS' R&D, dropping it on the lead researcher's desk and going, "make this shoot explosions." The reasoning being that the built-in fighter wings bring more than enough kinetic damage for the main craft to capitalize on, MVS' kinetic weapons are better and more varied than the HE ones so tuning a loadout using in-faction gear would go more smoothly if you started with a source of HE damage compared to kinetic, and as a strike craft, it doesn't need to do what the rest of the fleet already does because that's not its job.
Beyond that, maybe giving the ships more OP and converting the built-in missile pods to small missile mounts. You would still have ASRAAM-172 "Poke" Pods available, you just also have the choice of other things as well. It's like how you can pick your ordinance before missions in games like Ace Combat, and I feel fine saying that since 9461 has a clear interest in the series. Maybe also Lobotomy Corporation. Look, I get feelings sometimes. Don't question it.
How can i increase the max number of hangars in my fleet (8 )? i cant find any config for it on game setting.json
If this will get a fix for 0.97, I thought I'd point out something I think is an error.
The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays. However, they are not eligible for selection.
I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".
Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.If this will get a fix for 0.97, I thought I'd point out something I think is an error.
The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays. However, they are not eligible for selection.
I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".
Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.
Oh interesting! Is it just the Auto-Hound wing that has this tag missing? Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.If this will get a fix for 0.97, I thought I'd point out something I think is an error.
The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays. However, they are not eligible for selection.
I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".
Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.
Oh interesting! Is it just the Auto-Hound wing that has this tag missing? Like do the other MVS drones have the right tag?
I'll fix the Auto-Hound in the next update.
Hey I'm enjoy the mod but there's something i wanna say. I think the testament should be classified as a battlecruiser. I've gone head to head with (Redacted) and onslaughts in this beast and won. it can hold its own very well it and capital on capital engagements. the problem arise when its put in the hands of the ai. They tend to want to use it like a carrier when they should be using it like a battleship. This is bad because with one custom fighter slot and one slot for those *** (no offence) Interceptors its sucks as a carrier. i love this ship its my favorite in the mod but I think it could some tweaks. Maybe reclassify it as a battlecruiser take out the intercepters add 100-200 points of armor or Keep it as a battlecarrier take out the interceptors (Seriously they suck) add Two more fighter slot for a total of three. Maybe reduce the armor by 200-300 and add a few more ordinace points. As it is now it feels like its in an awkward place, it says battlecarrier but Wants to be a battleship.Looking at ship_data.csv
(Disclaimer i might not have any idea what the *** im talking about if this is the case fuckin rip me /skill issue i guess)
Anyway i also wanted to say really like this mod the ships and weapons look great and the music is Fantastic. its clear that a lot off effort went into this mod well done you should be proud i hope to see more
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.
Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.
Eh, forum wont let me attach CSV file.Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.
Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.
Could you please upload your updated file here?
Eh, forum wont let me attach CSV file.
WARN exerelin.utilities.NexFactionConfig - Invalid alignment entry for faction MVS: hierarchal
Starsector\mods\EXPSP 0.62\data\config\exerelinFactionConfig\MVS.json
"hierarchal":0.5,
"hierarchical":0.5,
Download the second attachment (extract to the mods folder),Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.
Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.
Could you please upload your updated file here?
love the mod and looking forward to updating to .98 with this, my st. helena salvage cruisers are mean in a fight.Thanks for the kind feedback! From my preliminary testing (read: I booted up 0.98 and did combat simulations and generated a new campaign and nothing crashed) it should be fine for now to change the version number, but 0.63 should be on its way soon!
-Updated for 0.98aTime to see if the Abysswalker lives up to its name
0.70a zip seems to be of a test version - the directory name is different and the Mod.info is renamed so it didn't show up in my mods list at all. As I have a new campaign I just started, I reverted to 0.70, but this doesn't look intended.yeah I think it's TriOS renaming the mod.info json
[...]
The CSV is required due to how Starsector handles file loading and is trivial to add. Just create the file data/config/version/version_files.csv in your mod folder, then open it in a text editor and paste the following (make sure to change the .version filename to whatever you're planning on using):Code[...]version file
insertmodnamehere.version
version file
unit9461_exshippack.version
0.70a needs a version_files.csv at \data\config\version\ in order for version checker to work properly.Oh, I had that in my personal version, I guess I forgot to add it to the release, my bad, it should be updated with the version checker csv file now.
See https://fractalsoftworks.com/forum/index.php?topic=8181.0:Quote[...]
The CSV is required due to how Starsector handles file loading and is trivial to add. Just create the file data/config/version/version_files.csv in your mod folder, then open it in a text editor and paste the following (make sure to change the .version filename to whatever you're planning on using):Code[...]version file
insertmodnamehere.version
In the case of the most recent release, it would be:
Machina Void Shipyards 0.70a\data\config\version\version_files.csv:Codeversion file
unit9461_exshippack.version
This file doesn't seem to be anywhere in the current release file, so as of right now it doesn't technically support version checker. I confirmed myself that with the addition of this file TriOS will recognize it as VC compatible.
Should be fairly simple to rectify with a hotfix to add the file.
Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
(https://i.imgur.com/6amD2Fg.png)
this is what peak performance looks like
Are you referring to the traits shown in the top right corner? That would be Starship Legends. https://fractalsoftworks.com/forum/index.php?topic=15321.0Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
(https://i.imgur.com/6amD2Fg.png)
this is what peak performance looks like
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.
Not gonna argue and I rely heavily on MVS small weapons but the variety of medium and large weapons for UAF has made some nice ballistic spam and stacking range perks I'm still outranging the enemy's with small then when they get just outside their weapons range the big guns open up and it's a lethal mix plus the reigna III does as effective a job as the coil for 4 op and the same stack ability since it's designated pd.and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.
The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.