Why is shadowyards part of the requirements ?
Instantly adding to my next run :D looks good my guy
Just downloaded for my new play through!
hey boss, im getting a fatal error for the following
data.scripts.weapons.MS_thrustplugin
any idea what might cause that?
i am running multiple mods if a list is needed
So Im not seeing the factions in the new game start for whatever reason but at the start screen I've seen a few of the ships so Im confused lolBut I do see them when I start a new game. Now just kinda realizing it might be due to not being currently Nex compatible.
stoked to fly over to the system that has zeon and earth forces to pick up some suits
Neat idea and I would love to see the mobile suits to be more developed overtime. Right now they feel like paper doll cutouts. :(
The audio clips are fun and the new system is very nostalgic. The new ships and the weapons I tried were fun to use.
Interesting got the EFSF and Zeon to be allied for now.
(https://i.ibb.co/Cn79vwT/nani.png) (https://ibb.co/0fM9Znd)
The feel is still extremely nostalgic. I would talk with the creators of Arma Armatura or Diable Avionics if they are willing to chat this you. Both of them have done a great job creating a mobile suit system that fits into the game. I does look very challenging but you good sir are the first person to really jump on that classic IP and should be applauded for that.
I look forward to seeing what you come out with in the future.
I also want to add that the location of the Prime system is great. Being on the edge of the core but not trying to mashed into the mix. Also you can take on Diable Avionics or Iron Shell and the Hegemony.
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright
Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright
Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.
My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.
While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.
Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).
I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.
Can you please make a list of all Gundams and ships that available on this mod?
I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.
There is at one exception, the Zaku Sniper, which came from Gundam Unicorn, but there aren't any Goufs or GM Snipers, Zudahs, Camoufs, or the more esoteric Zaku Variants, nor Gundam variants beyond the RX-78 that Amuro pilots.
I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright
Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.
My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.
While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.
Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).
Well, time to reenact the Battle of Loum.
...probably with me in place of the Federation Navy, getting steamrolled by Zeon Mobile Suits, but that remains to be seen.
One thing I have to mention relating to the visuals: The Mobile Suits look a bit, well, weird, at least to me. Every other ship and fighter is depicted from a simple top-down perspective, while the Mobile Suits have that odd slightly frontal(?) view. Something that's especially visible on the Ball and Guntank, which are, in relation to the camera, seem to be lying on their backs.
They don't look bad by any means, they look great, but they stick a out from the crowd a fair deal.
Might just be me being nitpicky though. It's space, after all, there's no up and down, and the guns all point the right way.
The AI doesn't really use the Bigro class well with the melee arms
It just sorta....hovers just right out of range
Omg, a great mod. t am imagining Mod Navy Warhammer 40k vs Gundam mod vs Halo. This will be very interesting. let's continue with it. fighting
hello! May I ask your permission to translate your 'Gundam UC ' into chineses? I make this request for a friend, he loves your mod, Maybe he'll upload it to the forum,sure,it's free for everyone,I'm not sure yet, but I'll let you know if he done,thanks dude
Very good mod, I love it very much. Who doesn't like Gundam?
But...hmm...I see you requested "Arma Armatura" but there doesn't seem to be an elite squadron?
I'm not sure if it's available on Mobile Armour because I haven't gotten Zeon's MS/MA yet.
I'm not sure it's possible to give birth to an ace in this way that
But I think it would be better if it did, or maybe you could be asked to create a patch? So that battleships can spawn elite
————————
Okay, I admit I asked a very stupid question.and…
I found a problem, I don't know if this is normal, MAN-08 was shown to have a flight deck at production, but after production it was found that this deck is provided through a mod and is not a built in mod, I guess this means... I can take out the Bit?
2022.4.10.
——————
————From translation software
Okay buddy, I'm gonna do my best to tell you everything I can remember!
I just completed a 50 hour playthrough of Starsector! Probably my 10th game completion or so. I waited a long time between my last playthrough and this one in order to let new mods come up, then I added a bunch of them that I hadn't played with just so I could have a new mixture to adapt to and learn. All these factions, including Diable Avionics and ORA and SCY, and Apex and XLU and Rust Belt, and Interstellar Imperium and Kingdom of Terra and No Such Organization, and Shadowyards and UNSC and Xhan Empire, and prv Starworks and YOURS, Gundam UC Mod!
It took me a long time to get a fleet and start building up, but long story short, I eventually got my hands on some of YOUR ships and guns and fighters! And wow...your fighters are pretty balanced and fun! Except for the MSM-10 Zock Limited Production. I got a blueprint for it and uh-oh...at 22 op, it has 3500 hull! and 350 armor! and 2000 energy shield with 360 degree coverage and FORTRESS SHIELD SYSTEMS LMAO. Add to that the fact that each one has Zock Headx4 weapon, which does 400 EMP damage each and these things are completely unshakable. They're immortal disablers and extremely overpowered lmao! The same goes for it's other 22op fighter twin with Phase Coils. 3500 hull and 350 armor with phase coils and tons of emp damage on a figher for 22op. HMMMMMM
But that's not even the REAL problem. Strong fighters are one thing, but your weapons! OMGGGG
Twin Anti-Aircraft Rapid Beam:
7 OP
Small Energy Slot
Kinetic
600 range....huh
1,000 dps....wtf????
100 flux-per-second....LMAO LMAO LMAO
I printed 300 of these and used every single one. They're unbelievably broken and ruined the entire game for me by just BRRRT'ing through everything with EXTREME prejudice. What's worse? They fire every 0.7 seconds with a burst of 7 rounds, and they're classified as General, so they freely target fighters and missiles as well as enemy ships. Pairing them with range increasing mods or just, a Paragon(which has tons of energy slots and flux and a built-in +100% range for ballistic and energy weapons...!) makes the ship using them almost completely unstoppable. Nothing short of a mass suicide charge can hope to overwhelm any ship fielding these.
On a Paragon you're looking at something like, 15,000 Kinetic DPS for 1,500 Flux/sec at 1200 range. COMPLETELY F*CKING BANANAS!
Twin Mega Particle Cannon
16 OP
Medium Energy Slot
Energy damage
900 range...
2,000 sustained dps
1,000 flux-per-second
2 round burstwith a 5 second delay
So again, on a Paragon hypothetically, we're looking at what, 4 medium slots? With 1800 range?!?!!?! And 50% flux-to-damage ratio???? On a general Energy damage projectile that deals hard flux and full damage to armor?! That's 2,000 damage X 2 burst fire, x 4 mounts. That's 16,000 DPS! for 4,000 Flux/sec!
The damage-to-flux ratio is the single most important deciding factor of whether a weapon is viable or not. The poor flux efficiency of ballistic weapons is why the default Legion is almost unfieldable if you utilize all of it's mounts. But your weapons would make the default Legion a GOD.
Other than weapons, Gaia and Luna need to have their resources looked at. I don't think Gaia should have TWO farmland resources and TWO organics resources. I also don't think Luna should have farmland and no atmosphere, but hey....Point being, if you make your faction's planets too desirable, players will go directly there and take them from your factions, eliminating them from the game immediately and turning them into a cheat mod instead of a faction mod. You need to remove some of those resources from the planets owned by Zeon and EFSF.
All of that said, and even including everything I mentioned, I had a lot of fun playing with your faction, so please don't give up. Just do some rebalancing at least!! Your faction is INSANELY overpowered!
My friend has uploaded your mod to the Forum in China, I have to tell you about this,thanks dude
Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?
Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way. Apparently if you use random worlds with Nex, Galatea spawns in the Prime system. The gundam factions are not affected by the Nex starting settings.
You'd need an entirely separate thing to remove the vanilla factions.
Oh wow, I literally read all your commends Exempt, great feedback with in-depth explanation. I'll look into all the details you've mentioned and rebalance the data.
Actually all weapons I created are started from vanilla weapons, as I develop them I gradually carried away by making them more fun and more powerful, which leds to game imbalance and I apologies to that. I'll continue to rebalance the mod overall for better game experience. Thank you very much for your advice and I really appreciate it.
Loving the mod so far, I really hope you push the timeline forward to include more of the fancier suits seen in Char's Counterattack and Unicorn.
On a side note, I've noticed that a lot of the Zeon and Federation planets have significantly impacted stability due to having too many industries (-5 to stability). Is there a fix for this?
Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?
Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?
Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way. Apparently if you use random worlds with Nex, Galatea spawns in the Prime system. The gundam factions are not affected by the Nex starting settings.
You'd need an entirely separate thing to remove the vanilla factions.
Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way. Apparently if you use random worlds with Nex, Galatea spawns in the Prime system. The gundam factions are not affected by the Nex starting settings.
You'd need an entirely separate thing to remove the vanilla factions.
Thanks for the clarification! seems that it was clashing with interstellar imperium 2.5.2's factions which does not spawn/generate either mods' factions, only their details at the factions tab. Cheers!
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?
For current planning I'm going through the timeline of UC era, finished MSG 08th MS Team, too bad the main character is piloting Ground type Gundam, I've only added space gundam from the anime. Moving towards another anime now, not a famous or renown gundam anime, do you want to guess? After that we'll started to move on those famous Gundam anime in the timeline such as Thunderbolt, 0083 etc
I've tried out the Char Custom and Prototype Gundam and I think there is too big of a difference in ability.
The Char Custom is woefully weak in comparison to the Prototype Gundam, especially in the game balance sense where they are both considered superships. I get that the Char Custom is just an upgraded Zaku, but if you can throw in swappable loadouts, chest vulcans, and something to do with the shoulder shield(plus armor/ammo capacity), that'll at least put it nearer to the Prototype in ability, by versatility.
Big Zam is a simple beast, but a beast non-the less, realistically, in terms of performance, it would take the place of the Char Custom as the super ship.
(Does Evasion and Elite Evasion benefit from Phase Coil upgrades?)
EDIT: Shouldn't post half asleep.
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?
For current planning I'm going through the timeline of UC era, finished MSG 08th MS Team, too bad the main character is piloting Ground type Gundam, I've only added space gundam from the anime. Moving towards another anime now, not a famous or renown gundam anime, do you want to guess? After that we'll started to move on those famous Gundam anime in the timeline such as Thunderbolt, 0083 etc
0083 etc yes!yes!
Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.
(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.
Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades to cover this flaw I've missed out ;D
Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.
(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.
Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades to cover this flaw I've missed out ;D
Alright awesome. Good luck.
I'm loving this mod, thanks for making it. I always kind of wondered how this game had gone so long without a Gundam mod with all the other cool mech stuff floating around. And it's exciting to hear you have plans to progress down the UC timeline releasing more, it's my favorite timeline of the franchise.
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?
So i take it certain suits are gonna be exluded from the mod due to the ground only nature? A slight bypass to this lore wise is simply a back unit swap as that is more or less what happend for the blue destiny model from unit 1 to unit 2. The BD was at its base was a modified ground gundam with a special GM head, the head and back was mostly swaped out with a gundam styled head and a space capable thruster array. And i forget which GM line it was, weather its the GM command, cold weather type, or some other line but there was some GMs where the back units were constantly changed out as the tech for mobile suites improved. As for zeon, Ainnas Zaku 2 FZ[i think it was the fz model] was equiped with a different back units and extra thrusters. but its your mod and how closely you wanna sit with lore is up to you.
I know its not a star sector frigate but I don't believe it should have a burn speed of 6 when its one of the fastest cruisers on the field.
Also as a suggestion I would love to have some of the mass production fighter version as semi unique "commander" version like Kirk's Zaku 1 sniper from UC 96. That way we can play with Zeon snipers as well.
Thank you very much, and I’m glad you enjoy the mod, I agree that more mechs we have in game the better it will always be! for all Gundam fan, unfortunately making them unique and different is quite difficult especially Zaku II variants.
Actually when I started the mod, I had 4 choices
a. Do whatever I like or make Gundam I like regardless of universe (UC or CE)
- Complete mess and nightmare for game balancing (Gundam RX78-2 might be as strong as Gundam V, because the MS aren’t complete)
b. Start off with MS Gundam 0079 and follow timeline of UC (include MSV)
- Mod growing too slow, might take over a year or two to reach up to Gundam Z, too many MSV to be included and too many similarities
c. Start off with MS Gundam 0079 and follow timeline of UC
- Decent start and it covers all mainline anime before moving to MSV
d. Start off with Gundam Seed and follow timeline of CE (my favourite)
- Gundam is more advance in terms of their technology compare to MS Gundam 0079, difficult to kick start
I’ll come back to MSV after I’ve completed Gundam V from my current planning.
Thank you for the Gundam mod.
Am enjoying the Magellan class with energy weapons.
Thank you very much, and I’m glad you enjoy the mod, I agree that more mechs we have in game the better it will always be! for all Gundam fan, unfortunately making them unique and different is quite difficult especially Zaku II variants.
Actually when I started the mod, I had 4 choices
a. Do whatever I like or make Gundam I like regardless of universe (UC or CE)
- Complete mess and nightmare for game balancing (Gundam RX78-2 might be as strong as Gundam V, because the MS aren’t complete)
b. Start off with MS Gundam 0079 and follow timeline of UC (include MSV)
- Mod growing too slow, might take over a year or two to reach up to Gundam Z, too many MSV to be included and too many similarities
c. Start off with MS Gundam 0079 and follow timeline of UC
- Decent start and it covers all mainline anime before moving to MSV
d. Start off with Gundam Seed and follow timeline of CE (my favourite)
- Gundam is more advance in terms of their technology compare to MS Gundam 0079, difficult to kick start
I’ll come back to MSV after I’ve completed Gundam V from my current planning.
I wondering if you're going to start with Seed or Seed Destiny or have both.
Since the CE Timeline has a crap ton of Mobile Suits.
Also wondering if you're going to make factions of EA vs ZAFT or make it a 3 way of ORB vs EA vs ZAFT.
hey the Magellan variant pd weapon are on the energy side, while the slot a for kinetic have to replace it on its variant file
Am I missing something with regards to the elite evasion ability in the new version? I seem to be taking damage normally even with it active.
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.
I was playing a simulation piloting the Alex and fighting against the Pegasus. An Illegal Argument Exception took place. I think one of the enemy gundam fighter squadrons, either the guntanks or the guntank with legs activated its ship system and it ran into overload (or maybe past it? I've never heard the warning sound that fast before).
Error log is as follows:
10313964 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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)
Needs the late version of the Magellan class.
The one that sacrificed it's high performance sensors & rear twin beam cannons for it to become a pseudo carrier, enough space to carry 8 GMs.
Along with the Magellans that were converted into Trafalgars.
More carriers for the EFSF lol
428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hi Austere,Can back up, I'm receiving the same error log.
i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:Code428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?
You should still be able to build them, assuming you can get the blueprints from another source. The MS research building is just a less random way to obtain the blueprints.
Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?
Don't sweat it. Hope it's not too serious.
With the information that it's the overcloak system, I've changed it to maneuverjets and haven't gotten the error again.
The bulleted story text on the front page looks wrong for me. The indents are very far to the right.
Edit: I checked the post text itself and found the word "Background" and every line after to indeed be massively indented. Please delete these indents to fix the text alignment.
Chivvay Final Production Type and Bigro both have an issue where they tend to sweep their beams off target.
Also, are you adding the Tivvay?
The commission crew for EFSF seems to be a debuff (+shield upkeep 50%) instead of a reduction of shield upkeep. Could you check on that?
Hi Austere,
i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:Code428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Hi Austere,Can back up, I'm receiving the same error log.
i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:Code428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Yeah, same issue here.
346900 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
idk if this matters, but I'm using Arma Armatura 2.07. Might just be some random issue with using a newer version than UC expects, but if that was the case I'd imagine the issue would pop up when using mobile suits rather than their industry based unlock method.Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?
You should still be able to build them, assuming you can get the blueprints from another source. The MS research building is just a less random way to obtain the blueprints.
Having the game crash on load when putting missile weapons into hidden slots like the Commander carry base.
Had the Respawn MRM and Cinis MRM launchers from Epta Consortium installed.
Once I removed those missile weapons it no longer crashed.
Here's the log lines for the crash in the attachment
Not sure if it's mentioned before but I noticed several gundam and MS beam rifle shots register the hit mark at the end of the beam rather than at the front of the beam itself
I first noticed it on the Gundam G3's beam rifle, but then once I realized it I noticed it on some other MS as well that are armed with beam rifle
(https://i.imgur.com/Cnohquw.png)
the beam rifle shot just passed through the rock and didn't register anything until
(https://i.imgur.com/2EnekKg.png)
right at the tail end of the beam when the hit effect finally registered
Just wanted to say as an avid Gundam fan, amazing work. Free is free, take the time you need to do what you need to do, I don't think anyone here would complain or I at least hope they wouldn't. I saw in your Starsector Discord post that you and your other dev are sick with Covid, hope you both get well soon!
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.This situation is a failsafe in case something goes wrong.
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.This situation is a failsafe in case something goes wrong.
There is multiple reason it can happen.
But the number of marines given are proportional to the size of your colony.
I'll check soon if anything is broken.
Still recovering.
Thought that might have been it, but it still looked odd since it wasn't a stated output. I ran the buildings for a number of months, thought the first few months were because it needed to jump research levels before outputting weapons or LPCs.
Yeah, let me upload them.
This one here was when I started rebuilding the structures. Separated it from the other one since it was outputting marines before the building was even finished.
https://drive.google.com/file/d/1jPuyuH9UCIn7hTUc1CPufKiFE2wWJuKt/view?usp=sharing
And here's a log with one month for the buildings. All three put out Marines.
https://drive.google.com/file/d/1WicY2I3CBkJkWBcwnuZ-wnMoqCE4E-6W/view?usp=sharing
Does anyone know how to edit the ROF and Ammo Capacity of the weapons?
i edited the basic hullmods to 1 points to installs and added 50 more ordinance points to all the MS and Warships
Error note: also wish to add is that I noticed the braw bro have no weapons, had to ram to get effects
and Big Rang Fighter slot disappeared when i installed any basic hullmods like expanded Magazine for more missiles fun
the Zeong also got affected by the missing fighter slot when installed extra hullmods
I just downloaded the required mods for Gundam UC and I just finished the tutorial but I don't see any gundam's in my fleet, nor for sale at Arcaya's ship port. Assuming I have my mods installed correctly where do I go to build a fleet of gundams? If I have something wrong in my setup what do I need to do in order to correct my mod setup?
Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing
Does anyone know how to edit the ROF and Ammo Capacity of the weapons?
i edited the basic hullmods to 1 points to installs and added 50 more ordinance points to all the MS and Warships
Error note: also wish to add is that I noticed the braw bro have no weapons, had to ram to get effects
and Big Rang Fighter slot disappeared when i installed any basic hullmods like expanded Magazine for more missiles fun
the Zeong also got affected by the missing fighter slot when installed extra hullmods
I think the newest update forgot the version file, thus making it not work. It's all I've noticed because I've tried the newest version yet it doesn't work, but using the second newest one does, and that one has its version file in it.
Hello I am new in Starsector mod and I am thankful that you have created this mod.
Hello I am having fun with this mod, and I edit a lot of the weapon, hulls and wings to stress test your Mod and my editing has made it a crazy mod
Note:
The all the wings can be edited to have maximum of 6 instead of 1/2/3/4 beyond that the computer will unable to recognize
the Burst sizes can be edited only on MS Machine gun. Beam rifles, Missile, Bazooka and you can manage to make the Missile infinite by just edit ammo/sec
all Ranged can be edited to have 9900 range beyond that will crash the game
Ms Beam guns can only have 10-15 beyond that will make the game crash (I never edited the Continuous Firing ones in fear of crash)
Zaku II rifle have edited to have 10 shot burst no need to fight close when a continuous random barrage wipe out a fleet ;D
all ship and pilotable Gundam can have the capacity to have 9-10 hangar slots (10 if your computer is a game engine)
Machine guns have the capacity to shoot 42 per burst, Guntank Main cannon burst of 10 send it flying back like a rocket ;D
when i edited the range and burst it was really fun, sent a whole pirate fleet packing by the time they went into weapons range, it was like a fireworks festival.
I think it's both, though the warships are not really the problem, it's just some MS (like GM Type C for example) and some Gundams being generally very survivable particularly the ones with shield and dodge (which basically gives them even better survivability than phase ships).Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing
Opps, is the weapons too weak or the wasrship and MS are too tough? :P
Please don't that Wings timeline will take more time, and those Ms are more absurd than the UC timeline,
9420472 [Thread-3] INFO sound.public - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO sound.public - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO sound.public - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO sound.public - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO sound.OooO - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
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)
Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:
1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.
I think it's both, though the warships are not really the problem, it's just some MS (like GM Type C for example) and some Gundams being generally very survivable particularly the ones with shield and dodge (which basically gives them even better survivability than phase ships).Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing
Opps, is the weapons too weak or the wasrship and MS are too tough? :P
but the MS and Gundam weaponry generally speaking don't have the dps, in particular when it comes to anti shield though their anti armor isn't too hot either.
so there are quite a few moments where the enemy is swarmed by multiple MS and multiple gundams just stabbing and shooting it from every direction, even a ship as small as destroyers, and while the ship can't really effectively kill the MS and gundam swarming it, the MS and gundam are also having great difficulty bringing the ship down as well (they made excellent bait and distraction though, while my warship kill the swarmed ship).
I think it's not really an issue in on itself if they were just used as strike craft (I was kinda amused with the sight of an enforcer being swarmed by GMs and Gundam G3s, all of them trying to stab and shoot the little egg with everything they got while the enforcer just boost itself away not caring in the slightest)
But it might be a bigger problem when they are used as a player pilotable craft.
Any chance you could take a gander at a Wing AC timeline mod :P great work on this one!
Note:
In Zudah lore, It can handle all Zeon weapons except beam, and its shield have a melee pick and 2 Panzerfaust and have option to use a Anti-ship rifle like Char Zaku II and reason why its unable to use beam, most of the energy is forwarded to the engine, adding a beam will burn it up due to engine stress, technically its like living in constant danger of blowing up
and those who saw it in combat nicknamed it "Icarus", since it can outrun a GM which is actually a better version of Gundam in response time and speedrate (If Gundam have no Plot Armor)
Big Rang: have missile that Inhibits Beam weapons for 10-15 seconds in front of it, since it was made like a moving frontline supply depot wouldn't want one beam blow it up.
Oggo: Like Zudah, it can have all ballistic weapons Zeon could have, but I notice it doesn't have a Panzerfaust well, since it was a rushed model and supply lines are strained the Oggos are given randomly like one have your standard issue Zaku machine gun and missile, and other is a Panzerfaust replacing the missile, and it was a death trap, but it get the job done.
There was a joke that Using MS as Ground invasion or ground defense? well it could replace the Heavy weaponry for these two factions and too op if you compare a tank against a 18 meter tall death machine staring at you
Zakus series have more variants than i know of:
Zaku II Flak (Main purpose shoot down aircraft, have Arm chaingun, and A flak cannon shoulder, a missile shoulder and legs), Zaku Missile (Logistics what that?, Missile go BRRR, Could be a solution for Anti-shield or anti-armor purposes), Psycho Zaku (You can use a Zeong Arm, since it is the predecessor of Zeong and cheaper too, but limited range because Scientist underestimated the Insane energy cost of the Weapon straining the Zaku engine), Full Weapon Zaku (Watched Thunderbolt, Jazz was great)
During the late stages of the war all the Gelgoog was required to have balistic weaponry since Federation have created a Anti-beam countermeasures causing the Beam Advantage to drop sharply, Zaku machine gun was most common while some rare instance they carried Panzerfaust or Grenades when shipments are late... to the point Pilots are complaining that they are Regressing instead of progressing.
Dom II engine was capable to shoot beams for a few shots (In Gundam: Operation Stardust Antagonist was shown in the Manga, He used a Dom II that shoot a Beam Launcher which is a oversized Bazooka that shoot beams, Killing 7 Salamis and couple of Balls and Gm's (Which is a Ace Record more than Char record of sinking only battleships) causing him to earn the Nickname "Nightmare of Solomon" Before the Anime shown that he was in a Gelgoog at Al Boa Qu)
I want to give a heads up:
I notice the requisites of one of the Vital Mod that need the Gundam U.C to Function "Arma Armatura" has Upgraded v2.1.1 from the 2.09
Hey, just got a crash.
Hey, just got a crash when one my gundams docked mid battle.Code9420472 [Thread-3] INFO sound.public - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO sound.public - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO sound.public - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO sound.public - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO sound.OooO - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
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)
Ever given thought to a "Colony Laser" weapon for the battlestations? Maybe an Axis-Class super ship? A "funnel" fighter wing might be cool as well.
Hello I would like to tell inform that there are some problems, if it's possible to fix?
>The MS suits always shoot behind the carrier and the missile and Bazooka will always hit the ship and offset the close range firepower
>The Dom Series unable to fire properly for Player Controlled ship Unless using skills but when it is A.I shoot like crazy,(I edited doms to shoot 5 at a time Crazy Right?)
> Type K Ball is Unable to fire? Even when using AmmoFeed skills even using a fresh mod and not edited to shoot like the ball which can fire like crazy
> I know the I edited the Ammo/Regen and Burst to 36 Since is not enough, i edited it to shoot more and set the wing to 6 but I notice all the Non-pilotable MS that Use Ballistics is unable to all fire but one at a time than using all wings at once, But sometimes not fire at all, MS beam is still okay to be edited
P.S: Sorry for Doing stress test on your mod
Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:
1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.
2. The Lepanto-class missile frigate has the same OP, DP and firepower as a cruiser, yet it is classified as a frigate. I understand you did it to fit the lore but you should at the very least list it as a cruiser in the game files because currently it can equip hullmods at the same price as a frigate despite being as strong as cruiser in all other aspects which allows you to make some ridiculously strong builds with dozens of hullmods without even having to sacrifice some of your weapons.
I haven't used the Gundams and Zakus enough to comment on them, they seem waaay more fragile than the Armaa cataphracts, but they do also cost only 1 DP to deploy so I'm probably not using enough of them.
Well they generally come in one of two forms, a mined-out asteroid that gets repurposed into a military base or a city-sized space colony. Outside that, the only stellar installation there seems to be is a lunar city which may or may not house a military installation depending on where you look in the timeline.
Generally speaking, lore wise with UC Gundam Luna and Earth are the mainstay of the Federations and unlike Zeon, the Federations while they do have some of what we'd call fortress... they r not really in space. Most of their installations are on the ground like say Jaburo which is their Headquarter, and in the story the place is heavily defended (at least in terms of what Gundam consider heavily defended anyway)
Which is a bit of a problem because in Starsector, heavily defended or not... if you are on the ground, they'd get bombed from orbit and erased from existence or invaded en masse by truck loads of mechs and tanks, and usually you can't really win a ground invasion against a major faction if they go all out on you unless you got plenty of ground defenses.
Usually, it's a lot more practical to win in space in Starsector with the help of something like at least a battlestation supported by at least a fleet, or better still to have a space fortress supported by a fleet.
Another way perhaps to balance it in Starsector in a way that is more lore friendly is to beef up their fleet, because technically in the story that's part of the reason why the Federation don't have much in terms of space based static defenses, they were supposed to have the most powerful space fleet (which they used to boss around the colonies before Zeon kinda did a number on them) so they didn't need space fortresses... their massive fleet is their fortress.
Balance wise in game I think a lot of the mobile suits (piloted or not) basically can be divided into 3
1. those with shields and evasion (especially elite evasion) - ex: Gundam G3 and GM Type C
2. those with speed - ex: Zudah
3. those that have neither but have firepower - ex: Sniper GM or Sniper Zaku
No.2 basically gets erased from existence the moment they face any kind of ship with decent point defense (and even those that don't sometimes if they are unlucky enough to catch a shot in the face)
while no.1 can survive quite well in part because having shield and evasion is like having a phase ship that also has shield, they can survive a pretty impressive amount of firepower but their problem is that they basically have abysmal damage output, like they are not really going to deliver killing blows but they can keep the foe busy usually or to chase off and kill off weakened/damaged ships or small frigates and corvettes. No.3 have pretty good damage but the problem is keeping them alive
I paired Gundam G3 with GM Type C and just send them en masse and the result usually is chaotic mass where they can keep most things busy or at least live long enough that other things like battlecarriers (I quite like loading sniper GM into the battlecarriers) can inflict enough damage.
My main grip with the mobile suits in general is that their beam rifle shot hitbox is off (this seems to affect many of the mobile suits beam rifle) and it's a bit jarring because often the shots would just pass through ships, and nothing happened until the tail end of the beam hit, or the front hits the ship, but the tail missed and the shot counts as a miss... so nothing happened to the ship in question.
That and most of the mobile suits not armed with sniper beam rifle can't really produce enough damage, with the sniper beam rifle armed one being about the only ones that can do damage to actually threaten capital ships to an extent provided their shields are down.
Thank you for the nice ships and MS. There seems to be a bug when you are commissioned with EFSF from GundamUC. EFSF deflected shield is supposed to reduce the soft flux generated by using shield...but it actually increases the soft flux...
Please have a look
Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.
Hello I just made an account specifically to tell you how much I love this mod, it's great and I look forward to future updates!
I love how you made the ships look, specially Zeon's! They are so pretty! The white base is also beautiful and a very powerful enemy! But the Salamis, Magellans and federation carriers look a bit generic... they are still very pretty and powerful though!
I love the mobile suits look and fight too! although I feel they should be able to fight on planets too? I'm not sure but I'm very happy with how they are right now ;D
It also seems like I may have found a bug with the Dolos-Class but I'm not sure if it's the mod or if it's my game, it appeared when I used all the fighter bays on the Dolos and the fighters all started to land immediately after they took off :(
In any case I'm super looking forward to the next updates, sieg zeon! ;D
Not sure if this has been pointed out before
but the efsf commissioned crew buff effect is actually increasing soft flux by 50% lol
also, zimmad, anaheim, and zeonic all only produces 500-600 marines per cycle (I saw someone else pointing it out, and i saw on the changelogs that it has been fixed, but it still seems to be an issue lol)
using 0.3.1 btw
Loving the Mod, keep up the great work!!
Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.
Hi dannyc365,
I'm sorry I haven't try out Realistic Combat before and I don't know this will happen to the mod when you have them both loaded, I'll have a look into Realistic Combat and see how it works and discuss with the team.
Hello I hope you are doing well, and your mod is great I would hope you can address a problem that i seen
>Jormungand has a smaller attack range when firing, i had to get close or input a modified integrated a.i or Rangefinders, since It was meant to play as a support class and not a close range fighter due to its weak armor and long cooldown to offset it, since it is a prototype and was a artillery type
So far not much problems, but i will try to stress test your mod to find some bugs
>I'll have tested out Dolos, and it's working fine, it might be other mod that trigger this error? I've apply reserve deployment for Dolos to let it to spawn more MS, but i don't think this will trigger the error. Strange
Sorry about this, the Dolos works fine! It was an error with my mods
for some reason your mod causes me a ton of lag
Seems this mod is incompatible with Industrial Evolution hullforge. Slotting in vpc will crash the game.
Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.
Hi dannyc365,
I'm sorry I haven't try out Realistic Combat before and I don't know this will happen to the mod when you have them both loaded, I'll have a look into Realistic Combat and see how it works and discuss with the team.
I release updates frequently, so please check again if you have not recently, and I try to make Realistic Combat work with other mods!
First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.
Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.
All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.
Have a good one.
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done
Sorry all for the slow response and update,
I was working on something big and try to implement a few ideas for the next expansion, as well as improving graphic further that I had in mind for awhile now.
Hope it'll not let you guys down and appreciate all your love towards Gundam UC mod :)First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.
Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.
All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.
Have a good one.
Agree with weak Gundam units, I've buff their weapon as well as survivalbility for the next update so they perform better compare to old updates.
More balancing or lore friendly setup will be carry out (buff gundam to make them as white devil are highly considerable)
wow it's very lucky or unlucky that you get a zaku leg weapon drop, i've set them to be impossible to drop, no_drop and no_sell has been added to make more impossible to drop, hope it works
Actually a big reason i make the MS weaker now because of future planning, the mod itself is still at the early stage of the Gundam UC timeline, as more new updates comes in, more powerful MS will follow.
If we make early MS to be balance with armaa or diable for instance, it'll be too powerful for the later units that will come in to the play, do you agree? or do you prefer to make them more balance with other mech mods and then slowly balance them back to lore friendly afterwards?
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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)
Keep getting this error and it has hard stopped my game as every battle I get into crashes with this.
I dont even have a Valkazard. I have all the UC gundams. I originally posted on the Arma Armatura and they told me to come here.
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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)
Keep getting this error and it has hard stopped my game as every battle I get into crashes with this.
I dont even have a Valkazard. I have all the UC gundams. I originally posted on the Arma Armatura and they told me to come here.
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done
You might need my help because Realistic Combat largely overrides the damage model.
Just make the account to say absolutely love this mod whole heart! Also agree the early MS are really weak compare to most mod's fighters but please no rush! Would love to see the Gundams also slowly become stronger since I more enjoy the slow game, thanks for deliever this lovely mod again!
Would it be possible to see screenshots from the upcoming content or is that paywalled in patreon? :D
Loving the mod and it's lore accuracy and fun factor! I have a few ideas to share, if I can.
I'd like to suggest adding in the Zaku Cannon MS line (https://gundam.fandom.com/wiki/MS-06K_Zaku_Cannon) to mirror the presence of the RX-77D MP Guncannon for Zeon, as a cheap bombardment MS wing.
I'd also love to see the Gelgoog Commander or High-Mobility types (https://gundam.fandom.com/wiki/MS-14S_Gelgoog_Commander_Type / https://gundam.fandom.com/wiki/MS-14B_Gelgoog_High_Mobility_Type) as pilotable elite units; they're good Zeon mirrors to the RX-78-2 and G3, respectively.
Finally, there's the FA-78-1 Full Armor Gundam (https://gundam.fandom.com/wiki/FA-78-1_Full_Armor_Gundam). This thing could be almost an EFSF equivalent to a Zeon MA, with powerful weaponry and increased durability but less mobility.
How to make all mobile suits pilotable? i want to pilot the sniper zaku
Sorry all for the slow response and update,
I was working on something big and try to implement a few ideas for the next expansion, as well as improving graphic further that I had in mind for awhile now.
Hope it'll not let you guys down and appreciate all your love towards Gundam UC mod :)First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.
Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.
All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.
Have a good one.
Agree with weak Gundam units, I've buff their weapon as well as survivalbility for the next update so they perform better compare to old updates.
More balancing or lore friendly setup will be carry out (buff gundam to make them as white devil are highly considerable)
wow it's very lucky or unlucky that you get a zaku leg weapon drop, i've set them to be impossible to drop, no_drop and no_sell has been added to make more impossible to drop, hope it works
Actually a big reason i make the MS weaker now because of future planning, the mod itself is still at the early stage of the Gundam UC timeline, as more new updates comes in, more powerful MS will follow.
If we make early MS to be balance with armaa or diable for instance, it'll be too powerful for the later units that will come in to the play, do you agree? or do you prefer to make them more balance with other mech mods and then slowly balance them back to lore friendly afterwards?
Keeping balancing for later additions in mind is great. And i see how adding stronger units can make it hard to balance later. maybe balance the low tier gundam units vs the low tier diable units i.e. 6th gen wanzers. That would probably make for a good starting point with enough room to balance later stronger untis vs the 7th tier and up wanzers and armaa units. Armaa units do tend to start out a bit strong. Anyway good to hear you're figuring it out.
Mostly came back to report I'm having issues with the hullforge templates from industrial evo. Since I read you aren't familiar with the issue in reply to someone else with the same problem maybe ask around in the starsector unofficial discord server. The modders active there told me there was an issue with a faction being used for a purpose it should not which was causing this conflict and a lot of other (possible/potential) conflicts with other mods. I'm sure they will gladly help you, if only so they won't have the same questions about this issue over and over again haha.
*edit: Oh yeah, another thing I noticed. The mechs from armaa tend to all start from my carriers. Some from tahlan and yours do not. They will take up all the front spawn slots making all your big ships spawn way back, then speed ahead without support unless you start giving orders, and die by overextending. I feel adding the function that armaa uses to make the mechs spawn from your carriers will prevent both this fleet clutter with larger mech fleets and the death by overextending.
Anyway, Thanks for the quick reply and good luck with future updates.
Have a good one.
Can't wait for the feddie stuff after the OYW.
I think the author is MIA. Damn I was hoping the stations would get fixed since they don't appear.
If you return I think the EFSF crew commission is reversed and it instead increases instead of decreasing.
Hi I just started playing your mods, and I noticed that the AI tend to self destruct when using system overclock. The AI never turns it off once it starts, This make fielding multiple units with system overclock unviable. The Ai almost always self destruct by the ability before it gets the chance to return to a carrier for resupply. Is there a work around for this?
I think the AI on many ships needs to be adjusted. Left to their own devices, far too many ships will just try to hang out far from the combat zone and just send MS downrange to die, instead of engaging more closely and using their weapons.
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done
You might need my help because Realistic Combat largely overrides the damage model.
Hi Liral, sorry for late reply. May I ask if i change the data to be compatable with Realistic Combat, what's the downside of it?
I think the AI on many ships needs to be adjusted. Left to their own devices, far too many ships will just try to hang out far from the combat zone and just send MS downrange to die, instead of engaging more closely and using their weapons.
Hi Troika, could you state out which ship is acting what it not suppose to, the setting was referencing base game mechanic.
for example Pegasus class was set as heavy battle carrier and some supply ships as carrier to stay at the back of line.
I'll see what I can do to make them closer to the frontline for warships that aren't supply ships.
Is 0.4.0 a save game compatible update?
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done
You might need my help because Realistic Combat largely overrides the damage model.
Hi Liral, sorry for late reply. May I ask if i change the data to be compatable with Realistic Combat, what's the downside of it?
What do you have in mind? Please also note that I have improved the Realistic Combat 'mod accommodation' features since that message and therefore hope you wouldn't need to change your data.
Hi Austere, I'm a new player of your mod, it's so awesome and fascinating .
I have spent a lot time to play MS units, very interesting.
To give you feedback on a situation:
That I put "strikeCraft" hullmod in gundam_alex_armour, seems because this module no longer collides, so the AI action of alex gundam has a good improvement.
I think it also can make a good effect on shield module or other modular unit.
By the way, because I love MS fighting so much, have you ever thought about upgrade GM/Zaku commander types to frigate level, let them be the basic and consumable units of fleet composition. And making the Gandum a powerful and unique unit. I don't know whether it's a good idea...
Did the new update fix the industries not creating blueprints like they were supposed to?
Does this simply add these two factions into a vanilla starsector game?
Or is it essentially a custom 1 v 1 faction on a new map/Sector?
i think it ads onto existing sector :) at least it does when playing with nexerelin
So whenever I build a MS industry I keep getting this crash
Now it might be a mod incompatibility but I highly doubt it at this moment at least. clean install, actually my first time building the MS industries too
2137174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I would just attach the log but it keeps complaiining that the file is too large to upload (its only 8mb)
I've been loving this mod every time I use it and wanted to put down some thoughts it. I think it did a lot of good work on balancing issues after the update but after finishing another Gundam focused playthrough I noticed some stuff that seemed weird and some stuff that seemed like it needed a bit more tuning. I'm splitting it into categories to make it easier to read and splitting it into things I'm not sure about/think might be a bug or unfinished and things that seem to be balance issues. I hope none of it comes off as harsh criticism, I absolutely love this mod and these are all observations and opinions from playing the most recent version a lot.
Things I'm unsure of or might be bugs/unfinished:Spoiler-There seem to be duplicates of a lot of weapons with slightly different stats and no description. Like the "Guided anti-shield warhead" and the "anti-shield warhead" are identical in OP cost and damage, but one fires slightly faster with a smaller burst and does a bit more dps. This is something with a lot of the weapons and they are listed in the files as things like particle and particle 2, 2bcannon_m and 2bcannon_m2. They tend to have slightly different stats and attributes and I think maybe they are Zeon and EFSF variants of the same weapon but in any case it makes things feel cluttered and I think having different names/descriptions would really go a long way to help with this. This is probably my biggest issue in the mod right now.
-Some of the ships seem to always list 0 weapon flux per second. The Pegasus and the Papua do, the Zudah, and some others I've seen. I don't know if this is a result of other mods or something with this mod conflicting, but it isn't an issue I have with any other ships but ones from this mod.
-I love how the guide light lasers look on ships, but I swear I think the AI might treat them as weapons. I sometimes see the AI hovering just outside of main gun range and I think it might be because they are inside the range on the guides? I think I see them wriggle around to make sure the lights point at the enemy too but I have no idea. This one could just be the AI being a little weird or it could be a glitch, I have no idea and it might just be in my head. The AI does seem to be a little happy to stay in long range in some ships, the Pegasus bases especially, and part of me thinks this could be cause. If there's a chance that it is maybe lowering the range to something like 600 would help a lot? Again, no idea.[close]
For general balance stuff I'm going to split it up between ships, mobile armors, strike craft, weapons and wings.
Ships in general have two issues that pop up a lot: low DP costs and tough shields combined with good flux stats. It isn't always an issue, and a lot of the things here aren't huge issues for a variety of reasons but just observations after a pretty long game of focusing on just using these ships and trying to make them work as well as they can.Spoiler-The more line styled Zeon ships are all okay for the most part. Nothing too out there that I really noticed. I'm sure there's numbers that could be adjusted but things like the chibai, musai, and others aren't issues I don't think.
-The Papua, Jotunheim, and Dolos are all really strong. They all show up really rarely in AI fleets though and took forever to get from blueprints, but they all have somewhat similar issues. They are a bit more balanced in large fleet battles against a ton of enemies since their biggest weakness is their sheer size and relative lack of toughness, but they are just so efficient to deploy that it doesn't always matter.
--The Papua has the capacity of an Atlas and a Prometheus combined, and for only 24 DP brings 3 fighter bays on a pretty tough platform with a good number of missiles. The rest of the hardpoints point in random directions to make sure that they aren't super relevant a lot of the time, which I think is good, but the ship still brings too much for only 24dp. The low armor and hull don't really matter with such a nice shield that can easily be extended and such long ranged focus. I really think it needs a much higher DP/supply recovery cost as is since it can easily fight with ship that costs the same DP, or worse flux stats to make it less combat capable. Maybe a small nerf to cargo and fuel along with a small bump up in DP to 26?
--The Jotunheim has basically the exact same issue. It is a little less amazing as an all around supply ship since it doesn't have a full atlas of cargo, but it still holds a ton and is even more efficient when it comes to damage per DP. 4 bays for 24 DP makes it one of the most efficient platforms for fighters out there and its got a ton of missiles. Both of these ships are really powerful but not in a very fun way to me, more of just like a too much for too little way. I think this could just go straight to 30, it has a lot of fighting power.
--The Dolos is really, really strong. 40 dp for 6 bays, low tech toughness with high tech shields, and an absurd amount of hard points. This needs to be 60 DP like most super-capitals for sure and probably could use one less fighter bay, but one less bay might take away a little bit from it. Definitely needs a big DP increase though, this thing can easily fight multiple capitals.
-The Yapp and the Space Transport Ship are going together since they have the same issue, although the Yapp is worse. 3 bays for 4 DP. They both have the same thing as the above ships where they aren't powerful in a super fun or interesting way, they are just really efficient. I think making the yapp 6 at least it would still be usable and very efficient. I think the transport is probably okay where it is since it just has the two ballistic turrets and if somebody wanted to optimize so hard they'd spam them then that's on them I think. Mostly these ships seem like they're just ways for the AI to spam more mobile suits in battles, which if that is the goal of these and the above ships then I see what you're going for. From a pure balance standpoint I think they're both really strong but they're very much just like a rock to stick mobile suits in. The yapp just feels really strong since it has an extra bay and has so many hardpoints, it's genuinely really good for what it is even if it is basically a weird colossus mk.2.
-The EFSF line ships would be okay, but they have really really good hardpoint placement on a thin profile ship. This would be fine but I think the built in 2 barrel side guns are insanely efficient. They have like .78 flux efficiency for non-emp damage while the ships still have really solid shields and flux stats. Overall I do really like them but I think the side guns could be tuned a bit to cost a bit more flux to fire.
-The various Pegasus carriers feel like they are straddling the line between carrier and warship really closely, and they all feel really similar to one another. I don't really have an issue with any one of them, but I could see maybe shrinking a couple of the mounts to have an extra fighter bay on one of them or just something to give them a little extra distinction. Purely opinion here, I don't think they need a change really and I almost always had one around. They're strong and expensive but feel worth it.[close]
The Mobile Armors are fuckin amazing now mostly. I love them.Spoiler
-The Asparas II and III have a bit too strong of a main gun now. I remember previously they felt too weak, now its a bit on the other side. I definitely prefer too strong to too weak, but I think just a very small nerf on the main cannon for them would make them feel more fair. They are really insanely fun though.
-The Bigro is perfect. I think it could maybe use a very small maneuverability boost or some other very small buff, but I mean very small. For the most part it just feels good. Love its little claw animation, always have one in the fleet.
-Big Rang also feels amazing now. No issues with it. With a good officer and some built ins it is just a beast, but without that it feels really rough. That feels so right for a mobile armor to me, this is exactly what I love about the mod. I could see a similarly very small buff like the Bigro to either speed or shield efficiency, but again very small. Could maybe be a bit more DP, like 2 higher, but its fine.
-Big Zam I think is almost perfect but the shield feels too strong. The thing can stand up to basically anything. I don't think it needs much of a nerf, but maybe just a very slight nerf to the shield damage resistance since it has the built in shield mods which can make it very, very tanky. Also very very fun though, I love seeing all the lasers shooting out and I used this a lot.
-Braw Bro feels okay but I think the funnel cannon hands could use some more speed and maneuverability, and more range. The whole armor could use a slight speed buff. The hands have a weird habit of focusing on missiles as well instead of an enemy ship. I also think it would be a lot stronger and more fun to use if it just had an extra one of the hands as a built in weapon, just so there's some control over what is happening and the pilot has something to do. As it is it feels too random and too weak to feel good, but I think with a slight speed buff and a built pilot controlled one of the cannons that stayed on the ship it'd be nice.
-Elmeth has a similar issue but I liked it a lot more than the Braw and it felt a lot better to use. The funnels feel great, they're really strong and add a lot. I think the cannons shoot a bit too slow though. If the funnels get distracted or destroyed the Elmeth is basically just dead junk. I think the cannons would be a lot more fun and usable if they did a little less damage but shot faster. Like 30-40% less damage, but 3 second delay instead of 5. 5 seconds just feels so long in a fight for what doesn't feel like a lot of damage payoff. I'm also not sure why they reload when they have a 5 second reload and a 5 second fire delay? Is that just to make sure skills don't affect them? The really slow fire rate on the cannons just makes it feel so slow to play and makes it unusable in a lot of situations for me.[close]
The MS strike craft all feel great. I don't think I'd change much.Spoiler
-I think they could maybe use a bit higher overhead on supplies and cost a bit more to recover though, they feel a bit too easy to field. Definitely not too much though, maybe a range of 2-4 more supplies depending on the MS. 1 DP just makes me feel like they are disposable and weak feeling in the menu, that feels like what I would pay for a talon not a Gundam.
-RX-78 has two sabers but only seems to use one. That one might be a glitch I think. It also has flux shunt and hardened shields even though it doesn't have shields and can't install any, which just feels weird.
-Char's Zaku-II has two weapon options which I love, but the bazooka feels a bit worse than the rifle. The rifle is really useful for shield pressure and does great damage at a really long range. The bazooka shoots a lot slower and without the rifle or the machine gun the mech is absolutely helpless against shields. I think the reload for the bazooka should maybe be a little bit faster, and I think it would be worth considering letting the generic bazooka reload very very slowly like 1/15 seconds or something just to make it feel more fun to use. I love the machine gun though, in general I think the way it works now is really fun on all the MS's that have it.[close]
For the weapons I think they're mostly good really. Aside from the stuff with missing descriptions and duplicates I absolutely love the weapons. The beams especially just feel great to use, they're my favorite energy weapons pretty much. I also love the missiles, but I do think that having 90 ammo on the anti shield smalls might be a bit much. Even without expanded missile racks they can just keep shooting all battle and are so good at only 4 OP. Maybe drop it down to 50, or increase the OP some, or change them to reloading, or just something since as much as I love using them they are just probably too good.
Lastly the wings are also mostly pretty good but there's two things that I did notice.Spoiler-The Zaku II rifle wing seems really passive. Even when set to engage they will often just hang around the carrier and not actually move forward at all. The snipers also do this, but they have enough range that it isn't normally an issue while the Zaku will usually just float there doing nothing.
-I never would imagine saying this, but the Gogg is crazy good. I think it needs either a small damage nerf or a small shield nerf. The thing can 1v1 most frigates and win, and if you do what I said earlier and spam out Yapps filled with Goggs there is genuinely nothing that can stop it.
-Less of a balance thing and just an opinion, I think the Thunderbolt and normal variants of a lot of wings seem to be pretty similar. I love having the thunderbolts, but maybe they could have a bit more engagement range or a more consistently higher speed/maneuverability, something to make it a bit more obvious that they are different and to give them a more distinct character to what is already there.[close]
I have no doubt some of this probably came out a little more critical than I would probably want but I already feel a bit silly typing up so much about the balance of a mod without any prompt. I hope it's okay, and I do want to say again that I genuinely really love the mod and it has a pretty permanent place in my list at this point even if literally nothing about it changed from how it is right now. None of those issues are massive or gamebreaking to me and you've done a fantastic job with this. If you ever wanted help writing some of the descriptions or doing anything like that I would be willing to at least help have something there for some things. If not then no worries, I will continue to enjoy it either way. Thanks for making this mod.
On the other hand I would say the ships are perfectly OK in balance compared to the other mods out there. If you are solely comparing to vanilla they might have some advantages but in modded games the gundam ships are nothing special sometimes even weak and the pilotable mobile suits just die (mobile armors do bit better).
Like compare UAF, one of the most popular faction mods to Gundam UC and you can see what I mean.
Especially since there are no end game type ships/weapons right now in the mod.
hey need a hand here I'm having a fatal Null error and I think it's either coming from this mod or a conflict with this mod
here's the end of the log
1365318 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for tritachyon considering options
1365658 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Generating import dependency concern for Magellan
1365658 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Import dependency existing concerns: [IndEvo_parts, domestic_goods, fuel, rare_metals, metals, luxury_goods, volatiles], size 7
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [ilm]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [suddene]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [euripides]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [tahlan_spindle_ardor_market]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [ora_portia]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [theramin]
1366035 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from [yesod]
1366036 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from [atalie3a]
1366697 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GBUtils - Setting garrison damage for Side 3: 0.134
1366697 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Mira adding -2.50 profit margin (-33364 profit, 13364 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Ryuga adding -0.54 profit margin (-96941 profit, 181127 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Labraxas adding -0.38 profit margin (-76935 profit, 199981 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Agriope adding 0.99 profit margin (30459 profit, 30881 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Avris Mining Station 2 adding 0.41 profit margin (1203 profit, 2905 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Avris Mining Station 1 adding 2.08 profit margin (3470 profit, 1666 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Tarus adding -4.25 profit margin (-45781 profit, 10781 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Ifreet adding -3.36 profit margin (-49844 profit, 14844 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Avris Mining Station 3 adding 2.12 profit margin (2719 profit, 1281 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Valus adding -2.20 profit margin (-46077 profit, 20965 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Avris Mining Station 4 adding 7.25 profit margin (160089 profit, 22077 cost)
1366698 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Zepar Astropolis Alpha adding 2.60 profit margin (73482 profit, 28281 cost)
1366732 [Thread-7] INFO sound.public - Cleaning up music with id [Desolation.ogg]
1366759 [Thread-9] INFO sound.public - Creating streaming player for music with id [Spacer20Seconds.ogg]
1366761 [Thread-9] INFO sound.OooO - Playing music with id [Spacer20Seconds.ogg]
1367105 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
and here is the mod list
{"enabledMods": [
"yunrutechmining",
"$$$_trailermoments",
"pantera_ANewLevel40R",
"NoIllAdvised",
"advanced_gunnery_control_dbeaa06e",
"A_S-F",
"apex_design",
"armaa",
"lw_autosave",
"better_deserving_smods",
"ORK",
"capturecrew",
"CFT",
"chatter",
"cmutils",
"timid_commissioned_hull_mods",
"su_Concord",
"lw_console",
"CoOpCombat",
"diyplanets",
"istl_dassaultmikoyan",
"hm_flagpack",
"DetailedCombatResults",
"diablearmaaonics",
"diableavionics",
"seven_nexus",
"fast_engine_rendering",
"fleethistory",
"forge_production",
"sun_fuel_siphoning",
"furryPortraits",
"gladiatorsociety",
"GrandColonies",
"gundam_uc",
"HexShields",
"hostileIntercept",
"sun_hyperdrive",
"illustrated_entities",
"IndEvo",
"Imperium",
"timid_xiv",
"JYD",
"kazeron",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"logisticsNotifications",
"low_maintenance",
"lunalib",
"exshippack",
"mag_protect",
"MagicLib",
"MFE",
"Mayasuran Navy",
"missingships",
"ness_saw",
"sun_new_beginnings",
"nexerelin",
"OcuA",
"officerExtension",
"ORA",
"pn",
"wisp_perseanchronicles",
"wyv_planetaryShieldAccessControl",
"progressiveSMods",
"pt_qolpack",
"QualityCaptains",
"zQualityCaptainsConfig",
"RAA",
"roider",
"tahlan_scalartech",
"sclskl_scalingskilllimits",
"scan_those_gates",
"SCY",
"shadow_ships",
"holdsforall",
"PT_ShipDirectionMarker",
"speedUp",
"StarfarersWorkshop",
"sun_starship_legends",
"stelnet",
"timid_supply_forging",
"tahlan",
"Terraforming & Station Construction",
"star_federation",
"timid_tmi",
"TrulyAutomatedShips",
"underworld",
"uaf",
"US",
"URW",
"VAA",
"WEAPONARCS",
"whichmod",
"audio_plus",
"astroidships",
"prv",
"shaderLib",
"ShipCatalogVariantEditor"
]}
any help figuring this out would be appreciated.
Hello it's been a while how your day?
Been using the update and its great :D
And making my game to the low framework of near infinite missile and bullets
and it is fun
Can i ask if it is possible to add a panzerfaust to Char Zaku 2? I just watched MS Igloo and saw Char shot a panzerfaust at a Magellan
And if it is possible can you add a hullmod like minersky particles that acts like a natural ECM and lower the fuel cost? Beam coating that lowers ranged beam weapons but not affected by melee?
If its possible to only get the MS, weapon and hull only mod?, i noticed that the framework slows down because Zeon and Federation kept slaughtering each other to the point that upon entering the Prime sector there is so much corpses of hulls scattered all over the place causing my game to slow down,
and making the prototype hull, weapons and wings mod can tell if its viable or not to implement the prototypes to the actual mod consider it a cheat zone for players. I seeing a acguy in space or a Z'gok for giggles
And Noticing the Jormungand in the anime shot a plasma shell at the start than a laser beam since it uses cannister of highly concentrated energy than a continuous stream of beam since that is practically it went overdrive to use it all? Could be togglable? And thanks for the Thunderbolt expansion dayum i could use some jazz..
And Happy Belated Christmas.
Yay, I was worrying that I would have to play using an outdated version. I'm glad you're still updating it! ;D
I'm loving the new changes, the MS feel a lot better now, specially the ones I can pilot! Though I'm wondering if they could have more weapons, regardless I like them they way they are now.
I'm also really liking the sprite changes and the new White Base ships, I didn't knew there were so many! Though I feel some of them are lacking ground invasion/raid bonuses but that's just nitpicking I feel.
I appreciate Luna and Gaia having stations now since it makes a lot more difficult to fight as well
I wonder when axis may show up now! ;D
Hi Bokune,
Yup we're aware of the MS factory bug, and we're trying to fix it. The tech guy who's creating this system is currently MIA, and I'm crap at coding I need and currently seeking help to fix it.
Sorry about it
No problem I get the situation I'm just glad it's being worked on thanks for responding and I wish you the best of luck with this who knows maybe the EDF can help squash this bug :D XD
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?
After updating to Magiclib 0.45.2, three of my mods claimed that they were no longer compatible, asking for version 0.42.1; I attempted to have both magiclibs in the mods folder at once but it didn't work so instead just put 0.42.1 back in. Mods effected: Seeker, Locked and Loaded, Gundam UC.
I'm not sure if this is because these mods were looking for that version SPECIFICALLY instead of "at least version X", but I thought I might bring it up just in case.
I'll also be posting this in the other relevant mod forums (that you didn't make so you don't get spammed).
>For the pilotable MS, I've always tried to improve their playable by adding extra elements to them as well as keeping to close to the lore, for example Zaku II Custom Char, its main weapon is chagable, an extra bazooka, hand granade and melee axe
Something I really like about the pilotable MS is how some seem to focus in Ship attack and some in MS attack
For example the psycho zaku is great at fighting frigates while the gundam excels at fighting MS and other fighters. When I used ARMA cataphracts I always only used one for the entire campaign but with MS I often change between the gundam and the pyscho zaku depending on the situation
>I tried to add all of the warships from anime series into the game, but too many and repetitives will make players getting bored of it, that's the future planning.
Please DON'T remove the white bases, they are so pretty and fun! As for the other ships instead of adding individual ships you could add hullmods maybe? So you could get one ship but in several very different configurations.
What ships do you feel would be repetitive? I can't really think of any...
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?
You can get blueprints by the usual methods - Raiding heavy industry/orbit yards owned by whatever factions blueprints you want, random drops by tech mining, or from salvaging arsenal stations/research stations.
Assuming the building worked properly, I'd imagine that the MS research labs would have a small chance to generate a blueprint in place of a LPC or weapons.
Could I have some questions? According to some material,the birmingham warship seem to have no MS servicing capacity,but in the preview image,I can see the
runways
Hello I want to ask if there is the version 0.5 available? Can't seem to find it on the download..
Okay, let's find the Bugz
Lot's of strategy I could make like Jormungand as a Siege cannon than a Shield basher
I wonder if you can make a Salamis Carrier?
Since it was pretty much a makeshift budget carrier for the federation, only need to remove the front top main cannon and it carries two teams one on the top and on the bottom. A stopgap measure since Making White Base class Warships in lore is resource intensive and expensive, they needed a carrier ship on the long preparation to attack Zeon and it carries Balls and GMs, Reasons why they removed the top cannon is that they needed replace it as a MS Rack to ferry the mobile suit and that the age of Close range combat has come to an end.
Since MS is now a long range weapon than actual Ship Weaponry in Late Federation Battle Philosophy after being destroyed by Zeon pretty much of the time and reducing the casualties rate of a single pilot or the Ship crew?
It was shown in Gundam Igloo at the testing of the Oggos and the siege of Al Boa qu
When the federation started their counter attack in Mobile Suit Gundam MS IGLOO: Apocalypse 0079
Congrats on the new release! I think something is broken with the Dendrobium though, in simulations it spawns with the weapons platform just fine but in actual combats it spawns as just the stamen. Also, the bazookas don't seem to be actually firing anything, whether in stamen form or not. I think the Papua may also be causing a null error crash with its ship system but i haven't been able to find another one to verify that.
Austere, this can happen if you don't give the ship SHIP_WITH_MODULES tag, might wanna verify it has that.
One thing I would like to note.
The Zeonic and Zimmad industries also crash the game at the end of each month. I don't quite know what caused that to happen, but it is definitely something to look into.
Edit 1: Actually. Listening to the people here.
There are a lot of ships that doesn't have any hint tags. Is that a usual thing?
Edit 2: By the way, what those guys said is true. The two big bosships, Dolos and Brimming also don't spawn with their modules on.
Edit 3: I have no idea why, but I can't edit them without breaking starsector entirely. Does editing ship_data files using excel still work?
New on the forums, love the mod. Just ran into a crash when one of my side fleets entered combat, reddit said the crash may be from this mod. Any pointers?Do you have the MS Factory industry in that sector?
262634 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Yes I made a MS factory at one of my coloniesUnfortunately I've been told (and have experienced) that it's still broken, At least as of when i last played at V0.5.0
can we get better sprites ?
This is very petty but could you fix the Big Zam sprite? Because I love that MA but instead of a top down view it's looking upwards and it's so silly looking ;D
So, one of my first comments, I have to say I adore this mod and all the work put into it, thank you so so much, I have yet to disable it even after four or five playthroughs!Hi TheArchange, the mod is progressing throughout UC Timeline, I'm sorry to say Unicorn is a bit late in the UC era, and it's hard to make too I'll try my best to master some skills before making Unicorn.
Though, now that the thanks is done, I do have a single request, would it be possible for things like the Unicorn Gundam to be added? I love the controls for the pilotable mobile suits and the Unicorn seems like something that could function as a bleeding-edge unlockable through Anaheim or the EFSF.
Thank you for your time and effort.
Best regards.
It would be nice if things like Big Rang and Val Valo spawned in shops a little more often, if at all. I don't think I've ever seen them.
I'm playing on the thunderbolt version, I haven't updated the mod yet so I don't know if the bug has been fixed, but I found out that officers the "Energy Weapon Mastery" cause "launch bay guides" to glow extremely bright depending on the flux level of ship so bright that the ship practically becomes a white blob
New on the forums, love the mod. Just ran into a crash when one of my side fleets entered combat, reddit said the crash may be from this mod. Any pointers?Do you have the MS Factory industry in that sector?
262634 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi Austere, checking if you are aware of the High Energy Focus graphical bug. The ships glow real pink. My previous post had an example, and so does this.
https://imgur.com/a/lYkWwQ8
The latest update didn't resolve the issue I had with the null pointer exception, got the same error again.
Also is anyone noticing that the Gundam ships tend to move to the center of the map and then just stay there? They don't move past it nor do they ever really turn around to fight things behind them.
For example. https://imgur.com/a/27Ht3AY
The Gundam ships refuse to move past that area no matter what commands I give whereas non-Gundam ships will pursue enemies I tell them to pursue or move towards waypoints I set. Like the Gundam ships literally turn sidewise and backwards to not advance past a certain area. In the second picture, you can see that full assault is on and there is literally one enemy ship left and all the Gundam ships are milling about in the middle
It's extremely frustrating and honestly makes the Gundam ships useless. Here's another example. https://imgur.com/a/SeiMW0n
I had a CTD after building the industries that research/build Gundams. I had all 3 across 3 different colonies in the same system. posted on the discord originally and someone said it might be an issue of not updating to the latest version but I already have it. after the first crash I didn't build up my 3 colonies until the month passed to be sure, after adding the 3 buildings to the colonies again it crashed again on the next month's tick.
during the new month tick, I got the following log. The actual ss log is too large for the forums, will need to share it on discord if you want it.
EDIT: I've been informed they're broken and not to build them XDSpoiler5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO data.utility.logging.logging - spawn got limited because the fleet size is 6
5757957 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
So what are the Gundam factories supposed to do exactly? If they are meant to give blueprints, would looking at tech-mining be a base to build off of?
I absolutely adore this mod, but i do have one request. Is it possible to increase the cargo capacity of the transport ships to match the bigger vanilla freighters? I'd like to be able to run with only EFSF or Zeon ships without feeling like I'm losing out on the cargo capacity I could have if I picked up a heavy freighter
I have also noticed how a large majority of the time, not every time, that the AI in control of cruiser class ships and above will try and congregate in the middle of the map and refuse orders to move beyond even when given all out attack orders. It only happens with ships from the mod and I have yet to notice any particular reason why.
MA-06 Val Walo Have zero flux dissipation.
Would it be possible to make the other prototype MS (Gundams) as flight wings rather than just pilotable craft?
There are two bugs reported by the Chinese community
1. The Elmis built-in floating cannon is implemented through a built-in hangar with 0 mounting points, and the floating cannon disappears when the assembly is emptied
2. Dendrobium can not enter the aircraft carrier, will collide with the aircraft carrier resulting in explosion, stamen can enter.
3. Valvaro has 0 flux dissipation
Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.
Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.
There is a bug with the MS research building. Seem like it was suppose to be giving you blueprint every once in a while like how tech mining building is giving you random stuff per mth.There's even definitions for them. Missed my initial search by being CSVs instead of JSON files.
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer
By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer
By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships
As far as I can tell, it's not posted anywhere in the thread, or in the notes. My discord name and discriminator match my forum name.
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer
By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships
As far as I can tell, it's not posted anywhere in the thread, or in the notes. My discord name and discriminator match my forum name.
https://discord.gg/Wbaa7ayU
https://discord.gg/mRC9rryz
The only crashes I know of are 2 things.Do you know what bug it is? Or do you mean a bug solely in ARMAA that affects this because it's a requirement?
1. An Arma Armature bug that can be patched out.
2. The ZEON, Zimmad, and Anaheim Electronics industries crash the game when owned by the player. Not sure why
I was saving this mod for the last, and it's really well made!
But man, the gundams are so weak x(
I was saving this mod for the last, and it's really well made!Try GP02, which came with an aptly OP beam cannon with 4k dph and a range of 2k.
But man, the gundams are so weak x(
Damn Patreon blocks not only my country but most of the VPN's that I use. It's took a while to switching between them until I found one VPN server that works.
It will be appreciated if next versions will have a mirror somewhere else too.
This mod will still work just by changing the version file, though the games industries are currently broke when owned by players and might crash the game each month.
I can share it here if anyone is interested, i'll add notes on what I generally changed. Hopefully the mod maker is cool with that.
Yeah once I'm done my playthroughs with both Zeon and EFSF I'll post up my balancing files here... if anybody knows if that's against forum rules, lemme know though.
My general changes though were making the frigate level MS much stronger in damage output, but much more fragile, rewarding skill based game play and making you feel awesome pulling off sweaty attacks. The other thing was reducing ordanance from RX78-2 and having it increase as you go up in tech to GP03.
In terms of the fighter MS, I am making them a little more squishy, but slightly more damaging, with longer refit times. Knowing when to regroup, and engage, and timing it should be rewarded. By doing so I increased all the OP cost of the MS across the board. Guncannons are very powerful and have high damage output but cost 45 OP and have a minute refit timer.
I reduced the overall OP of all the warships, it was just too much... you should have to choose between outfitting your ships with MS or firepower, it's too unbalanced to have it all. This makes your choices have meaning.
There were a buncha minor bugs of certain fighter MS and frigate MS being unable to fire their weapons, I have fixed these issues.
I think the base mod did a wonderful job setting up the base, it's just a matter of tweaking it a bit. I'm so thankful we even have this beautiful mod in the first place!
I'll post this up once I'm done with it. It's a bit of a pain to balance as once u adjust one thing, it affects the balance of another!
You might want to see if you can make the MS work like Cataphracts (and I think Wanzers in DA?) where they contribute to ground raids as well.
At least for the OP on the ships, I have mixed feelings on that. I imagine the mod gives them all that, because its trying to emulate the series - in which those ships are all armed, while also carrying mobile suits (in fact, some of them are noteworthy entirely because they carry those mobile suits). Making it so you have to pick between either/or, then makes it difficult to design them 'properly'.
Of course in the series, they didn't have a 3D printer inside the ship to keep producing more mobile suits, but...
Yeah I thought about that, in terms of contributing to ground troops, but I'm not sure how to mod that... if anyone can point a direction that'd be awesome!
As for the OP for the ships, I hear you on that, perhaps I misrepresented what I was doing. You still can outfit your warships with guns, but you can't let's say have a fully kited Gunships AND have fully docked MS. You would have to take some missiles or our some guns, but not either or. But yeah balancing gameplay and theme was much more challenging than I thought!
I got this working. It's a fun mod but I feel like everything outside of the Fighters is very underpowered.Can you please tell me how it is done? I would also like to run this mod on version 0.97