Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on January 26, 2014, 12:08:21 AM

Title: [0.8a] Starsector+ 3.7.0
Post by: Dark.Revenant on January 26, 2014, 12:08:21 AM
BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.



Download Starsector+ 3.7.0 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.7.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.7.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated))
(Requires GraphicsLib 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Main Features
- Balance changes
- Overhauled bounty system
- Vengeance fleets
- Campaign improvements
- Not compatible with total conversions



Other Features
  • Your officers can die in battle
  • Crew requires salary payments
  • Fixes to some vanilla bugs


Change Log
Version 3.7.0 (May 6, 2017)

Version 3.6.2 (April 11, 2017)

Version 3.6.1 (February 6, 2017)

Version 3.6.0

Version 3.5.2

Version 3.5.1

Version 3.5.0

(Older versions included in internal change log)


Credits
Dark.Revenant for general development
Tartiflette for in-battle jump point artwork, and some misc. icons/splashes
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
Post by: FasterThanSleepyfish on January 26, 2014, 12:34:05 AM
Not bad. Keep up the good work!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
Post by: c plus one on January 26, 2014, 09:10:44 AM
Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes minor tweaks to gameplay and metagame mechanics to solve common complaints about Starsector, and is purposed to look and feel like vanilla Starsector, enhancing your experience with the game.

The above is something i've been thinking about for a while. i dont have the leisure time or the l33t skillz for this sort of thing, so i'm quite relieved that you're going ahead with this project. if your new Phase DD (so useful! ;D ) plus the changes to cargo haulage are any clue, this is going to be a very helpful mod.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 05, 2014, 03:32:20 AM
Updated.  New stuff!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 05, 2014, 06:49:58 AM
I'm not that much of a fan of the Revenant, the connections between each parts are kinda weird... The Achille look much more interesting with its odd shape. Also, the Trebuchet sprite is lovely! I'll try to play it when i'll have some time.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 06, 2014, 09:12:23 PM
Added a youtube video demonstration: Youtube video here! (http://youtu.be/yZEemyiu4uQ)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Uomoz on February 06, 2014, 09:34:02 PM
Looks very good! All those new toys sure look very powerful in a lot of situations.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 07, 2014, 09:21:26 AM
Haven't really tried the Revenant, however the Achilles seems very powerful, especially the long range variant. You can lob a massive amount of lrms across the map on a target, even a lone Achilles can take down without a scratch big meanies like the Dominator. It remind me a bit of Kadur's ships, low tech missiles boats that can swarm the screen with lrms. It's pretty much unstoppable unless you are largely outnumbered.

I have yet to try a missile based fleet with those in the campaign but i'm pretty sure it will be very powerful. That's going to be fun.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 07, 2014, 04:11:12 PM
It's a hard counter to the Dominator, but ships like the Aurora are pretty much immune to LRM spam.  If you have proper shielding and/or point defense systems, dealing with a fire-support Achilles is not a problem.

I had to do several takes with the Achilles to get it to succeed against that frigate fleet, by the way.  It's really easy to mess up and get creamed since it has terrible armor coverage.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: HELMUT on February 07, 2014, 04:25:48 PM
After trying going mass Achilles in campaign, it's not as OP as i thought. Good thing. Its biggest weakness is that it's a Cruiser and it cost a lot of logistics points to deploy it. also, other than its 8 missiles turrets, it's a pretty terrible ship stat wise.

So disregard what i said earlier, it seems balanced.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: Dark.Revenant on February 07, 2014, 07:10:28 PM
Look dude! I don't know how to integrate it with LazyLib.

I'm being crucial here so please be honest.  :P

I have no idea what you were trying to say, but in order to make the mod work you need to download LazyLib and activate it (it's a mod) along with Starsector+.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
Post by: ValkyriaL on February 07, 2014, 08:11:21 PM
Seems like mister Liquidstang made a new account... or we just received a new member that reminds of him. ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 06:29:48 AM
After much toil and trouble, I have finished the next update.  No new ships or weapons, but there is a lot of content nonetheless.

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Pazuzu on February 16, 2014, 09:29:59 AM
looks good, but can't download from that link
403: forbidden
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: HELMUT on February 16, 2014, 10:30:49 AM
If there was be a new update for Starsector, this mod would probably be the closest thing that looks like it. I really like all the small yet important changes of this mod, i especially like the revamped skill tree, the logistic branch is now much more interesting rather than just more fleet points. Also, the new variants make each fight a completely new kind of battle, i love it. I'm currently trying to fly a TT carrier based fleet to see how the new Trident and Longbow feels.

You should ask Zaphide for an eventual Exerelin add-on.

Pazuzu, i don't have this error, something with you firewall maybe?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: SpaceRiceBowl on February 16, 2014, 11:28:54 AM
Getting this crash while playing with a couple of mods
Spoiler
185901 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
   at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.rasht_HegemonySpawnPoint.spawnFleet(rasht_HegemonySpawnPoint.java:41)
   at data.scripts.world.rasht.generate(rasht.java:129)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 12:23:40 PM
@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.

@Pazuzu
I added a mirror to the OP.

@HELMUT
Making this mod compatible with Exerelin is very difficult.  There is no way to do it without making a separate, cut-down version of Starsector+ for each update while rewriting several portions of Exerelin to make room.  Starsector+ modifies the core too much.

If I did make an Exerelin-compatible distribution, it would lack the randomized variants and the current fleet skill system, and require edits to Exerelin itself, specific to Starsector+.  This process is simpler if Zaphide for whatever reasons wants to permanently include the Achilles, Revenant, Hornet, Tornado, and Trebuchet in his mod, but that would go against his mission statement.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Chronosfear on February 16, 2014, 12:30:36 PM
WoW.
Sound great.

Will try that one.
Thank you!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: TimeDiver on February 16, 2014, 12:34:45 PM
@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.
kazi's Mayorate mod is the originator of the Rasht system; however, Uomoz's Sector (which includes Mayorate) should definitely NOT be enabled alongside Starsector+.

Both implement arcibalde's Vanilla AddOn (and not quite using the same methodology) and implement aptitudes/skills for NPC fleets; again, through different methods.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: SpaceRiceBowl on February 16, 2014, 12:40:56 PM
Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Pazuzu on February 16, 2014, 12:41:37 PM
thanks, mirror worked a charm
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
Post by: Dark.Revenant on February 16, 2014, 12:51:54 PM
Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Are you using a pilot from the 0.2 version of the mod?

Edit: Found the error; it was in the simulator list using an old variant I had renamed.  Uploading a hotfix; just redownload the mod.  It'll be compatible with other 0.3 pilot files, so don't delete your saves.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.1
Post by: SpaceRiceBowl on February 16, 2014, 01:58:27 PM
Erm, you might wanna recheck the simulator names for all your ships, cause the Achilles also has this problem.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 16, 2014, 02:21:25 PM
Very well.  I shall commit harakiri.

P.S. Updated.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 16, 2014, 10:27:58 PM
Anyway, on the topic of compatibility with Uomoz's Sector and Exerelin: I give free permission for any modder to take and use my ships/weapons/scripts if credit is given.  However, I will not be making my own compatibility packages for those mods; the mission statement of Starsector+ is that it should look and feel like vanilla Starsector, which those two mods are most definitely not.  Plus, I don't really have the time to do that sort of thing.

For the player... Choose the mod according to your tastes.
From close...
Starsector+: A few new features and additions; fixes up balance and patches holes in the game.  Feels like vanilla.
Uomoz's Sector: New features, factions, ships, and weapons.  Bears some likeness to vanilla but breaks away significantly.
Exerelin: Starsector becomes a faction strategy game.  Barely resembles vanilla; some ships, weapons, and mechanics will be familiar.
Vacuum: Completely breaks away from vanilla Starsector and goes even further down the combat strategy route.  A new game entirely.
... to far.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: SpaceRiceBowl on February 17, 2014, 06:23:43 AM
How about compatibility with the Mayorate, since there seems to be some conflictions with it
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: HELMUT on February 17, 2014, 03:06:33 PM
Ok so i finished my carrier campaign and... Still don't find use for the longbow. Wasting precious fleet logistic, money and supply for a mediocre shield breaker isn't worth it in my opinion unless you are fighting some modded faction with overly powerful shields (like P9 and Purifiers.) But other than this, nope, better investing into actual bombers.

The Trident is better but still inferior to the Dagger. The main problem come from the Atropos that is very easy to intercepted, one flak shot is usually enough to take both down as they are fired close to each other. I didn't really noticed the additional sabot on the Trident but i didn't have the occasion to fight enemies with very powerful shields and when i did, i just overwhelmed their defense with swarm of fighters.

The Atropos seems flawed in my opinion. Maybe replacing them with reapers will give better results?

I also tried to spam Wasps in my fleet, didn't worked out very well. Then again, they are interceptors and that's the only job they can properly fill. I usually prefer the Talon as a cannon fodder fighter, the hard flux produced by the Vulcan is very good.

Piranhas are pretty scary now, it's maybe because i encounter more of them but i think they are definitely more viable. They tend to bypass enemy shields by dropping their loadout when they fly over the ship, my Tarsus freighter remember it.

Mining drones are still worthless but can tank an absurd amount of firepower. Not sure if it was needed as they're not really supposed to be used in battle anyway.

Xyphos were already pretty good, they usually seems worthless because they're alone. When massed, they become really scary.

The Warthog speed boost is very good, it badly needed it. Not sure about the Gladius buff as it was already one of big boys with the Thunder, didn't tried that much though.

The Condor is still vastly inferior to the Gemini. Its rival have more OP, better mounts and PD drones.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 04:16:45 PM
Thanks for the insight!

I think I'll give the Longbow a full sabot rack.  That should make them really dangerous to ships that rely on shields.  In turn I'll change those Trident sabots to harpoons (which will give the Trident a real DPS edge over the Dagger).  Also, in general I think that I should give Atropos torps *more* HP than Reaper torps so that they're truly dangerous against ships that rely on point defense.

Wasps are meant to be used for point capture, interception, and defending capital ships.  Spamming them will not work.

I'll probably buff the cargo capacity of the Condor and raise the logistics cost of the Gemini.

@SpaceRiceBowl
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.



P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: c plus one on February 17, 2014, 05:23:02 PM
P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 

Wellll.....  :-\

For my part, I'm thoroughly stuck with a pre-2009 computer that uses 667MHz DDR2 ram and a 256MB NVIDIA GeForce 7300 GT video card. I do have two 2.66GHz Dual-Core Intel Xeon CPUs, but I'm seriously limited by the narrow ram bandwidth of the mainboard and the overall weak gpu.

I have absolutely no cash to upgrade what I have or to buy a newer computer (no matter how crappy but "still modern"), so i'm very leery of anything mod-wise that boasts Moar Shiny Purely For Shiny's Sake. :'(

Dark.Revenant, please go easy on us who are unable to use the latest and greatest; thanks. The #1 reason I use (and enjoy! :) ) this mod of yours is because it extends vanilla in very useful & tactics-extending ways while also not stressing my paleo-hardware.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: TimeDiver on February 17, 2014, 06:30:23 PM
P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing?  

Running a Core 2 Duo E8xxx series CPU, DDR2 800Mhz RAM here. Video card is fairly recent, but pretty much budget-level (AMD R7770/1GB); then again, Starsector is vastly more CPU/RAM dependent, as opposed to strictly GPU limited.

Even though upgrading to a Haswell series CPU + motherboard + RAM is long-past due, my current rig from 2008 still works well enough, even after upgrading to Windows 7 (damn, I put that off for practically forever).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 07:04:04 PM
I have no middle-ground computer to test on; my desktop is way too overpowered for performance testing and my laptop can't run the game at a playable rate in the first place.  What I'll probably do is include a file link in the mod so people with weaker machines can delete the graphics-boosting plugins.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: FasterThanSleepyfish on February 17, 2014, 07:28:24 PM
I have a decent PC that can adequately run starsector. Big battles make it suffer though, the engines are quite intensive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Toxcity on February 17, 2014, 07:48:30 PM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 17, 2014, 08:20:04 PM
Either way, it's not possible with the current state of the API to make it compatible with mods that do that.  It's up to individual faction developers or the end user to merge the faction files.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 11:43:44 AM
Alright.  Download this mod (http://www.sc2mafia.com/Starsector/Graphics.zip) and activate it.  Tell me how it runs on your computers.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 18, 2014, 11:47:12 AM
Hey, I've seen those plugins somewhere... :D

Testing them right now!

EDIT: a lot of cool stuff! The emp arcs are a bit too long imho (or maybe it was some form of interference between mods). 0 fps hit, by my pc is pretty beastly..
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 12:50:35 PM
The EMP arc plugin is unchanged from the version in your mod (it's credited in the OP).  I could modify it to clamp the arc length to a particular maximum length, though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 18, 2014, 12:59:53 PM
The EMP arc plugin is unchanged from the version in your mod (it's credited in the OP).  I could modify it to clamp the arc length to a particular maximum length, though.

I did a bunch of tweaks, like making the smoke actually visible in WeaponDamageSmoke:

Spoiler
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.WeaponAPI.WeaponSize;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import org.lwjgl.util.vector.Vector2f;

public class WeaponDamageSmoke implements EveryFrameCombatPlugin
{

    private CombatEngineAPI engine;
    private static final Map mag = new HashMap();
    static
    {
        mag.put(WeaponSize.SMALL, 1f);
        mag.put(WeaponSize.MEDIUM, 1.5f);
        mag.put(WeaponSize.LARGE, 2.5f);
    }

    private final float smokeSize = 0.8f + 0.4f * (float)Math.random();

    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }

    private final IntervalUtil interval = new IntervalUtil(0.1f, 0.1f);

    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
      
      interval.advance(amount);
      
        if (interval.intervalElapsed())
        {
            List ships = engine.getShips();
            Iterator it = ships.iterator();
            while (it.hasNext())
            {
                ShipAPI ship = (ShipAPI) it.next();      
                List weapons = ship.getAllWeapons();
                Iterator it2 = weapons.iterator();
                
                while (it2.hasNext())
                {
                    WeaponAPI weapon = (WeaponAPI) it2.next();
                    
                    if(weapon.isDisabled())// -only happening on weapon disable since your explosion stuff is way better anyway
                    {
                        float smokeSizeValue = (Float)mag.get(weapon.getSize());

                        float velX = (float)Math.random() * 10f - 5f;
                        float velY = (float)Math.sqrt(25f - velX * velX);
                        if((float)Math.random() >= 0.5f)
                        {
                            velY = -velY;
                        }
                        
                        engine.addSmokeParticle(weapon.getLocation(), new Vector2f(velX,velY), 40f * this.smokeSize * smokeSizeValue, 0.05f, 4f, new Color(25,25,25,80));// -less transparency here
                        engine.addSmokeParticle(weapon.getLocation(), new Vector2f(velX,velY), 20f * this.smokeSize * smokeSizeValue, 0.05f, 3f, new Color(90,90,90,80));// -less transparency here
                    }
                }
            }
        }
    }
}
[close]

And some changes to the Arc as well:

Spoiler
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.Iterator;
import java.util.List;
import org.lwjgl.util.vector.Vector2f;

public class ArcEffectOnOverload implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    
    public void init(CombatEngineAPI engine) {
        this.engine = engine;
    }

   private IntervalUtil interval = new IntervalUtil(0.25f, 0.5f); //set the time you want the arc to happen
        
    public void advance(float amount, List events)
   {
      if (engine.isPaused()) {
         return;
      }

      //Advances the interval.
      interval.advance(amount);   

      //When the interval has elapsed...
      if (interval.intervalElapsed())
      {
         List ships = engine.getShips();
         Iterator it = ships.iterator();

         while (it.hasNext())
         {
            ShipAPI ship = (ShipAPI) it.next();
            
            if (ship.isHulk()) {
               continue;
            }
            
            if (ship.getFluxTracker().isOverloaded())
            {
               Vector2f point = new Vector2f(ship.getLocation());         
   
               point.x += (ship.getCollisionRadius() / 3f) * (((float) Math.random() * 2f) - 1);
               point.y += (ship.getCollisionRadius() / 3f) * (((float) Math.random() * 2f) - 1);
               
               //spawns one arc.
               engine.spawnEmpArc(ship,point,ship,ship,DamageType.OTHER,0f,0f,ship.getCollisionRadius()*2,"hit_shield_beam_loop",12f,new Color(55,170,245,255),new Color(255,255,255,255));// -made its max length equal to the ship diameter
            }
         }
      }
   }
}
[close]

EDIT: maybe I made the smoke a little bit to visible, need to tone it back down. Still:

(http://www.ultraimg.com/images/w3Qmf.gif)

This is amazing. Maybe some hull parts flying away and debris would complete this masterpiece.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 03:28:39 PM
Unfortunately, hull parts and debris are impossible to add.  Unless Alex allows us to spawn custom asteroid-tier objects and have user-defined particle sprites, it's just not going to happen.

A simulacrum can be done with projectiles, but it's laggy and ultimately buggy due to the fact that ballistic projectiles have fadeout crap.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Tecrys on February 18, 2014, 03:36:35 PM
Now that looks pretty neat!

I am working on giving BGE some custom damage decals/effects and this stuff happens to be exactly what I would need for that.
Would you mind if I use that plugin for my mod? (After I repurposed it a bit)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 18, 2014, 03:54:12 PM
Quote
I give free permission for any modder to take and use my ships/weapons/scripts if credit is given.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Uomoz on February 19, 2014, 01:10:11 AM
Unfortunately, hull parts and debris are impossible to add.  Unless Alex allows us to spawn custom asteroid-tier objects and have user-defined particle sprites, it's just not going to happen.

A simulacrum can be done with projectiles, but it's laggy and ultimately buggy due to the fact that ballistic projectiles have fadeout crap.

What about projectile like flares popping out from the explosions like fiery debris? Those could be cool!

EDIT: fairly inconsistent null in the title screen (maybe related to the fact that ships get despawned before getting killed there)

Spoiler
com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatEngine.addHitParticle(Unknown Source)
   at data.scripts.plugins.ShipDestructionEffects.advance(ShipDestructionEffects.java:163)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on February 19, 2014, 03:47:30 AM
See: Laggy.  It's not optimal at all to create that many projectiles.

Also, the current effect for ship destruction is sufficient enough.  It's got a LOT of effects on it and frankly it's bordering on excessive due to all the smoke and fire and lights.

When the ship is vaporized, that's a different story.  Ideally I would want to spawn a few flaming chunks but that's a tall order with the current projectile system as it is.  I've experimented with it and there's really no way to get an acceptable result.  They all fade away at the same time, point defense turrets fire upon them, they sometimes have missile outlines, they are a huge performance hit, etc.  It's just not worth it unless Alex adds a way to spawn custom objects into the world.

By the way, that crash may be a bug on Alex's part.  I've noticed that if you use scripts to spawn missiles, they do not get cleaned up when you switch battle screens from the title.  They'll still be there, floating around!

Edit: I think I managed to fix it on my end.  Title screen ran for an hour without crashing.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4
Post by: Dark.Revenant on February 19, 2014, 04:28:42 AM
I might as well announce Version 0.4, which includes this graphics update and a few more balance changes.  Have fun!

If you are having performance issues, delete the Starsector Plus/data/scripts/plugins folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: TimeDiver on February 21, 2014, 07:02:34 PM
Kind of hilarious bug with the 'Small Unit Tactics' skill as of v0.4.1:

Instead of decreasing CR loss by 5% per level on ships that have a Peak Readiness timer (once the timer runs hits zero), CR loss is increased by 5% per level.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: HELMUT on February 26, 2014, 04:28:46 PM
I found something weird lately. When you start a battle, their's always some random huge silent explosion at the beginning somewhere on the map with the flash lingering for several seconds. Not gamebreaking but still strange.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: Nanao-kun on February 26, 2014, 07:18:15 PM
I found something weird lately. When you start a battle, their's always some random huge silent explosion at the beginning somewhere on the map with the flash lingering for several seconds. Not gamebreaking but still strange.
I think that's a leftover from a previous battle due to the extra effects for disabled ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.4.1
Post by: Dark.Revenant on February 27, 2014, 05:20:18 AM
That's fixed in the next version.

Speaking of, the next version will have four new fighter wings, two new weapons, and a whole bunch of improvements to AI fleets.  I'll likely be using a modified version of Uomoz' variant randomizer.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 02, 2014, 04:21:41 AM
Major update!

I haven't added the variant randomization, so that'll be in 0.6.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: TimeDiver on March 02, 2014, 09:28:19 PM
Well, now. One hell of an update, all things considered. The four additional fighter wings and two newly-added weapons are... entertaining, to be sure.

Looks like the component scripts got one heck of an overhaul, though. And perhaps may lead to unintended hilarity (on my PC, only) as follows:

On a lark, I'd ended up modding a number of other mods' various '_SpawnPoint.java' files to implement Stasector+'s brand of leveling (to quite amusing results) for v0.4.1; took some degree of editing to get them updated for v0.5, but they compiled... and seem to work as intended.

No clue on how to properly implement the 'populate' routine from 'FleetManager.java' for other mods though, so I have the suspicion that any newly spawned (modded) fleets are completely lacking in supplies, fuel, crew, marines, and so on...

...unless, by omitting the following lines (I ended up merging quite a few lines from 'FleetManager.java' into 'LevelUpper.java', then renamed the latter/all appropriate references), I managed to avoid that potential source of face-palming:

Code
		data.clear();
fleet.getCargo().clear();
fleet.getCargo().addSupplies(1f);
fleet.getCommanderStats().getLogistics().unmodify();

Well, here's to crossing my fingers on nothing too horrific going down in the long-term. *knocks on wood*
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 12:34:55 AM
You don't implement Populate, you call it.  For example, when generating the Lion's Guard:

Code
	private static void guard(CampaignFleetAPI fleet)
{
fleet.setName("Lion's Guard");
fleet.getCommanderStats().addXP((long)((float)Math.random() * 600000f + 200000f));
LevelUpper.levelUp(fleet.getCommander(), 2, 0, 3);
FleetManager.populate(fleet, "guard",
(float)Math.random()*0.1f + 0.8f, // logistics rating
(float)Math.random()*0f + 0.1f, // logistics rating range
(float)Math.random()*20f + 30f, // supply days
(float)Math.random()*20f + 40f, // fuel ly
(float)Math.random()*0.2f + 0f, // crew %
(float)Math.random()*0.1f + 0f); // marines %
LevelUpper.levelCrew(fleet,
(float)Math.random()*0.25f + 0f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f);
}

Anyway, messing with those lines will cause problems for vanilla fleets that I've modded since it will include duplicates.  I suggest adding a conditional statement there or rearranging the code to avoid that issue.  The FleetManager is designed such that either a fleet uses all (or most) of its features or none of it, so as to maintain maximum compatibility.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: kazi on March 03, 2014, 01:10:34 AM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).

From that error, I'm guessing that the Mayorate system file is attempting to call a fleet from the hegemony.faction file and not finding it. The easiest way to fix this would be to add in fleets named "heg_scout", "heg_flotilla", "heg_patrol2", and "invasion" to whatever you are using to spawn fleets (just so that the Rasht.gen file can call them without an error).

But yeah, the purpose of that edit to the core files was so that I could create Hegemony fleets of small and medium-large strength. The vanilla Hegemony fleets come in two flavors: Hegemony patrol and SDF steamroller. There really wasn't any in-between or low-end fleets for you to fight against so I had to make some to give a bit more variety (fighting the same fleets over and over again got a bit boring, plus it gave players a way to play the early game and fight factions besides just the pirates). I'm pretty sure the Junk Pirates mod makes a similar modification for the same reasons.

I can attempt to fix this on my end (making the Hegemony raiders in Rasht into a separate faction would be the easiest way of doing this, although it could be a bit weird if players are hostile to one but not the other), although I think it would be a little "cleaner" if you added those four fleets in somewhere for compatibility.

Also if my mod is giving people crashes, post in the Mayorate mod thread or PM me directly so I can do my best to fix them.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: TimeDiver on March 03, 2014, 02:07:41 AM
You don't implement Populate, you call it.  For example, when generating the Lion's Guard:

*snip Java code*

Anyway, messing with those lines will cause problems for vanilla fleets that I've modded since it will include duplicates.  I suggest adding a conditional statement there or rearranging the code to avoid that issue.  The FleetManager is designed such that either a fleet uses all (or most) of its features or none of it, so as to maintain maximum compatibility.

Er, yeah... that was very poor choice of terminology on my part, there.

What I meant to say, is that I have little idea as to what appropriate numerical values to use for mods, when calling the Populate routine; determining EXP amount and aptitude prioritization were, by comparison, much more straightforward (re: just a lot of copy/pasting b/w the various '_Spawn.java' files, with minor tweaks here and there).

More to the point, I separated the leveling mechanism entirely from 'FleetManager.java' into a stand-alone file, that can be called independently of the Starsector+ implementation (e.g., enabling leveling for normally-unsupported mods in Uomoz's Sector for instance, without enabling SS+ and borking both mods to hell and back).

Ah hell, here's your original code that I butchered together, for said separated leveling mechanism:

Code
package data.scripts.world.SSEPlus;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.*;

public final class LevelUpperX {

public static final Map allSkills;
private static final Random rng = new Random();

static {
Map allSkillsTemp = new HashMap();
allSkillsTemp.put("combat",
createSkillList(new String[] {
"missile_specialization", "ordnance_expert", "damage_control", "target_analysis", "evasive_action", "helmsmanship", "flux_modulation"
})
);
allSkillsTemp.put("leadership",
createSkillList(new String[] {
//"advanced_tactics", "command_experience", "fleet_logistics", "small_unit_tactics", "wing_command", "logistical_oversight"
"advanced_tactics", "command_experience", "fleet_logistics"
})
);
allSkillsTemp.put("technology",
createSkillList(new String[] {
"gunnery_implants", "applied_physics", "flux_dynamics", "computer_systems", "construction", "mechanical_engineering", "field_repairs", "navigation"
})
);
allSkills = Collections.unmodifiableMap(allSkillsTemp);
}

private LevelUpperX() {}

private static List createSkillList(String[] skills) {
return Collections.unmodifiableList(Arrays.asList(skills));
}

public static String getRandomSkill(String aptitude) {
List tmp = (List) allSkills.get(aptitude);
return (String) tmp.get(rng.nextInt(tmp.size()));
}

public static void levelUp(PersonAPI commander, int combat, int leadership, int technology) {
MutableCharacterStatsAPI stats = commander.getStats();
int x = (int)stats.getAptitudeLevel("combat") + (int)stats.getAptitudeLevel("leadership") + (int)stats.getAptitudeLevel("technology");

while (stats.getAptitudePoints() > 0f) {
x++;
if (stats.getAptitudeLevel("combat") == 10 && stats.getAptitudeLevel("leadership") == 10 && stats.getAptitudeLevel("technology") == 10) {
break;
}
if (stats.getAptitudeLevel("combat") == 10 && combat > 0) {
combat = 0;
if (stats.getAptitudeLevel("leadership") < 10) {
leadership++;
}
if (stats.getAptitudeLevel("technology") < 10) {
technology++;
}
}
if (stats.getAptitudeLevel("leadership") == 10 && leadership > 0) {
leadership = 0;
if (stats.getAptitudeLevel("combat") < 10) {
combat++;
}
if (stats.getAptitudeLevel("technology") < 10) {
technology++;
}
}
if (stats.getAptitudeLevel("technology") == 10 && technology > 0) {
technology = 0;
if (stats.getAptitudeLevel("leadership") < 10) {
leadership++;
}
if (stats.getAptitudeLevel("combat") < 10) {
combat++;
}
}
if (x > 0 && x <= combat) {
stats.increaseAptitude("combat");
stats.addAptitudePoints(-1);
} else if (x > combat && x <= combat+leadership) {
stats.increaseAptitude("leadership");
stats.addAptitudePoints(-1);
} else if (x > combat+leadership && x <= combat+leadership+technology) {
stats.increaseAptitude("technology");
stats.addAptitudePoints(-1);
} else {
x -= combat+leadership+technology+1;
}
}

while (stats.getSkillPoints() > 0f) {
if ((int)stats.getSkillLevel("fleet_logistics") < (int)stats.getAptitudeLevel("leadership")) {
stats.increaseSkill("fleet_logistics");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("mechanical_engineering") < (int)stats.getAptitudeLevel("technology")) {
stats.increaseSkill("mechanical_engineering");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("computer_systems") < (int)stats.getAptitudeLevel("technology")) {
stats.increaseSkill("computer_systems");
stats.addSkillPoints(-1);
// } else if ((int)stats.getSkillLevel("wing_command") < (int)(stats.getAptitudeLevel("leadership")*0.75f)) {
// stats.increaseSkill("wing_command");
// stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("missile_specialization") < (int)(stats.getAptitudeLevel("combat")*0.75f)) {
stats.increaseSkill("missile_specialization");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("applied_physics") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("applied_physics");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("construction") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("construction");
stats.addSkillPoints(-1);
} else if ((int)stats.getSkillLevel("flux_dynamics") < (int)(stats.getAptitudeLevel("technology")*0.5f)) {
stats.increaseSkill("flux_dynamics");
stats.addSkillPoints(-1);
} else {
float rand = (float) Math.random() * 3f;
String aptitude;
if (rand >= 0f && rand < 1f) {
aptitude = "combat";
} else if (rand >= 1f && rand < 2f) {
aptitude = "leadership";
} else {
aptitude = "technology";
}
String skill = getRandomSkill(aptitude);
if ((int)stats.getSkillLevel(skill) < (int)stats.getAptitudeLevel(aptitude)) {
stats.increaseSkill(skill);
stats.addSkillPoints(-1);
}
}
}

String levelNote = (int)stats.getAptitudeLevel("combat") + "/" + (int)stats.getAptitudeLevel("leadership") + "/" + (int)stats.getAptitudeLevel("technology");

if (stats.getLevel() >= 1 && stats.getLevel() <= 5) {
commander.setRank("Junior Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 6 && stats.getLevel() <= 10) {
commander.setRank("Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 11 && stats.getLevel() <= 15) {
commander.setRank("Senior Captain (" + levelNote + ")");
} else if (stats.getLevel() >= 16 && stats.getLevel() <= 20) {
commander.setRank("Lt. Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 21 && stats.getLevel() <= 25) {
commander.setRank("Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 26 && stats.getLevel() <= 30) {
commander.setRank("Fleet Commander (" + levelNote + ")");
} else if (stats.getLevel() >= 31 && stats.getLevel() <= 40) {
commander.setRank("Rear Admiral (" + levelNote + ")");
} else if (stats.getLevel() >= 41 && stats.getLevel() <= 50) {
commander.setRank("Admiral (" + levelNote + ")");
} else if (stats.getLevel() >= 51 && stats.getLevel() <= 60) {
commander.setRank("Fleet Marshall (" + levelNote + ")");
} else {
commander.setRank("Supreme Commander (" + levelNote + ")");
}
}

public static void levelCrew(CampaignFleetAPI fleet, float green, float regular, float veteran, float elite) {
float eliteCrew = elite;
float veteranCrew = veteran;
float regularCrew = regular;
float greenCrew = green;
eliteCrew = eliteCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
veteranCrew = veteranCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
regularCrew = regularCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
greenCrew = greenCrew / (greenCrew+regularCrew+veteranCrew+eliteCrew);
int totalCrew = fleet.getCargo().getCrew(CargoAPI.CrewXPLevel.REGULAR);
fleet.getCargo().removeCrew(CargoAPI.CrewXPLevel.REGULAR, (int)((float)totalCrew*(eliteCrew+veteranCrew+greenCrew)));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.ELITE, (int)((float)totalCrew*eliteCrew));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.VETERAN, (int)((float)totalCrew*veteranCrew));
fleet.getCargo().addCrew(CargoAPI.CrewXPLevel.GREEN, (int)((float)totalCrew*greenCrew));

fleet.setName(fleet.getName() + " [" + (int)fleet.getCommander().getStats().getLevel() + "]");

if (fleet.getFleetData().getMembersListCopy().size() > 0) {
List members = fleet.getFleetData().getMembersListCopy();
List sort = new ArrayList();
Iterator iter = members.iterator();
FleetMemberAPI ship;
while (iter.hasNext()) {
ship = (FleetMemberAPI) iter.next();
ship.getRepairTracker().setCR(ship.getRepairTracker().getMaxCR());
if (sort.size() > 0) {
Iterator iter2 = sort.iterator();
FleetMemberAPI ship2;
int i = 0;
while (iter2.hasNext()) {
ship2 = (FleetMemberAPI) iter2.next();
if (compare(ship, ship2)) {
break;
} else {
i++;
}
}
sort.add(i, ship);
} else {
sort.add(ship);
}
}
if (sort.size() > 0) {
iter = sort.iterator();
while (iter.hasNext()) {
ship = (FleetMemberAPI) iter.next();
fleet.getFleetData().removeFleetMember(ship);
fleet.getFleetData().addFleetMember(ship);
}
}
FleetMemberAPI flagship = (FleetMemberAPI)fleet.getFleetData().getMembersInPriorityOrder().get(0);
for (int i = 0; i < fleet.getFleetData().getMembersInPriorityOrder().size() - 1; i++) {
if (flagship.isFighterWing() == true) {
flagship = (FleetMemberAPI)fleet.getFleetData().getMembersInPriorityOrder().get(i + 1);
}
}
flagship.setFlagship(true);
}
}

private static boolean compare(FleetMemberAPI ship1, FleetMemberAPI ship2) {
if (ship1.isCivilian() == false) {
if (ship2.isCivilian() == true) {
return true;
}
} else {
if (ship2.isCivilian() == false) {
return false;
}
}
if (ship1.isFighterWing() == false) {
if (ship2.isFighterWing() == true) {
return true;
}
} else {
if (ship2.isFighterWing() == false) {
return false;
}
}
if (ship1.isFrigate() == false) {
if (ship2.isFrigate() == true) {
return true;
}
} else {
if (ship2.isFrigate() == false) {
return false;
}
}
if (ship1.isDestroyer() == false) {
if (ship2.isDestroyer() == true) {
return true;
}
} else {
if (ship2.isDestroyer() == false) {
return false;
}
}
if (ship1.isCruiser() == false) {
if (ship2.isCruiser() == true) {
return true;
}
} else {
if (ship2.isCruiser() == false) {
return false;
}
}
if (ship1.isCapital() == false) {
if (ship2.isCapital() == true) {
return true;
}
} else {
if (ship2.isCapital() == false) {
return false;
}
}
if (ship1.getFleetPointCost() > ship2.getFleetPointCost()) {
return true;
} else if (ship1.getFleetPointCost() < ship2.getFleetPointCost()) {
return false;
}
if (ship1.getRepairTracker().isLogisticalPriority() == true) {
if (ship2.getRepairTracker().isLogisticalPriority() == false) {
return true;
}
} else {
if (ship2.getRepairTracker().isLogisticalPriority() == true) {
return false;
}
}
if (ship1.getSpecId().compareTo(ship2.getSpecId()) <= 0) {
return true;
} else {
return false;
}
}

}

Note that the above example comments out SS+'s three added skills, and re-enables the Navigation skill in their place.

Then add the following (example) lines to a mod's _Spawn.java file(s) (including the appropriate 'import' statements):

Code
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import data.scripts.world.SSEPlus.LevelUpperX;
import java.util.*;

...

fleet.getCommanderStats().setAptitudePoints(3);
fleet.getCommanderStats().setSkillPoints(9);
fleet.getCommanderStats().addXP((long)((float)Math.random() * 600000f + 200000f));
LevelUpperX.levelUp(fleet.getCommander(), 2, 0, 3);
LevelUpperX.levelCrew(fleet,
(float)Math.random()*0.25f + 0f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f,
(float)Math.random()*0.5f + 0.25f);

Having typed all that, my worry is that by avoiding calling the Populate routine, any mod-based fleets that are spawned using my bastardized version of your leveling code, will do so with low-to-zero-quantity supply/fuel/crew/marine count(s)...

...unless, by omitting several specific lines from 'FleetManager.java''s 'createFleet' routine (specifically, lines #158-161) I avert that issue altogether, as I (poorly) attempted to request clarification in my previous post.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
Post by: Dark.Revenant on March 03, 2014, 02:52:30 AM
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.

To answer this, some mods edit faction files so that they can have their ships added to the vanilla factions, or they are used so that they can make a custom fleet (in the Mayorate's case it is so that they can have a Hegemony fleet invade their system for lore reasons).

From that error, I'm guessing that the Mayorate system file is attempting to call a fleet from the hegemony.faction file and not finding it. The easiest way to fix this would be to add in fleets named "heg_scout", "heg_flotilla", "heg_patrol2", and "invasion" to whatever you are using to spawn fleets (just so that the Rasht.gen file can call them without an error).

But yeah, the purpose of that edit to the core files was so that I could create Hegemony fleets of small and medium-large strength. The vanilla Hegemony fleets come in two flavors: Hegemony patrol and SDF steamroller. There really wasn't any in-between or low-end fleets for you to fight against so I had to make some to give a bit more variety (fighting the same fleets over and over again got a bit boring, plus it gave players a way to play the early game and fight factions besides just the pirates). I'm pretty sure the Junk Pirates mod makes a similar modification for the same reasons.

I can attempt to fix this on my end (making the Hegemony raiders in Rasht into a separate faction would be the easiest way of doing this, although it could be a bit weird if players are hostile to one but not the other), although I think it would be a little "cleaner" if you added those four fleets in somewhere for compatibility.

Also if my mod is giving people crashes, post in the Mayorate mod thread or PM me directly so I can do my best to fix them.

Since SS+ uses a completely separate spawning system it should never have faction conflicts from now on; you don't need to do anything on your end unless you edit Corvus or Askonia.


@TimeDiver
There are comments explaining what each of the values do.  Choosing the values and balancing them is not as easy since fleet size will depend on the commander's skills.  You can avoid using Populate but you have to make sure those pieces of code are not run if you do that.  Maybe move them to the front of the Populate function instead of just commenting them out, so you don't break compatibility with the fleets I hardcoded.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: HELMUT on March 03, 2014, 11:50:51 AM
Haven't played the last version, however i found some vanilla things that i think should be fixed.

First is the Buffalo, this ship is worthless in every single aspects compared to the Tarsus. The only thing it can do better is the fuel per light year consumption, 1.25 compared to 2.2 for the Tarsus. Also 5 logistic points against 6 for the Tarsus.

I think it definitely need something to make it at least remotely useful. My idea would be to increase its burn speed to 6 (from 5) and lower the logistic cost to 2 or 3. It would still be useless but would finally provide an eventual alternative to the Tarsus.

Something else i found with some ships that use missiles. The autofire setting for missiles is set on, which means they will go trigger happy at the beginning of the fight and waste all of their missiles.

Also:

Quote
I'll probably buff the cargo capacity of the Condor and raise the logistics cost of the Gemini.

For the weapons, the Thumper is useless right now. If you want frag damage, the dual flak cannon can do the job much better and will also take care of missiles and fighters. The AI also have trouble dealing with the long charge-up of the Thumper, its slow turn rate don't help either. My idea would be to decrease a bit the charge up delay and turn speed, also perhaps increase the ROF and range to make it a bit more viable assault weapon.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 02:55:48 PM
Haven't played the last version, however i found some vanilla things that i think should be fixed.

First is the Buffalo, this ship is worthless in every single aspects compared to the Tarsus. The only thing it can do better is the fuel per light year consumption, 1.25 compared to 2.2 for the Tarsus. Also 5 logistic points against 6 for the Tarsus.

I think it definitely need something to make it at least remotely useful. My idea would be to increase its burn speed to 6 (from 5) and lower the logistic cost to 2 or 3. It would still be useless but would finally provide an eventual alternative to the Tarsus.

Something else i found with some ships that use missiles. The autofire setting for missiles is set on, which means they will go trigger happy at the beginning of the fight and waste all of their missiles.

For the weapons, the Thumper is useless right now. If you want frag damage, the dual flak cannon can do the job much better and will also take care of missiles and fighters. The AI also have trouble dealing with the long charge-up of the Thumper, its slow turn rate don't help either. My idea would be to decrease a bit the charge up delay and turn speed, also perhaps increase the ROF and range to make it a bit more viable assault weapon.

In SS+, the Tarsus and the Buffalo have the same amount of cargo capacity, but the Buffalo costs fewer logistics (1.6 vs. the Tarsus' 2.3) and has a better fuel range.  The Tarsus' sole saving grace is more OP and better weapons (the Buffalo has the worst weapons layout in the entire game not counting unarmed ships), which allows it to be more useful in combat.  So the Buffalo is more efficient and the Tarsus is more dangerous on the off chance you have to actually use it in battle.

That autofire issue is a holdover from that Vanilla Addon mod and is a pain in the ass to fix.  It'll get done eventually.

I'll try some buffs to the Thumper.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: HELMUT on March 03, 2014, 03:14:05 PM
The Tarsus OPs give it the chance to mount the unstable injector hullmod (+1 burn speed) plus cargo and fuel expansion. The Buffalo can either mount the expansions or the injector but not both.

On top of that, the Tarsus is cheaper than the Buffalo, with more fuel and crew capacity.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 03, 2014, 04:03:31 PM
The Tarsus OPs give it the chance to mount the unstable injector hullmod (+1 burn speed) plus cargo and fuel expansion. The Buffalo can either mount the expansions or the injector but not both.

On top of that, the Tarsus is cheaper than the Buffalo, with more fuel and crew capacity.

Even with bonus cargo, the Buffalo is still the more efficient freighter, having 375 cargo per logistics point WITHOUT the cargo expansion.  The Tarsus, even WITH the cargo expansion, is only 300 per logistics point.  In terms of carrying capacity the Buffalo is simply better.  Only the Atlas has better efficiency, and that comes at the cost of burn speed.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: ckk185 on March 04, 2014, 04:41:33 AM
The new fighters and some of the ships don't spawn at all, not to mention some of the weapons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.5
Post by: Dark.Revenant on March 04, 2014, 06:42:46 AM
The new fighters and some of the ships don't spawn at all, not to mention some of the weapons.
That seems odd.  Some of the weapons/ships are a bit uncommon and are difficult to find (like the Lightning Gun or Inferno MIRV Launcher) but you should be able to find all of the fighters.  The Claymore and Halberd are used by the Hegemony, Independents, and Sindrian Diktat; the Sentinel is used by Independents but mostly the Sindrian Diktat, and Claws are used by Independents and Tri-Tachyon.  Plus, they appear in the stations by default.

I will be making the new weapons easier to find in the next version, though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 05, 2014, 06:48:14 PM
New release!  We've got a new ship, some more balance tweaks, some edits to the fleet spawning code, and my custom adaptation of Uomoz' Variant Randomizer!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Chaos Farseer on March 05, 2014, 07:06:43 PM
Man, I've got to try this out at some point. It looks extremely promising.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 09, 2014, 01:47:13 AM
The next version externalizes the variant randomizer databases so you can more easily use it for your own mods.  See the factions folder, once 0.7 is released.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Nanao-kun on March 09, 2014, 10:48:57 AM
Those support ships are awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: SpaceRiceBowl on March 12, 2014, 05:29:10 PM
Hmm, the cathedral class ship's picture is a bit broken for me. Would love to see what it looks like
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 12, 2014, 07:29:12 PM
The sprite isn't finished yet, hence the brokenness.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: TimeDiver on March 13, 2014, 02:02:52 AM
Dark.Revenant, mind elaborating on just what's wrong with the Castle's AI? Something shipsystem or hullmod-related, or missing the 'CIVILIAN' flag in its ship_data.csv entry?

I'm one of those kind of people who sees something bug-related in a mod's changelog, and then try to fix it on their own end just because; but in this case, I'm not sure what's the bug in question.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
Post by: Dark.Revenant on March 13, 2014, 02:43:52 AM
Its system has faulty AI logic.  Once the Cathedral's sprite is done I'll rig it up and upload 0.7.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Dark.Revenant on March 14, 2014, 04:42:09 AM
Starsector+ 0.7 is released!

Introducing the Cathedral-class Grand Capital Ship, with accompanying Redeemer artillery weapon!  Special thanks to HELMUT for the amazing sprites!

Three new factions: Cult of Galactic Redemption, Knights of Ludd, and Luddic Path, with accompanying star system, Omega Serpentis!

A new super-large mission: The Great Schism.

Variant randomization weapon groups and factions are now externalized into JSON files!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Nanao-kun on March 14, 2014, 12:44:54 PM
Awesome. All I need now is a way to use this with other mods.  :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: HELMUT on March 14, 2014, 05:27:19 PM
You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Erick Doe on March 14, 2014, 07:08:40 PM
You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?

Does it actually conflict? TuP has prefixes on its ship IDs so it shouldn't conflict even if this mod doesnt have prefixes.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: SpaceRiceBowl on March 14, 2014, 07:15:10 PM
The Redeemer in my opinion, is extremely underwhelming. It doesn't do much to shields or ships, considering its size and OP
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: TimeDiver on March 14, 2014, 07:40:24 PM
Minor bugs when poking through the .csv files (may be edited/added to as free time permits):

1. Vigilance remains at 150 armor, contrary to changelog (not increased to 250, default is not actually 125)

2. Cerberus' base value reduced from 13000 to 7000, not documented in changelog; reasoning?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
Post by: Dark.Revenant on March 14, 2014, 08:40:10 PM
It took a lot of time and effort but I edited the 400+ files necessary to have the ssp_ prefix before all the ships and weapons.  You're on your own if someone overwrites a hull mod or ship system.
This completely destroys backwards compatibility with saves, by the way.  You will need to delete your 0.7 saves.

The Church sends out Crusades every once in a while; a Cathedral is the flagship of those fleets.

@SpaceRice the Redeemer is not an assault weapon; it's a fire-support weapon.  2000 energy damage with perfect accuracy and a really fast ballistic shot across the entire map is nothing to scoff at.  If it did more damage it would be too good.  For the record, 2000 energy is the most burst damage a single weapon can deal to shields; only a Reaper torpedo matches it (you can also include the Plasma Cannon if all three shots hit).  For comparison, a sabot SRM (the 2nd place contender) does 1500.  Have you actually had to fight against it at long range?  It essentially forces you to keep your shields up, even in a ship like the Onslaught, and unlike the Tachyon Lance it actually .

Updated, and fixed the stuff TimeDiver mentioned.  (The Cerberus is reduced in cost because it is so overpriced in vanilla)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.1
Post by: Dark.Revenant on March 14, 2014, 10:44:45 PM
Turns out there was a game-breaking problem in the process of changing hundreds of files around: Hornets were broken.  You need to download 0.7.2 if you downloaded 0.7.1.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
Post by: Nanao-kun on March 14, 2014, 10:59:52 PM
The Redeemer seems like a weapon fit only for an AI. I can't even see the end of a 2000 range weapon. :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
Post by: Dark.Revenant on March 14, 2014, 11:16:41 PM
0.7.2 is also broken in various ways.  Use 0.7.3.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.3
Post by: Nanao-kun on March 15, 2014, 12:40:31 AM
So I'd just bought and fitted a pair of Lightning Guns, as was on my way back to the Hegemony Station when I got this error.

Code
4555296 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Weapon spec [lightninggun] not found!
java.lang.RuntimeException: Weapon spec [lightninggun] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:55)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: Dark.Revenant on March 15, 2014, 12:51:19 AM
Updated.


P.S. I am extremely *** off.

You should know that I have very little free time to be doing my modding so adequate testing is a literal impossibility.  Yet these constant updates are causing me to lose every hour of sleep I would normally have, so I'm screwed either way.

Fun fact: I have not played a video game, aside from occasionally testing my mods, in five weeks.  I have had absolutely no time for it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: TimeDiver on March 15, 2014, 03:37:06 AM
Suggestion for a future update (for when free time becomes available):

Relocate the Omega Serpentis system from (4000, -6000) to (3000, -5000); the current coordinates overlap with those of the Gneiss system, from Cycerin's Blackrock Driveyards (4200, -6200).

Also, caught a few errors in descriptions.csv (cases where the mass text replacing added several 'ssp-' prefixes to the flavor/descriptive text; specifically, the Hornet, Tornado, Inferno, and Achilles entries).

Pasting a fixed-up version in a code box, for the extremely few interested/impatient:

Code
id,type,text1,text2,text3,notes
tachyonlance,WEAPON,"Uncanny range and damage capability make this burst operated beam deliver a devastating amount of cascading electronics damage at extreme ranges.

A weapon so rare and powerful that it has achieved mythical status in the Sector, the Tachyon Lance uses the same core technology as all FTL communication systems, but with a twist. Instead of using the hyperdimensional properties of the tachyon particle for communication, n-brane manipulation and anti-plasma generators create a charged tachyon stream that travels in hyperspace. Minimum energy requirements are set at 35 terawatts. This amount of power can only be generated for a few seconds by the largest power capacitors, which are housed within the weapon system.

Unlike the beams fired from normal beam weapons, the tachyon stream is not lensed or altered in any way - in fact once the initial tachyon marker is actuated the reaction takes on a life of its own, rapidly consuming the power stored in the capacitors and unleashing destruction. When normal space is exposed to such high levels of anti-plasma, a combined electro-magnetic, gravitic and thermal cavitation effect shreds anything that stands in its way, while also severely damaging nearby electronics equipment.

Normal tachyon streams used for communication have infinite range. It is not entirely clear why this weapon has limited range, and it is suspected that it is a limit somehow hardcoded into the baryonic emitter assembly by thoughtful and practical Domain weapon designers.

After all, if the weapon had infinite range, how would you know you are not hitting an unintended target thousands of light years away?",Fire Support,,
mjolnir,WEAPON,"A medium range cannon whose EMP shells have a proximity-triggered blast. Extremely powerful, but suffers from prohibitive power requirements.

A very advanced design, the Mjolnir is technically a magneto-gravitic shell projector, not a standard cannon. The micro capacitors within each shell are able to deliver enough energy to create a localized singularity with a Schwarzschild radius of 1.8 millimeters. The built-in gravitic lens devastates all nearby matter, and creates the dreaded electromagnetic pulse (EMP) effect, disabling the target's weapons and systems. This effect also creates a remarkably powerful blast, ripping matter apart in an area around the weapon. The shell's instability causes it to be particularly sensitive to nearby electronics, a property that has been exploited to give it a proximity fuse effect, detonating prematurely near missiles and fighters.",Assault,,
ssp_trebuchet,WEAPON,"A siege-class guided missile that excels at long-range support. Uses an unconventional gamma-pulse warhead dealing EMP damage in a large area.

Developed during the Mastery Epoch, the Trebuchet LRM is the natural answer to dealing with groups of fighters or frigates and other fast targets. With much of the missile's bulk taken up by its powerful vectored thrusters, the Trebuchet's tracking capabilities come second  to none. The price to pay is an exceptionally expensive missile and an enormous target profile, making the launching and housing system suitable only for the largest possible slots.

Despite its advantages, the Trebuchet is weak against massed point defenses and specialized EMP burst systems.  Furthermore, the missile's detonation is dangerous to the launching ship and its allies due to its large blast radius.",Fire Support,,
ssp_hornet,WEAPON,"A rack of average-yield swarming missiles that often avoid point-defense systems and directional shields.

Hornet MRMs are amongst the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornet MRMs are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but nearly useless against larger, more powerful ships.",Assault,,
ssp_tornado,WEAPON,"A launching system that fires volleys of four maneuverable swarming missiles that often avoid point-defense systems and directional shields.

Tornado Hornet Launchers fire the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornets are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but less dangerous to larger, more powerful ships. Massed swarms of Hornets, however, are quite capable of overloading the defense systems of larger ships, making combined missile strikes an effective option if the Hornets are fired first.",Assault,,
ssp_inferno,WEAPON,"These MIRVs each containin a number of swarming missiles that surround and annihilate enemy fighters. Generally ineffective against heavier ships.

The Inferno MIRV is essentially an armored delivery system for the cluster of 127mm ""Swarmer"" missiles held within, extending their range and durability. What it lacks in finesse it makes up for in effectiveness due to the overwhelming torrent of missiles it focuses onto each fighter. Very few fighter craft can survive the onslaught generated by even a single Inferno.",Anti-Fighter,,
ssp_lightninggun,WEAPON,"Featuring long range, competitive damage, and EMP capabilities, this tactical weapon has the properties of both a beam and a projectile.

The T-100 Electron Discharge Cannon, or the ""Lightning Gun"" as it is more widely known, is one of the more unusual weapons found in the sector. This weapon functions in multiple stages. First, it fires a clump of highly-charged exotic ions at immense speed toward its target. If these ions make contact with an object within the Lightning Gun's effective range, then the second stage activates, transferring a devastating torrent of electrons to the target through the ion paint. The precise mechanics by which these stages are achieved are not properly understood, but the results are certainly worthwhile.

Regardless, this weapon's different stages occur so quickly as to appear instantaneous to the untrained eye. Inexperienced captains write off the Lightning Gun as a hokey toy on the level of a Tesla coil, but those who understand its complexities and dangers can use it to great effect in battle.",Close Support,,
ssp_redeemer,WEAPON,"This powerful and immense siege cannon delivers heavy damage at extreme ranges.  Due to its size, it is only mounted by the Cathedral.

Like the Cathedral that mounts it, the Mark II Plasma Accelerator Cannon was renamed simply ""Redeemer"" by the Church of Galactic Redemption, which holds a monopoly over the remaining examples of this weapon. Capable of providing ""redemption"" at relativistic velocities over an unprecedented distance, the Redeemer is integral to the Cathedral's design, allowing the ponderous ship to remain a presence in battle despite its extreme size. It is a rare occasion indeed that a research firm gets their hands on a working Redeemer, so the specifics of its functionality are poorly understood. It is popularly believed that the Redeemer was once a prototype for the Plasma Cannon, utilizing plasma-filled shells and a massive launching system to prove that the concept works as a weapon.

The Redeemer, for all its mystery and sophistication, is employed primarily by the Church of Galactic Redemption, a major faction of the Cult of Ludd. Experts believe that the controversy around the Redeemer and its corresponding Cathedral was a major contributor to the schism that created the Luddic Path.",Fire Support,,
ssp_revenant,SHIP,"An unusually large ship for its classification, this ship is built around a single powerful turret module and a capital-class teleportation system. The Revenant-class destroyer is a staggeringly expensive ship, but enterprising fleet admirals value its versatility and potency.

The Revenant-class can be fitted for most combat roles thanks to its central large universal turret, giving it many possible roles from mobile point defense with a Guardian Point Defense System, long-range bombardment with a Gauss Cannon, or even lightning-fast strike capabilities with a Cyclone Reaper Launcher. The Mark II Advanced Teleporter allows this ship to traverse space and reorient itself quickly despite its size, but its far greater size and mass capacity comes at the price of greater flux generation, shorter range, and a longer recharge period. In addition to this, the super-efficient Mark IV Phase Cloak actuator allows this ship to remain cloaked for an unprecedented length of time.

These advantages come at a steep price, as the cost and logistical strain will make this ship unfieldable in many fleets. It is also highly dependent on the skills of the captain and engineer; a bog-standard or poorly piloted Revenant-class is merely a waste of money. Furthermore, this ship's unusual design results in an awkward and underwhelming secondary weapons layout, and its non-standard power distribution causes it to have a costly Phase Cloak activation; a captain relying on rapid cloaking or teleporting will quickly overload his ship.",,,
ssp_achilles,SHIP,"The Achilles-class missile cruiser offers an unparallelled array of missile slots, allowing it to project a large amount of ordinance at extreme ranges. Its layout is highly configurable for use in other combat roles, as long as ammunition remains. This ship performs poorly outside of its configured role.

The missile-dependent military strategy dictated by the Achilles-class defined Mastery Epoch warfare, as evidenced by the powerful point defense setups seen on most Mastery Epoch ship designs. Its legacy continued on past the hull's lifespan into the Core Epoch when ships fielded more efficient shield generators to counteract the missile swarms seen in mastery epoch combat. Even now, past the Collapse, the venerable Achilles remains a powerful presence in any fleet, capable of inflicting terrible damage upon ships that are occupied with skirmishes elsewhere.

Due to its high degree of possible configuration, the Achilles-class missile cruiser can be adapted to support almost any fleet. However, it cannot satisfy more than one niche at a time; for example, an enterprising captain can slip past the missile screen and unleash a devastating counterattack to an undefended fire support Achilles, damaging or disabling it with little risk involved.",,,
ssp_rook,SHIP,"This unsophisticated support ship forms the backbone for many large fleets, allowing them to last through longer campaigns than would otherwise be possible. The Rook-class can also provide an auxiliary role in combat, due to its assault drones and internal flight deck.

The Rook-class is the most widespread fleet logistics ship in the sector.  With its rapid fleet maintenance capabilities, it can keep a fleet operating at peak capacity even during consecutive battles.  By exploiting its capabilities, this ship can even increase the supply efficiency of a fleet.  However, an individual Rook-class cannot support large fleets; a typical Rook is completely depleted after deploying two capital ships, or five cruisers, or a dozen destroyers.  For large fleets, a single Rook cannot sustain even one full-sized engagement, so multiple Rook-classes must be maintained to support that load.  While they are efficient, they are logistically taxing from an administrative point of view, often causing sacrifices to be made in terms of the number of warships that are employed.",,,
ssp_castle,SHIP,"An integral part of many traditional fleets, the Castle-class command cruiser provides invaluable logistical and strategic support to any flotilla it is a part of.  This cruiser fields mediocre offensive firepower, but is an effective fire support platform due to its high-powered sensors and integrated flight deck.

The Castle-class is capable of performing heavy maintnenace duties for a fleet.  When backed up by Rook-class support ships, it can keep even the largest fleets operating at peak capacity during a long campaign.  A Castle is typically capable of supporting four or more capital ship deployments before requiring resupply, and can otherwise support a full fleet of cruisers and destroyers through one or two heated engagements.",,,
ssp_cathedral,SHIP,"The Cathedral-class capital ship defies classification, acting as the ideal flagship for the largest fleets in the Sector. Combining a massive ordinance package, major carrier capabilities, and invaluable logistical support, this ship is tremendously useful for those who can support its massive operating costs.

The Cathedral-class was once called the Explorer-class by the Domain of Man many cycles ago when it was used during the Expansion epoch as a heavily-armed colonization spearhead, capable of commanding and defending massive fleets of freighters and transports. During the Collapse, the Explorers were decommissioned, most of them scrapped for supplies.

However, the Church of Galactic Redemption came upon a number of decommissioned Explorers, going through great expense to restore them before rechristening their new flagship class ""Cathedral"". The greater Cult of Ludd are apprehensive about these vessels due to the high level of technology and industry that they represent, but the Church defends its actions by citing the many successful Crusades that these ships have led and the humanitarian efforts that are possible with their use.

No matter the rationale, the Cathedral-class is instrumental for the organization of Church Crusade fleets thanks to its awesome powers of logistical oversight.",,,
trident,SHIP,"An advanced, ultra-heavy bomber designed to be able to carry dual Atropos-class torpedoes, two auxillary missiles, and fitted with a top-notch shield generator.",,,
piranha,SHIP,"Deploying conventional and fragmentation bombs en masse, the Piranha also features a short range missile system to fend off interceptor wings. A tough and dangerous strike bomber.",,,
ssp_sentinel,SHIP,"The Sentinel sheds the Piranha's armor strength and secondary weapons to gain numerous modified proximity charges. Dangerous against smaller craft, especially in a support or interception role, but is defenseless against larger craft.",,,
ssp_claw,SHIP,A dependable pulse laser-equipped assault fighter capable of both pressuring larger craft and holding off other fighters. The Claw has a weaker shield generator than most advanced fighters due to its full encapsulation.,,,
ssp_claymore,SHIP,"A slow, heavily-armored assault bomber capable of unloading a withering hail of rockets upon its target. The Claymore is deadly against targets with weaker shields or point defenses, but is slow and expensive to replace.",,,
ssp_halberd,SHIP,"The Halberd is a redesign of the Claymore, exchanging armor strength for a devastating support weapons package. This escort fighter provides excellent defensive capabilities for the commander willing to pay its steep price.",,,
ssp_superhyperion,SHIP,"A one-of-a-kind ship of legendary status. Extremely agile, supports capital-class weaponry, protected with a nearly indestructible shield system, and features the most advanced power core ever constructed.

No blueprints exist for the Helios-class Frigate, an advanced over-engineered prototype of the Hyperion-class Frigate. This ship features an irreplaceable reactor core and the greatest technology the Domain ever offered. Ultimately, the design was scrapped due to the horrifying cost of production adding up to the sum cost of multiple fully-outfitted armadas. However, several of its components and design philosophies were kept along for the Hyperion-class Frigate, which - despite its exhorbitant price - cost manufacturers a pittance in comparison to the Helios-class Frigate.

Despite changing hands countless times, the one and only Helios-class still survives to this day as an Artifact Frigate. Its current owner is the peerless captain and pilot, Hector Lancelot.",,,
advteleporter,SHIP_SYSTEM,"The ship instantly teleports to any desired nearby location. This system has shorter range, longer cooldown, and more flux generated than the Phase Teleporter.",Movement,"The ship instantly teleports to any desired nearby location. Shorter range, longer cooldown, and more flux than the Phase Teleporter.",
fastmissileloader,SHIP_SYSTEM,An integrated central ordinance loading system allow the ship to quickly reload missile weapons. Activating the system generates significant flux and cuts non-weapon power for 5 seconds.,Offensive,Reloads all missile weapons quickly. Generates significant flux when used. Cuts non-weapon power for 5 seconds. Long cooldown.,
drone_assault,SHIP_SYSTEM,Deploys several attack drones armed with IR pulse lasers. The drones can be ordered to closely guard the ship or roam freely around it.,Drones (low tech),Deploys several attack drones armed with IR pulse lasers.,
sensorarray,SHIP_SYSTEM,A high-powered sensors package can be activated to greatly increase sensor and weapon range. Generates constant flux when in use.,Special,Greatly increases sensor and weapon range. Generates constant flux.,
fluxdisturber,SHIP_SYSTEM,"This novelty system disturbs shipboard electronics and forces capacitors to fill with energy, raising the flux levels of all ships in a wide area. Generates massive flux.",Special,Raises the flux levels of all ships in a wide area. Generates massive flux.,
,,,,,
planet_abel,CUSTOM,"Abel is tidally-locked to Cain, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_cain,CUSTOM,"Cain is tidally-locked to Abel, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_hades,CUSTOM,"The closes planet to Omega Serpentis, Hades is appropriately-named for its unlivable surface temperature. Traitors and heretics are sometimes marooned on Hades, ensuring a swift death to those so punished.",,,
planet_eden,CUSTOM,"Eden is the pride and joy of the Church of Galactic Redemption due to it being their greatest ever terraforming success. Hundreds of millions of people now live on Eden, subsisting on its naturalized wildlife and crop fields in an idyllic lifestyle. Ignorant of the conflicts happening above, many of the residents of Eden live in simple bliss. Propagandists often use Eden as an example for their rhetoric, though some factions do not praise the lush planet, considering it to be a waste of resources and a cesspool of backwards thinking.",,,
star_serpentis,PLANET,"A G8III type yellow giant star, a rarity in the galaxy.",,,
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
Post by: Dark.Revenant on March 15, 2014, 04:05:11 AM
What the ***.  I specifically went in there and fixed those before uploading 0.7.1 and yet they're still wrong.

I am not fixing this anytime soon, and by that I mean like three or more weeks.  You're on your own because I simply don't have the time to constantly upload frivolous updates.  Unless something really gamebreaking pops up I can't do a thing because I'm too busy.

(A lesser man would have just given up on the idea of adding prefixes to the ships and weapons; I was faced with literally thousands of occurrences of those IDs across hundreds of files.  The fact that I got it working in a day is miraculous.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Dark.Revenant on March 22, 2014, 06:53:43 AM
At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Nanao-kun on March 22, 2014, 12:53:07 PM
At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
Awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: TimeDiver on March 22, 2014, 04:00:35 PM
Hmmm.... This mod seems broken. How do you fix this?

Clarify. What other mods, if any, have you enabled alongside Starsector+?

If it's the likes of Uomoz' Sector or Exerelin those plain won't work with this.

Same applies for total conversions such as Ironclads or Vacuum.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Jazwana on March 26, 2014, 08:08:38 AM
I had this crash (nothing enabled besides LazyLib alongside SS+).   Looks like the script needs to rename tick_Hull to ssp_tick_Hull.




Code
2905891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.addRandomShips$(TriTachyonSupplyFleetSpawnPoint.java:125)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:82)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
Post by: Dark.Revenant on March 26, 2014, 12:33:14 PM
I already found that a while ago.  I have midterms right now (and I mean almost literally right now) so you'll have to fix that yourself in Starsector Plus/data/scripts/world/corvus/TriTachyonSupplyFleetSpawnPoint.java

It, along with some other stuff, will be fixed in this weekend's 0.9 update.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
Post by: Dark.Revenant on March 29, 2014, 10:03:56 PM
And now we're updated.  Features improved vanilla fleets, some fixes, and three new ships: Vanguard-class Destroyer, Archer-class Destroyer, and Zenith-class Heavy Cruiser.

(http://www.sc2mafia.com/Starsector/Vanguard.png) (http://www.sc2mafia.com/Starsector/Archer.png) (http://www.sc2mafia.com/Starsector/Zenith.png)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
Post by: Uomoz on March 31, 2014, 03:15:55 PM
Added a lot of SS+ stuff to UsS. Pretty great content, and the new ships are very, very cool.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on March 31, 2014, 04:59:06 PM
Cool!  Anyway, 0.9.1 is released with a couple new features and a bunch of fixes of old problems.

Mainly, I added anamorphic flares to ship explosions.  Take a look:
Spoiler
(http://www.sc2mafia.com/Starsector/flareExplosion.png)
[close]
Spoiler
(http://www.sc2mafia.com/Starsector/flareExplosion2.png)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Pentarctagon on April 04, 2014, 08:40:11 PM
I'm consistently getting crashes when fighting the Church Crusade.  From the log file:
Code
14768 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
21935 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 30, FP2: 316, maxFP1: 160, maxFP2: 240
213392 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.scripts.ai.FluxDisturberAI.advance(FluxDisturberAI.java:95)
at com.fs.starfarer.loading.specs.intsuper$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on April 05, 2014, 03:47:55 AM
I imagine it has the Shield Bypass hullmod, which is bizarre.  Were you using a save from a previous version of SS+?

In any case, this should never happen to most people because the cathedral is theoretically flagged as a ship that wont ever have that hullmod.  Just in case, here's a jar with that problem fixed in the first place:

https://www.mediafire.com/?mmo3yo33nd85wnw

Replace the jar in the Starsector Plus/jars/ folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Pentarctagon on April 05, 2014, 01:04:45 PM
Awesome, thanks!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
Post by: Dark.Revenant on April 09, 2014, 09:42:04 PM
A heads up: the next version is the 1.0 release and will include faction packs.  Factions packs are optional mod files that you can enable, adding new factions to the game.  The first one will be Cycerin's Blackrock Driveyards.  If you choose not to enable the mod, the game will behave as normal.  However, if you do enable the mod before character creation, then the BRDY system, ships, and weapons will appear in the world and be integrated with certain vanilla fleets and stations.  This dynamic integration will be a feature of all faction packs that I include in the future.
Title: Starsector+ 1.0.1 Release
Post by: Dark.Revenant on April 12, 2014, 06:10:12 PM
New release!

Download Starsector+ 1.0.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.0.1.zip)
Download Mirror (https://www.mediafire.com/?iodc01hkgqtiw9w)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes tweaks and additions to gameplay and metagame mechanics to solve common complaints about Starsector, and improves certain graphics effects.  This mod is meant to look and feel like vanilla Starsector, enhancing your experience with the game.

This mod is not compatible with other mods that modify vanilla components, such as Exerelin, Uomoz' Sector, Vacuum, Project Ironclads.  It is compatible with mods that add factions, but non-integrated factions will be missing several Starsector+ features.

Integrated Factions
Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) by Cycerin

(Integrated factions are optional and are included as separate mod files in the main download.)
(If you include a faction when you create a character, that faction will spawn and its technology will appear in the Sector, including in vanilla/faction fleets.)
(Do not activate the original faction mod with the Starsector Plus version of the faction!)
Title: Re: Starsector+ 1.0.1 Release
Post by: Richyread on April 17, 2014, 04:15:26 AM
New release!
(Integrated factions are optional and are included as separate mod files in the main download.)
(If you include a faction when you create a character, that faction will spawn and its technology will appear in the Sector, including in vanilla/faction fleets.)
(Do not activate the original faction mod with the Starsector Plus version of the faction!)
[/center]

Apologies if I'm being a little 'dense' but I can't seem to get this extra faction working for me.

I have:

- Deleted my original Starsector Plus 0.9 folder from the [/Starsector/Mods] folder.
- Download this latest version and unpacked to the [/Starsector/Mods] folder as usual.
- This has created [/Starsector/Mods/Starsector Plus] and [/Starsector/Mods/Blackrock Driveyards Plus] folders
- Launched the client and I have the option to select Starsector+ 1.0.0+

Game loads and plays fine yet I can't see any of the extra Blackrock content - no faction or planets or ships etc and there isn't an option at character creation that I can see to enable this either.

I do have a standalone folder for [Blackrock Driveyards] which is 0.6 in the mods launch view but this (I believe) is my original pack for the Exerelin Mod.

Do these 'Plus faction mods' folders need to be located inside the root of the [Starsector Plus] folder perhaps?

Many thanks,

Richy.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Linnis on April 17, 2014, 06:47:57 AM
Will you consider balancing some of the black rock ships and weapons?

Phase fighters are awesomely gay, also the maneuvering jet on large ships seem like way to much when you can doge basically any projectile weapon.

Still one of the better balanced mods
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Tecrys on April 17, 2014, 06:55:16 AM
...

I think Cycerin would be the right person to ask about that but BR is quite well balanced, although you're right if you say it's a strong faction.

A hint to outplay BR: engage them and deploy only a few ships you usually don't need in a fight, withdraw your forces and engage them again with fresh ships. By doing that you exploit the fact that they have long CR recovery times and high logistical needs.

Edit: you might have to use that tactic several times in a row to exhaust their fleet and improve the circumstances in your favor to meet them with low CR.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Dark.Revenant on April 17, 2014, 11:09:36 AM
I believe I have done some minor balancing on the BR ships for the next update (including making the phase fighter less flux-efficient), but I can't remember most of it because I've done so much balancing for Citadel.  BR is pretty strong and the logistics costs associated with their ships represent that.

@Richyread
You have to enable Starsector+ and Blackrock Driveyards Plus from the mod menu; if you don't enable Blackrock Driveyards Plus you don't get any of the Blackrock Driveyards content.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: ValkyriaL on April 17, 2014, 11:24:18 AM
pretty much works with any mod, i love seeing my Valk ships explode in pretty colors. =D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Richyread on April 17, 2014, 02:05:06 PM

@Richyread
You have to enable Starsector+ and Blackrock Driveyards Plus from the mod menu; if you don't enable Blackrock Driveyards Plus you don't get any of the Blackrock Driveyards content.

Resolved the issue - having Blackrock Driveyards 0.6 standalone in the mods folder (for Exerelin) does not show the + version. Having deleted both these folders and re-extracted only the '+' version from your zip file, I can now see it listed as an option in the mods menu.

Not a massive issue (will simply replace when want to play Exerelin again) but think it's worth a mention if anyone else is as confused as me!  :D

I'm not sure how the Mods menu picks up the listings but is it a simple naming convention? I.e. maybe if you were to juggle the name of the faction mod slightly perhaps it will play nice with the menu when the standalone version is also present?

E.g. [Plus+] {name of mod} {version} = [Plus+] Blackrock Driveyards 0.6

Just a thought.

Thanks for the assistance.

Richy.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.0.1 (Now with BRDY)
Post by: Nanao-kun on April 17, 2014, 02:16:15 PM
Probably has to do with the mod's id. Might want to check the mod_info.json file.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.1.0 (Now with Citadel!)
Post by: Dark.Revenant on April 18, 2014, 02:04:28 AM
New release!

Download Starsector+ 1.1.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.1.0.zip)
Download Blackrock Driveyards+ (http://www.sc2mafia.com/Starsector/Blackrock%20Driveyards%20Plus.zip) (Updated!)
Download Citadel+ (http://www.sc2mafia.com/Starsector/Citadel%20Plus.zip) (New!)
Download Mirror (All Factions Included) (https://www.mediafire.com/?vr4c8igs3tgfehr)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 08:33:25 PM
Major update!

Download Starsector+ 1.2.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.2.0.zip)
Download Mirror (https://www.mediafire.com/?lqnie5zm85lr2j8)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (warning: outdated!)

Version 1.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Nanao-kun on May 11, 2014, 09:21:26 PM
Got an error with 1.2.0. Seems there's a missing weapon. Doesn't happen when I disable this mod.

Code
95688 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Weapon spec [brdy_afmissile] not found!
java.lang.RuntimeException: Weapon spec [brdy_afmissile] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.blackrock.BRGen.initBRCargo(BRGen.java:122)
at data.scripts.world.blackrock.BRGen.generate(BRGen.java:54)
at data.scripts.BRModPlugin.initBR(BRModPlugin.java:19)
at data.scripts.BRModPlugin.onNewGame(BRModPlugin.java:27)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 09:26:55 PM
BRDY has not been updated to the latest version yet in its thread.  Nor has Citadel.  This is nothing I have any control over.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Nanao-kun on May 11, 2014, 09:30:34 PM
Okay. A heads up about 1.2.0 utilizing new, not yet public, versions would've been useful.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.0 (Exigency and more!)
Post by: Dark.Revenant on May 11, 2014, 10:27:17 PM
It was now or never.  Anyway, updated the download pages.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.2.1 (Exigency and more!)
Post by: Dark.Revenant on May 12, 2014, 08:09:02 PM
Small update.  However, all of the integrated mods are now compatible (once Foxer uploads his update)!  Play away!

Download Starsector+ 1.2.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.2.1.zip)
Download Mirror (https://www.mediafire.com/?cb913svy96adu2r)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.2.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 22, 2014, 03:49:52 AM
The long-awaited update is finally here!

Download Starsector+ 1.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.zip)
Download Mirror (https://www.mediafire.com/?aa3kl7c98skxhx2)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.22 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Ranakastrasz on May 22, 2014, 01:32:03 PM
Ship explosion ripples are not centered on the ships for me.

Unsure what feedback assist data to add.
Using Windows 7, several other mods.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 22, 2014, 02:25:31 PM
Ship explosion ripples are not centered on the ships for me.

Unsure what feedback assist data to add.
Using Windows 7, several other mods.

Screenshot?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: TimeDiver on May 23, 2014, 08:02:35 AM
For reasons that escape comprehension, neither Blackrock (v0.6.5) nor Citadel (v0.6.3) spawned fleets are showing as leveled (bug? visual gaffe?) when loaded alongside v1.3 of Starsector+; this issue does not extend to the v1.0 release of Interstellar Imperium, nor the v0.59b release of Exigency Incorporated.

I was able to get around this issue via a rather messy method; I opened up Blackrock's and Citadel's respective .jar(s) with WinRAR and deleted any .class files (in 'data\scripts\world' and associated sub-folders) with *Spawn* in their names, which allowed the *Spawn*.class files in SSP.jar to load instead, without opposition.

Which shouldn't even be an issue normally, as SS+'s mod_info.json has a 'name' field (using a '$' instead of 'S') that should allow it to take top priority over all subsequently-loaded mods, but for some reason(s), that wasn't happening with the *Spawn* files for the Blackrock and Citadel mods. Or else those mods were coded differently, or something.

*shrugs helplessly*
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: HELMUT on May 23, 2014, 09:33:00 AM
Screenshot?

No screenshot either but i can confirm, sometimes (hard to see) the ripple isn't centered.

However i have a screenshot for something else.

Spoiler
(http://i.imgur.com/JQkckLt.png)
[close]

When ships are lightened, a ghost reflect appear on the background, it looks kinda weird.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: RedHessian on May 23, 2014, 10:45:15 AM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Debido on May 23, 2014, 10:53:50 AM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.

AMD or nVidia card? Card name?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: ttwister on May 23, 2014, 12:45:46 PM
Please... Make me the happiest man alive... Integrate it to exerlin, with all the factions & system.. It would be sooooo awesome...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3 (Now with more Imperium)
Post by: Dark.Revenant on May 23, 2014, 02:21:10 PM
I've no idea why, maybe it's just my old machine having a fit, but ripple effects such as shield impacts cause grievous frame slowdown for me. The effect from a ship being destroyed left me on slideshow frames for roughly a minute before it cleared up. Usually the game runs at a smooth 60 FPS for me, even during heavy combat.

Do you also have lighting on? Because the ripples should be much faster than lighting effects.

Please... Make me the happiest man alive... Integrate it to exerlin, with all the factions & system.. It would be sooooo awesome...

All the factions in SS+ are in Exerelin...

No screenshot either but i can confirm, sometimes (hard to see) the ripple isn't centered.

However i have a screenshot for something else.

Spoiler
(http://i.imgur.com/JQkckLt.png)
[close]

When ships are lightened, a ghost reflect appear on the background, it looks kinda weird.

It sounds to me like everything would be off-center for you in that case, considering the light.  What GPU do you have? What operating system are you on?

Edit: BTW the ripple moves with the ship, unlike the flare.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.1 (Now with more Imperium)
Post by: Dark.Revenant on May 23, 2014, 09:55:46 PM
Fixed a few issues...

Download Starsector+ 1.3.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.1.zip)
Download Mirror (https://www.mediafire.com/?dun6vbv8q3hqzzh)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.1

Version 1.3.0
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.1 (Now with more Imperium)
Post by: spudcosmic on May 24, 2014, 09:25:17 PM
Hey, I've been thinking that the Tri Tachyons are really lacking a lightweight carrier. They have so many good fighters but you can't really use them unless you get another faction's carrier or use the capital sized carrier. Anyway I just wanted to throw that idea out there.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.2 (Now with more Imperium)
Post by: Dark.Revenant on May 25, 2014, 12:46:11 AM
Major fix.  Old saves will probably break.

Download Starsector+ 1.3.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.2.zip)
Download Mirror (https://www.mediafire.com/?5615e7hxxbb1yrh)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.3 (Now with more Imperium)
Post by: Dark.Revenant on May 25, 2014, 05:30:30 PM
Needed update to go along with the Imperium update.

Download Starsector+ 1.3.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.3.zip)
Download Mirror (https://www.mediafire.com/?ssl801je623qw7l)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Dark.Revenant on May 26, 2014, 05:24:15 PM
Minor update, once more for Imperium purposes.  You can keep your saves, too.

Download Starsector+ 1.3.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.3.4.zip)
Download Mirror (https://www.mediafire.com/?i0jbgdiiudfgzsw)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.3.4
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Mazuo on May 26, 2014, 07:54:07 PM
Code
java.lang.RuntimeException: Weapon spec [ii_smallballista] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript$GoodInfo.checkRestock(SSP_BabylonStationResupplyScript.java:893)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript.advance(SSP_BabylonStationResupplyScript.java:855)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Crash from save started in 1.3.3.  Expect starting a new campaign will resolve, just thought you should see.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Dark.Revenant on May 26, 2014, 08:54:09 PM
You just need to download the latest Interstellar Imperium, since that update introduces ii_smallballista
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Mazuo on May 26, 2014, 09:19:05 PM
Didn't keep up with the release I see, my bad.  1.0.1 was so recent I thought it was the latest.  I'll correct that, thanks.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Taverius on May 28, 2014, 12:24:58 AM
Found a meatship for sale at Sindrian Diktat HQ :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: FasterThanSleepyfish on May 28, 2014, 12:31:22 AM
Which one? Also, I think that it is unpreventable to find all ships in Askonia. Meaty goodness, mmh mmh mm!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.3.4 (Now with more Imperium)
Post by: Taverius on May 28, 2014, 06:26:47 AM
The armored one :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Dark.Revenant on May 29, 2014, 12:06:07 AM
Pirates Plus is now integrated!

Download Starsector+ 1.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.zip)
Download Mirror (http://www.mediafire.com/?2757m3ln9t9n3yt)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.3b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.4
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: CaveBacon on May 29, 2014, 01:24:14 PM
This mod is wonderful, and is fast becoming my preferred way to play the game.
I'm really glad to see Pirates Plus (and Targeting Pip!) integrated.

Are there any plans to integrate Shadowyards Heavy Industries? 
In my experience they play nicely with vanilla balance and are an interesting alternative high-tech faction to Tri-Tachyon.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Dark.Revenant on May 29, 2014, 02:09:07 PM
Yes, they are planned, along with Mayorate.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Sabaton on May 31, 2014, 05:21:57 AM
 Do you plan to add some of the spirites Helmut posted on the Spiral Arms thread?
 Spiky phase ships and custom faction ships are the bees knees.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Doogie on May 31, 2014, 09:06:45 AM
Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

Also, you should add TuP ships :P
(its your call of course)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: CrashToDesktop on May 31, 2014, 09:28:37 AM
I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: ValkyriaL on May 31, 2014, 09:39:03 AM
Quote
                Global.getLogger(IIModPlugin.class).log(Level.ERROR, "Starsector+ and Exerelin not found! Interstellar Imperium will not appear in the campaign!");

There's your answer.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Erick Doe on May 31, 2014, 12:35:27 PM
I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.

Its seems their station does spawn though, and equipment is being delivered:

Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

You might have to ask in the Interstellar Imperium thread.
http://fractalsoftworks.com/forum/index.php?topic=8007.0
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
Post by: Doogie on May 31, 2014, 01:04:46 PM
^I figured since its the same author and I'm playing this mod (since I was sure it was for this mod only) it was appropriate here.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.1 (Even more ships!)
Post by: Dark.Revenant on May 31, 2014, 02:50:38 PM
It was a JSON error.  Fixed now.

By the way, all the built-in ships now have material maps and normal maps.  Check it out!

Download Starsector+ 1.4.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.1.zip)
Download Mirror (https://www.mediafire.com/?xpzb87bra1mt4ev)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.2 (Even more ships!)
Post by: Dark.Revenant on May 31, 2014, 05:35:26 PM
Quick update to fix the normal maps.

Download Starsector+ 1.4.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.2.zip)
Download Mirror (https://www.mediafire.com/?encp23mgv5n7uu5)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.2 (Even more ships!)
Post by: TimeDiver on June 01, 2014, 02:05:41 AM
Got an occasional crash within a few minutes of gameplay with Starsector+ v1.4.2, ShaderLib v1.45 Full Edition, and all four SS+ supported mods, along with LazyWizard's LazyLib v1.8c, Combat Radar v0.6e, and Console Commands v2.0 WIP 7:

Spoiler
1331588 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.rndSystem(SSP_BRSpawnPoint.java:62)
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.spawnFleet(SSP_BRSpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:42)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I understand that said bug is technically a Blackrock Driveyards-related issue, and that Cycerin has reported that said bug has been fixed for the next release (TBD, stated on page 80 of said mod's thread), but for those of us without access to a DEV release or a Java IDE installed, could the cause of said crash be independently investigated and resolved in a future release of Starsector+?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Dark.Revenant on June 01, 2014, 02:45:56 AM
If this doesn't fix it, I don't know what will.

Download Starsector+ 1.4.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.4.3.zip)
Download Mirror (https://www.mediafire.com/?4wb7dye1wrt8zre)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.4.3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Dark.Revenant on June 02, 2014, 02:39:19 AM
Teaser for upcoming Super Starsector Arcade
(http://www.sc2mafia.com/Starsector/Video.png) (http://www.sc2mafia.com/Starsector/What.webm)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Debido on June 02, 2014, 02:54:23 AM
Teaser for upcoming Super Starsector Arcade
 (http://www.sc2mafia.com/Starsector/What.webm)
Spoiler
(http://www.sc2mafia.com/Starsector/Video.png)[/url]
[close]

PREPARE FOR MORTAL KOMBAT!!!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: HELMUT on June 02, 2014, 03:02:25 AM
It doesn't have to make sense to look awesome.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: Nanao-kun on June 02, 2014, 09:58:34 AM
I don't understand, why is it spinning.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
Post by: ValkyriaL on June 02, 2014, 10:03:35 AM
because its stats were modified by like 1.000.000% from the kill bonus multiplier, which includes its maneuverability.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 09, 2014, 04:54:37 PM
Arcade has been completely redone as a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are drawn from all of the variants in SS+, including integrated factions.

Post your high scores!



(http://www.sc2mafia.com/Starsector/ssp_oberon.png)
Oberon










(http://www.sc2mafia.com/Starsector/ssp_ultron.png)
Ultron
(http://www.sc2mafia.com/Starsector/ssp_zeus.png)
Zeus

 










(http://www.sc2mafia.com/Starsector/ssp_ezekiel.png)
Ezekiel
(http://www.sc2mafia.com/Starsector/ssp_cristarium.png)
(http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png) (http://www.sc2mafia.com/Starsector/ssp_cristariumdrone.png)
Cristarium



(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Hulk Hogan
(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Ultimate Warrior
(http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png)
Iron Sheik
 
 
(http://www.sc2mafia.com/Starsector/ssp_zero.png)
Zero

Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. Slow, tough. 2x Points.
Red: Powered. Extra damage, higher rate of fire. 2x Points.
Blue: Elite. Faster, stronger, better. 4x Points.

Make sure floating messages are enabled.

By the way, in the campaign, endgame boss fleets such as the Crusade Fleet and SDFs are now significantly larger and tougher.

Download Starsector+ 1.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.5.zip)
Download Mirror (https://www.mediafire.com/?29qr135g46dmc57)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.5 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 1.5
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Cycerin on June 09, 2014, 07:05:55 PM
Just posting to say that SS+ Arcade is amazing and you all need to play it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: FasterThanSleepyfish on June 09, 2014, 09:16:45 PM
Ditto!

Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots. See results below.

Announcer: Double Kill! Triple Kill! Kill-tacular! Killing God! Massacre! Kill Streak! Kill wh*re! Holy Sh*t!!!!<-(x18)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Sabaton on June 10, 2014, 03:46:57 AM
 The boss encounters are awesome! Looking forward for more.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: mendonca on June 10, 2014, 01:08:06 PM
This is so much fun!

Bravo!  :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: HELMUT on June 11, 2014, 03:27:42 AM
Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots.

+1

The pulse beam in particular become very overpowered in that mod. That thing isn't supposed to get more than 1 charge but in this mod, it can load much more shots.

Managed to get a x24 streak with a similar loadout, just switched the ball lightning with AM blasters, PDs are relatively useless in this mod in my opinion.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: ValkyriaL on June 12, 2014, 01:54:29 PM
Spoiler
(http://i.imgur.com/ZQ96ZbY.jpg)
[close]

God dammit Zeus! WHY!?!?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: FasterThanSleepyfish on June 12, 2014, 02:02:22 PM
Cobra X 2.8 <3

Yeah, Zeus is really nasty. With high armor and a big shield, the only way to get him is from behind. That's assuming he doesnt TP away!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: HELMUT on June 13, 2014, 03:16:28 AM
Surprisingly Zeus is probably the less annoying boss. It's just a teleporting Paragon on steroids, as Foxer said, just stay in its back and unleash all you got until he relocate elsewhere. Also it's huge, almost impossible to miss your shots.

Ultron is much scarier in my opinion, i don't really know how its system work but it managed many times to one hit kill my ship.

Not much to say about Oberon and Ezekiel, they're annoying but not that dangerous. They can't instagib you like Ultron can.

I hate Cristarium, i have no idea how he work. Sometimes your weapons can't scratch its armor, sometimes you can. The main problem is that it's so damn hard to kill.

Also got some problems with the three Helios. Mainly because my weapons were definitely not adapted to destroy fast targets (2 cyclones, 2 typhoons and 2 AM blasters for maximum alpha strike.) I was trying to ram them with my system and throw everything at point blank range.

Zero is pure hax, f**k that ship.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 13, 2014, 03:27:07 AM
Cristarium is getting nerfed and Zero is getting buffed (yes, he's a bit too easy atm, if you know his patterns).

Ultron is pretty easy if you bait his system (get within 1500 units, then go outside range, and whack him).  Hit the overloaded allies for more combo.

The WWF boss requires you to single-out individual wrestlers.  You get an opportunity to bypass their defenses when they use EMP since they overload their allies when they do it.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: ValkyriaL on June 13, 2014, 04:42:56 AM
I found Zeus to be the most annoying (since i haven't gotten past him yet, but, it'll happen), but i sure found the best weapon loadout. 2 singularity cannons from HII and the hypermatter from Citadel or some other nasty high damage weapon and no smalls, I one shot both oberon and ultron with this. both of those singularities will hit for 10k a hit. ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: joe130794 on June 13, 2014, 05:38:17 AM
i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: SpaceRiceBowl on June 13, 2014, 08:48:12 AM
Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: Dark.Revenant on June 13, 2014, 09:13:36 AM
Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.

That's a bit more involved than you'd think.  Many of their AIs are only programmed to work properly against a single opponent and their stats are specifically designed with the arcade in mind.  Plus, it isn't as fun as it sounds to throw a fleet against a single ship only to watch it wreck all of your things.  Even if you win it's not really a matter of skill but rather a question of having enough guns.  Boss fleets should be fleets, which I have some plans for.



i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.5 (SUPER STARSECTOR ARCADE)
Post by: TimeDiver on June 13, 2014, 10:27:46 AM

i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?

*shamelessly padding own post count*

I'll go out on a limb and guess that either his own PC's version of ShaderLib isn't updated to at least v1.5, or possibly even installed/enabled at all.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 20, 2014, 06:42:57 AM
Major update!  The Arcade now features three music track by Psiyon, numerous balance and pacing changes, elite fighter wings, a new elite type (Shielded), and two bonus bosses (attained by not using one or both of your super systems during the whole arcade up to that point).

Also: new ships, new weapons!

Tundra-class Transport [0.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_tundra.png)
Oh boy.

I figured that Starsector needs to have more civilian ships, so the Tundra was conceived to add a definitive non-combat civilian transportation vessel to Starsector.  When I say non-combat, I mean it.  This thing takes hits about as effectively as a piece of wet toilet paper.  Aside from that, it hauls cargo and personnel pretty well.  Sprite by Shellster.


Avalon-class Mini-Carrier [2.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_avalon.png)
The short bus carrier.

This is the cheapest method of gaining a flight deck, but has little value beyond that.  It is completely incapable of defending itself and has little value outside of combat beyond its flight deck's contribution.  If you don't need the cargo, crew, or fuel capacities nor the medium missile slot of the Condor, perhaps the Avalon is for you.  Sprite by Shellster.


Sloop-class Yacht [3 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_sloop.png)
For rich city folk.

Flavored as a yacht for wealthy individuals, small corporations, or starting space adventurers, the Sloop is the crap-tier destroyer this game was missing.  It's cheap and it sucks, but it still beats non-combat destroyers like the Condor and has a slight advantage in combat over a Mule.  You can mass a surprising amount of these and collect a few even with zero leadership aptitude.  Sprite by Shellster.


Vista-class Luxury Liner [3.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_vista.png)
Traveling in style.

Nobody wants to be crammed into a sardine can, so this is the upscale alternative to the Valkyrie.  The Vista has a surprising amount of bite to it, so don't get sloppy when taking one down.  Unlike the Sloop, the Vista is not suited for actual combat sorties despite its larger set of weapon slots and marginally higher OP, but is a decent alternative to the Valkyrie if you want more guns and more cargo than the Valkyrie would otherwise offer.  Sprite by Shellster.


Summit-class Cruiser [6 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_summit.png)
A home away from home.

This cruiser is designed to be a purely civilian, but armed and dangerous, general cruiser.  As a result, we have the Summit, a dangerous but somewhat underpowered cruiser that can be bought on the cheap (relative to other cruisers).  Don't let its lack of slots fool you; it has the Astral's drone system and competent flux stats, allowing it to be quite effective in combat for a small logistical impact.  Don't try to do too much with the Summit, however, since it is rather fragile, can't slug it out with larger ships, and is too slow to avoid being flanked.  Sprite by Shellster.


Flare Gun [Small Missile: 1 OP]
(http://www.sc2mafia.com/Starsector/ssp_flaregun_turret_base.png)
Poor-boy point defense.

Due to a lack of low-tier weapons, I saw fit to make a modular "weapon" for the flare launcher system.  Compared to the system, the Flare Gun shoots only half the number of flares per flare port, so some ships' flare systems will totally outclass the Flare Gun.  On the other hand, you can aim the Flare Gun and get more ammo for it via hull mods.  Plus, it only costs 1 OP.  Sprite by Shellster.


Tesla Gun [Small Energy: 4 OP]
(http://www.sc2mafia.com/Starsector/ssp_tesla_turret_base.png)
Call me Nikola.

There are not many EMP weapons, even for energy slots.  I wanted to add a low-cost, low-flux, low-performance alternative to the Ion Cannon, so the Tesla Gun was the result.  It's short-ranged but does quite a bit of EMP damage if you manage to hit.  It can be re-purposed for point defense with the Integrated PD AI hull mod, but its damage output is pretty worthless.  The most noteworthy part of the Tesla Gun is that it costs only 4 OP on an energy slot, which no vanilla weapon can claim.  Sprite by Shellster.


Reliant HMG [Small Ballistic: 1 OP]
(http://www.sc2mafia.com/Starsector/ssp_reliant_turret_base.png)
The weapon of last resort.

This is the ultimate cheapo ballistic weapon.  It pews and it plinks, but never really does much damage.  It's there to fill space if you have OP to spare, since it costs a whopping 1 OP.  If you have enough, it becomes a reasonably effective point defense option and can keep some level of pressure on shields, but that's about it.  Sprite by Shellster.


Contender Cannon [Small Ballistic: 3 OP]
(http://www.sc2mafia.com/Starsector/ssp_contender_turret_base.png)
Size matters not.

This is a small ballistic burst damage option.  Each shot does quite a bit of damage, but its fire rate is so poor that its DPS is even worse than the Light Mortar's.  Still, it is a viable alternative small high explosive damage option if the Light Assault Gun is too much and the Light Mortar isn't enough.  It can also be used to good effect on ships that rely on burst damage.  Sprite by Shellster.


Download Starsector+ 1.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.zip)
Download Mirror (https://www.mediafire.com/?sol4a4qgvw1r33t)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.52 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet!)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet!)

Version 1.6
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: 603bill on June 20, 2014, 09:49:09 PM
Just spent the last few hours kicking ass in the arcade and I have the following to say: HOLY HELL WAS THAT FUN!

My opinions on the bosses: The Oberon is kinda meh (although that has more to do with my loadout), the Ultron is also meh (again loadout), the Zeus got me the first few times with his teleport hax but I got him on round three.  The Ezekiel didn't stand a chance, but f*** the Cristarium and his homing gun, making me use my super shields to take him down.  The WWF bosses took me by surprise when they came but I managed to single them out.  For some reason they kept going to escort the other chumps on the field and that gave me a lot of breathing room to vent.  But I was expecting more out of the Zero (although I did have to use all the rest of my super shields when he did his crazy teleport pew pews).

Definitely the most fun I've had in starsector, and tomorrow will be the time to try and get those hidden bosses!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 21, 2014, 05:51:52 AM
i can only imagine what my ships would be like with the elite stat bonuses. (a blue Vatican Mk.IV anyone?) ;D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: Sabaton on June 21, 2014, 07:47:27 AM
I like the civilian ships. They look good and can perform decent with skills and proper loadouts. Really fond of the Summit, the drone system means I dont have to waste space with PD, and two needlers+mauler can force even other cruisers in a defensive stance that will eventually result in their death, provided they cant burn drive in your face.
I wonder how many of these ships can someone amass in a fleet given their low requirements...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: NCMagic on June 21, 2014, 07:54:23 AM
i can only imagine what my ships would be like with the elite stat bonuses. (a blue Vatican Mk.IV anyone?) ;D
They just become mini bosses. With tons and tons of bullets flying everywhere.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: cardgame on June 23, 2014, 05:48:22 AM
I lost a Hammerhead fighting a lame civilian destroyer variant though

both ai 1v1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: sarducardun on June 23, 2014, 06:18:43 AM
What lame civilian destroyer? Mules and gemini are the only armed 'civilian' destroyers I can think of.

Edit: Ohhh them new ones, I haven't updated as I have a game in progress and forgot about them. They may be civi but with a lucky fit that happens to be specialised against it's target anything is possible, I haven't played around with them but I guess kiting with kinetic weapons an assault chaingun hammerhead would work wonders ect.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6 (Civilians and Bonus Bosses)
Post by: ChairmanK on June 23, 2014, 03:36:17 PM
This mod has been great so far, with one minor issue:

I experienced a crash over a bug, looked at the log, and found (what I think to be) the source of the issue:

KnightsChaplainSpawnPoint.java:
spp_summit_hull (instead of ssp_summit_hull file in data folder)

ChurchConvoySpawnPoint.java:
spp_sloop_hull (instead of ssp_sloop_hull file in data folder)

Also, on related note, how did you compile your .class files? I tried setting the javac -classpath to the starsector-api.jar and starsector-core/data folder, and yet I am apparently still missing some files. More generally, is the solution to put all relevant files in the same directory, or is there a better way of managing this?
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 23, 2014, 03:45:42 PM
I actually use basically all of the jars in the starsector-core folder as imports.

Anyway:

Download Starsector+ 1.6.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.1.zip)
Download Mirror (https://www.mediafire.com/?yxt5291i62kdsz0)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.6 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet!)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet!)

Version 1.6.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 23, 2014, 03:47:44 PM
Quote
Not Found

The requested URL /Starsector/Starsector Plus 1.6.1.zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

=/ BUT I WANT TO DOWNLOAD!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 23, 2014, 04:36:46 PM
Fixed.  I've been writing code all day and all night for several weeks, with no pay, so don't be surprised when I *** up a little.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Lord0Trade on June 24, 2014, 01:13:40 PM
Hey, as the bug with Starsector right now that crashes if you have a ship on a custom variant and you delete said variant, it crashes. I'm getting that though with the sloop ship and its variants from this mod, however I did not create the variant it wanted or deleted a variant. So, a fix for that would be good.

Cheers!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: FasterThanSleepyfish on June 24, 2014, 01:50:15 PM
Actually, the deleting variant crash is a vanilla bug. It has already been fixed in the next version, according to the dev.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 02:43:43 AM
Hey, as the bug with Starsector right now that crashes if you have a ship on a custom variant and you delete said variant, it crashes. I'm getting that though with the sloop ship and its variants from this mod, however I did not create the variant it wanted or deleted a variant. So, a fix for that would be good.

Cheers!

I looked through the variant files and found no errors.  When and where is the crash happening?  If it's a mission, does resetting the mission help?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: joe130794 on June 25, 2014, 10:59:31 AM
i tried to use this mod and it used to run ok but now i get an error pop up before it finishes loading.
Fatal: java.lang.ArithmeticException: / by zero
Cause: / by zero
Check starsector.log for more info.

i would copy and paste the log but i dont know where it is
does anyone know why it wont work, i have the latest lazylib and shaderlib and didnt try activating anymore mods at the same time
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.1 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 01:11:13 PM
I need to know your operating system, CPU, amount of RAM, and your video card.  Also, did it crash when the loading bar was full or somewhere in the middle?

P.S. Try to see if replacing Starsector Plus/data/config/sounds.json with this helps: http://www.sc2mafia.com/Starsector/sounds.json
If you use this you will also need to go into Starsector Plus/sounds/music and rename the music files to Gravity.ogg, Starfarer.ogg, and TheFlagship.ogg
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 25, 2014, 04:01:50 PM
Actually, forget it; just going to fix it while I'm ahead:

Download Starsector+ 1.6.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.6.2.zip)
Download Mirror (https://www.mediafire.com/?11aa4ib2yt5y73n)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.6 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Version 1.6.2
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: joe130794 on June 26, 2014, 03:11:14 AM
thats sorted it. thank you
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: angrytigerp on June 27, 2014, 07:19:14 PM
So, I've discovered that more is not necessarily better.

After a bit of experimentation with Exerelin (by which I mean, I attempted to drop mods into it, not realizing that I would have to write fleet scripts for EVERY mod faction, not just ones that specifically notated it in their OPs), I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Wyvern on June 28, 2014, 02:13:29 PM
I finally got around to taking a look at this, and I've got a minor suggestions for arcade mode: give the ship a built in hull mod (or something) that boosts energy weapons.  Right now, with the regenerating ammo from killing things, there's simply no reason to even consider using an energy weapon over the more flux-efficient ballistics.

For an example, the Shadowyards Tartarus has a system that increases energy weapon range by 200 (note: that's a flat +200, not percent) and reduces energy weapon flux costs by 20%... and all that accomplishes is making energy weapons competitive in its universal slots.  And even there you can make a good case for storm needler (or gauss cannon) & heavy maulers (or maybe hellbore and heavy needlers) still outperforming, say, autopulse laser and heavy blasters.

So far, I've had my best run using storm needlers, heavy maulers, and vulcan cannons.  Nothing else has even come close.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 02:54:44 PM
I still find that Autopulse Lasers, Typhoon Reapers, and Linear Pulse Guns are the best setup for me.  The thing about energy weapons is that they are effective against all defense types and are the best option when you want to pack torpedoes (which is a GOOD idea).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 03:13:06 PM
Got this in arcade. :'(

Spoiler
Quote
869715 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.giveAssignment(Unknown Source)
   at data.missions.arcade.MissionPlugin.advance(MissionPlugin.java:690)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 03:39:24 PM
FINALLY! i did it. **** me Zero is a god damn hacker ship i swear.

Spoiler
(http://i.imgur.com/indUd39.jpg)
[close]

Ezekiel did kill me twice, no idea how.

the triple hyperion was also "hard" because i was blowing so much stuff up simultaneously that my screen was constantly white, so i couldn't see them, so they took my shield off and almost killed me.

Nuclear burst man... <3
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Erick Doe on June 28, 2014, 04:04:08 PM
I am confused. You have to write fleet scrips for mods meant to work with Exerelin? I have never had this issue, unless something changed recently? Or is this something in correlation with Starsector+?

So, I've discovered that more is not necessarily better.

After a bit of experimentation with Exerelin (by which I mean, I attempted to drop mods into it, not realizing that I would have to write fleet scripts for EVERY mod faction, not just ones that specifically notated it in their OPs), I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 04:07:17 PM
Exerelin has nothing to do with Starsector+.  I'm confused by his post too.

@ValkyriaL: Excellent job!  That's an insane score.  I wonder if some day Omega Zero will be defeated...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 28, 2014, 04:09:35 PM
Zaphide writes/wrote those himself. thus no need for us to do so, if however, you want to add a faction hes not supporting, then yes, you would have to do that.

No clue about SS+, but i guess DR does that himself as well if hes given a faction thumbs up to avoid complications.

EDIT: Omega Zero? i never got to fight him. =(
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 28, 2014, 05:10:51 PM
Zaphide writes/wrote those himself. thus no need for us to do so, if however, you want to add a faction hes not supporting, then yes, you would have to do that.

No clue about SS+, but i guess DR does that himself as well if hes given a faction thumbs up to avoid complications.

EDIT: Omega Zero? i never got to fight him. =(

To get to Omega Zero you have to finish the first six bosses without using shield or EMP.

What shocked me in your screenshot is that you nearly did just that; throughout your entire super zero fight you only used a single mega shield.  I have to burn through all of mine to have a chance to win.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: angrytigerp on June 28, 2014, 05:45:39 PM
Exerelin has nothing to do with Starsector+.  I'm confused by his post too.

So, I've discovered that more is not necessarily better.

I decided to just come back to SS+ and, instead of sticking with just the four integrated factions, added about a dozen.

Now, I'm a big fan of variety, but even with balance issues aside... this is kind of ridiculous. There's something like a dozen systems, with Corvus itself loaded with like 4 factions; my newsfeed is constantly mentioning one convoy or another, and I find myself distinctly lost as to what to do with myself. I can't decide on a 'main' faction like I could in SS+ "vanilla", and unlike with SS+ with the normal amount of factions added, it's a lot harder to just say "oh, hey, I can take on this faction's convoys now, I think I'll make them one of my enemies!"

On the other hand, the game has never felt nearly as expansive.

Spoiler
The note on Exerelin was simply me mentioning that I couldn't get it to work, and this was because the game crashed whenever I tried to load a campaign (and yes, using only factions Zaphide had stated were supported).
[close]

But this is not the place to discuss that mod, hence the paragraph above discussing SS+.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 29, 2014, 05:02:41 AM
Hmmm... so there are 3 types of zeroes?

Zero (Normal Final Boss)
Super Zero (don't use more than half of your Mega shields and EMP)
Omega Zero (Don't use any mega shields or EMP)

so i guess Archangel is the ultimate boss? ???

how do i fight him then?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on June 29, 2014, 11:10:16 AM
Archangel is unfinished and will eventually be an alternative 2nd boss.  Also to get Super Zero, you have to either not use any mega shields or not use any EMP (up until he shows up, of course; after that, you kind of need them).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: ValkyriaL on June 29, 2014, 12:30:15 PM
Just got Omega Zero...man...that is unfair... that *** is legit impossible to kill. :-\
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Foss456 on July 02, 2014, 09:21:35 AM
While playing campaign I went to askonia for some tugs and couldn't believe what I found. There was an Archangel for sale. It was 14 400 001 credits which I didn't have but had to try it so I fired up Cheat Engine, got myself some money and bought it. Beat crusade with it and when I went to Corvus again, game crashed.

Is archange evenl supposed to be for sale in Campaign?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Farlarzia on July 02, 2014, 09:43:40 AM
askonia is bugged so any ship (or weapon) can be brought there, or purchased by the player, believe that is being fixed by the next patch though. So no its not, its a known bug however.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: SpaceRiceBowl on July 02, 2014, 04:14:58 PM
Nooo... how will I buy my boss ships then? I've found the ultron, zeus, and the first zero in that broken store  :P
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: sarducardun on July 02, 2014, 05:41:52 PM
The weapons pack mod sends trading fleets around Corvus dropping off, any weapons (I believe) and most ships. I have found anything from Unsungs to hadron accelerators lying around. Even Nhilic weapons (they have no other way of per basing their weps) But nhilic ships the neutrino Jokeship amd SS+ bosses I have not been able to acquire outside Askonia. And the mods bounty hunter fleets have the same level of freedom in ship choices.

Maybe a mod with weapons pack esque trading but as a utility tht effects all systems and adds in the utterly random bounty hunter fleets too andante accesses the few things I haven't been able to acquire as well. Please? :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: 00lewnor on July 11, 2014, 08:53:04 AM
I may have done something wrong installing something as I don't see any recent comments about this problem but the system for BRDY in my game is replaced by the church system (omega serpis?)

Is this what "(Not compatible with campaign yet!)" means in the OP for this mod?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 09:21:40 AM
Yeah, until it's updated it won't spawn in campaign.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Ghoti on July 11, 2014, 09:27:36 AM
Do you have an online repository?

Accepting pull requests?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 10:09:01 AM
This is strictly a solo project, though I occasionally use and modify (with permission) code from other mods, to save time.  As such I don't use an online repository/versioning system for Starsector+, but the source is included in the jars folder.  Was there a feature you wanted to request I add?

P.S. Citadel, BRDY, and Exigency being unavailable in the campaign is not the fault of SS+ but rather an artifact of those mods' world generation scripts.  In the past, SS+ would have a separate version of the world generation but for logistical reasons I stopped this practice to avoid forking; Citadel, BRDY, and Exigency have not updated to reflect this, yet.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: 00lewnor on July 11, 2014, 11:12:48 AM
Yeah, until it's updated it won't spawn in campaign.

Aww, finding an AM Lance cruiser without it is going to be hard.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Ghoti on July 11, 2014, 12:21:52 PM
Quote
  Was there a feature you wanted to request I add?

Well, i like blackrock ships as well. I was going to take a stab at adding them somehow.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 11, 2014, 07:32:37 PM
If you want Citadel and Blackrock Driveyards to work in SS+ (with fleet randomization and all that), try using these jars for them:
http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar
http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar

No guarantee it works.  No Exigency one either since I can pretty much guarantee it won't work until the real update due to the massive changes that I've worked with MesoTroniK on for the next update.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 16, 2014, 04:45:14 PM
I have to ask, what exactly has happened between 1.2.1 and now that would stop me from using flux shunt? Due to my crap coding ability, I was using a variation of the original flux shunt (25% instead of 50% and heavy armor level OP costs) but something happened that I can't for the life of me figure out! And I know it is SS+ because when I turn it off, I regain access to mod modded hull mod!

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: MesoTroniK on July 16, 2014, 05:31:34 PM
Well the flux shunt hull mod is kind of a cheat, it's not even usable in the campaign it is only supposed to be built into the Monitor class frigate.

Using it in missions is extremely unfair...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 16, 2014, 08:51:57 PM
What I did was disable built-in hullmods from being picked in any context (missions, campaign, etc.).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 17, 2014, 10:17:20 PM
What I did was disable built-in hullmods from being picked in any context (missions, campaign, etc.).
Really? 'Cause I see stuff like the "Mobile Starbase" hull mods being in there
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 18, 2014, 12:24:45 AM
I missed several in the current version; I can assure you all built-ins (aside from modded built-ins which I have no control over) are disabled on my development build.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 18, 2014, 06:46:34 PM
And it also takes higher priority over other mods that change stuff like hull mods, even if it SS+ is loaded dead last. It KINDA makes people's personal mods that use vanilla content a pain and a half to use. Just letting you know
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Dark.Revenant on July 18, 2014, 06:52:23 PM
Actually, Starsector+ scripts are loaded before any other mod and will therefore be overwritten in all cases.  However, you have to compile it in a jar for the load order to come into effect.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.6.2 (Civilians and Bonus Bosses)
Post by: Midnight Kitsune on July 18, 2014, 08:04:16 PM
In other words, I have to put another mod into .jar file in order to overwrite yours? Fun....
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on July 28, 2014, 08:33:14 PM
(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.7.zip)

Download Starsector+ 1.7 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.7.zip)
Download Mirror (https://www.mediafire.com/?na9q3xy46scxtvf)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

Download Interstellar Imperium 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.7
  • Added Heavy Ion Blaster
  • Added Ion Torpedo
  • Added Plasma Flamer
  • Updated Interstellar Imperium campaign integration
  • Stability improvements
  • Icon added
  • Minor undocumented improvements and optimizations


Ion Torpedo [Small Missile: 6 OP]
(http://www.sc2mafia.com/Starsector/ssp_iontorpedo_together.png) (http://www.sc2mafia.com/Starsector/ssp_iontorpedo_missile.png)
Overflowing with power.

The Tachyon Lance is certainly an useful tool, delivering decent damage and a truckload of EMP, backed up by hard flux damage.  However, we were missing a smaller alternative to the Tachyon Lance; a weapon that does EMP and hard flux damage, but comes in a smaller slot.  This type of weapon would be overpowered in a slot that can be spammed, so naturally it's relegated to torpedo duty.  This 2-shot version is the only type of torpedo rack that has these Ion Torpedoes, making them an investment that must be carefully considered (you can grab a Reaper for just 2 OP, while this costs 6 OP for a fraction of the damage).  In practice, they are very useful for overloading capital ships that are oscillating their shields or letting the armor take the punishment, or for forcing a pesky destroyer into a defenseless state.  As a balance to their power, these torpedoes only do fragmentation damage, so if you see some coming at you, it may be worth venting before they hit to avoid overloading, since you can't gain flux while venting.  Sprites by HELMUT.


Heavy Ion Blaster [Medium Energy: 14 OP]
(http://www.sc2mafia.com/Starsector/ssp_ionblaster_hardpoint_base.png)
A serious can of whoop-ass.

This weapon is a cross between the Antimatter Blaster and the Ion Cannon.  It has no DPS to speak of, due to its horrible rate of fire, and eats up a large chunk of flux with each slot.  It does have decent burst damage; enough to put a ship on guard, but not enough to be truly threatening.  However, it does have one major advantage: crazy EMP damage.  Being hit by this weapon is absolutely devastating; multiple high-power arcs cross over the target, disabling a wide swath of systems in a single shot.  This weapon serves as a true hard-hitting support weapon, a rarity in this game.  Sprite by HELMUT.


Plasma Flamer [Medium Ballistic: 11 OP]
(http://www.sc2mafia.com/Starsector/ssp_plasmaflame_hardpoint_base.png)
Flame on.

This is an interesting weapon.  I thought about doing some kind of damage-over-time effect, but I realized it would not fit in very well with Starsector, which lacks such a mechanic.  That kind of thing would be better in a total conversion or faction mod where it would be put to better use as an overarching gimmick.  For this weapon, I instead opted to create a high-DPS energy damage option for lower-tech ships that only have ballistic slots.  The range and armor penetration leaves much to be desired, but this weapon really delivers pain in terms of pure DPS, up close and personal.  It's also plain cool hot to see in action.  Sprite by HELMUT.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 01, 2014, 12:41:43 PM
In anticipation of the next version of Starsector, I have been working on redoing the fleet spawning methods.  Notably, ship roles within fleets are becoming more important.  In order to accomplish this, I have redone the variant randomizer to develop different archetypes, like Balanced or Strike or Escort.  These different archetypes use different strategies for outfitting the ship.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Uomoz on August 01, 2014, 01:04:58 PM
Looking good! I wanna see it in action!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Linnis on August 01, 2014, 11:10:11 PM
Been playing alot of your mod, I love it!

Anyways, I do believe that the claymore might be a little overpowered compared to the other bombers.
I am running an astral with 12-15 fighter wings. the results are obvious.

1. They rocket spam at far further range than any other bomber release their bombs.
2. They also can do strafe rocket shots, since rockets have their own propulsion this allows them a wider degree of attack.
3. Rocket spam is excellent at bypassing and busying point defense weapons, that also provide as double over for the bombers themselves since its released often at longer then point defense wep ranges.
4. The double machine guns also causes significant damage to anything thats not armor, and since its usually flying over destoryers and such, we all know dual machinegun's power at close range.
5. They don't spend nearly as much time going back to rearm and such, even from damage, because they tend not to receive any.

Even when I am in frigates a claymore wing is serious trouble, simple because of its rocket spam.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 02, 2014, 01:09:21 AM
I like having Claymores being a serious high-end (but lower-tech) bomber of death, but I'll tone down their armor/hull so they aren't so spongey.  Also going to nerf their flux stats so they can't fire the 2x machine gun as much.  And finally, I'm going to put them up to 3.5 logistics/wing instead of 3 (and make them refit much slower), so you can't have as many of them.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Degraine on August 02, 2014, 07:26:46 AM
I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:

Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any ideas?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Dark.Revenant on August 02, 2014, 08:27:01 AM
It's effectively impossible for me to know what is causing that.  For all I know it could be a vanilla bug.

What were you doing at the time?  Were you in danger of an accident?  Were you in combat?  What exactly was occurring at the moment it crashed?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: LazyWizard on August 02, 2014, 08:53:22 AM
I've run into a problem while using SS+ today. I have the latest versions of the required libraries, and nothing else loaded. Been playing for a few hours, and now I keep getting a fatal error and this shows up in the log:
Spoiler
Code
791117 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Any ideas?

That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here (http://fractalsoftworks.com/preorder/).
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.7
Post by: Degraine on August 02, 2014, 08:10:12 PM
That sounds like a vanilla issue that was fixed in the last hotfix. Does it say "Starsector 0.6.2a-RC3" at the top right of your screen? If not, you'll need to download the latest Starsector version from here (http://fractalsoftworks.com/preorder/).

Iiiiit does not! Thanks for the tip, I'll go try that.

EDIT: Seems to have done the job.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 11:18:45 AM
Major update!  This is done in preparation for Starsector 0.65, implementing mechanics that will later be extended to fit the new systems in the coming update.

Try out the new and improved Random Battle; it's completely insane.  Random ships with random archetypes feeding into randomized variants, on a random battlefield of random size with random factions on either side with random fleet types and random victory goals.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.zip)

Download Starsector+ 1.8 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.zip)
Download Mirror (https://www.mediafire.com/?itemuf2gf10fimw)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.31 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8
  • All AI ships vent more often
  • New variant randomizer
  • Randomized variants can take many configurations, such as "Strike" or "Close Support"
  • Ship roles and fleet compositions revamped
  • Arcade ship variants are now randomized
  • Most preset variants removed from the campaign; procedurally-generated variants are now the norm
  • Completely revamped Random Battle mission; now spawns two random SS+ factions with randomized ships and variants on a randomized map, with random battle sizes and fleet goals
  • Blackrock Driveyards update implemented
  • Citadel update implemented
  • Exigency Incorporated update implemented
  • New sounds for the Heavy Mauler and Mjolnir Cannon
  • Flare Gun now has specialized anti-missile AI
  • New backgrounds for the arcade and random battle missions
  • Claymores nerfed in all-around toughness
  • Plasma Flamer flux/second decreased to 400 from 500
  • Ion Torpedo now does 1000 hard flux if it hits shields, instead of the full 2000
  • Heavy Ion Blaster damage reduced to 400 from 500; secondary arcs do one third the EMP and a quarter the damage it used to do (it still whacks weapons nicely, though)
  • Gladius CR to deploy increased to 6% from 5%
  • Warthog CR to deploy increased to 7% from 6%
  • Claw CR to deploy increased to 7% from 6%
  • Claymore wing supplies/day decreased to 3.5 from 4; CR to deploy increased to 9% from 8%
  • Halberd wing supplies/day decreased to 3.75 from 4.5; CR to deploy decreased to 7% from 8%
  • Minor polishing improvements
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8 (Extra random!)
Post by: ValkyriaL on August 13, 2014, 12:49:42 PM
Can i ignore this AI venting thing somehow? it overrides my system AIs that tells certain ships of mine to NOT vent because the system they have relies on them not doing so, and honestly i think the AI vents a little TOO much now, they barely give themselves time to raise their shield or even fire a single salvo before they vent again, atleast my ships do that, don't know about others yet. :P
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.1 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 04:24:02 PM
Fixed the venting AI and did some other miscellaneous improvements.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.1.zip)

Download Starsector+ 1.8.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.1.zip)
Download Mirror (https://www.mediafire.com/?nz591qzewew0sde)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.31 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8.1
  • Vent AI improved
  • Random Battle fleet balancing improved
  • Ship explosions improved
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: Dark.Revenant on August 13, 2014, 08:12:10 PM
Sorry about the extra upload, but it's necessary.  Found yet more issues, but it's way better than it started.  Enjoy the challenge.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2.zip)

Download Starsector+ 1.8.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2.zip)
Download Mirror (https://www.mediafire.com/?c7dlw7xuaup524c)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Version 1.8.2
  • Additional Vent AI improvements
  • AI weapon grouper improved
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: ValkyriaL on August 15, 2014, 05:36:48 AM
OH GOD, my ships with my incendiary ammo system have gone absolute BEAST MODE with the improved AI, holy *** this system is just as broken in AI use as it is in player use now. ;D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2 (Extra random!)
Post by: LB on August 15, 2014, 03:31:00 PM
Getting the following error on leaving a space station:

Code
453125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.variants.SSP_RandomizerTester.advance(SSP_RandomizerTester.java:35)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

After some testing, it seems to crash on the next unpaused frame after acquiring a Blackrock fighter wing of any kind.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 15, 2014, 05:43:30 PM
I'm in the middle of implementing SHI, so I'll give an unofficial update that fixes that issue:

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2b.zip)

Download Starsector+ 1.8.2b (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.8.2b.zip)
Download Mirror (https://www.mediafire.com/?wifu873p6fp110a)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 16, 2014, 06:19:27 PM
Wow, that arcade! It is the craziest thing I've ever played. With some arcade remix/dubstep/techno music I begin with atonishing combos. I like the missions and the campaign, It's awesome~! ;D

There's something happening with arcade, though: I've managed to get to the "Cristarium" Boss, and as I get close, it activates the special attack and StarSector crashes. This happened to me twice in arcade, and once in the Tester mission while I tried to use it's special. I'm able to see it in action before crashing; the "phase cloak" of the ship and various homing projectiles of different colors.

StarSector.log
Spoiler
100016 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.9 for Starsector 0.6.2a
100016 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
100017 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to WARN
100075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [settings.json]
100128 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [settings.json]
100166 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
100166 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
100167 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
100167 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
100169 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
100182 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 379,11 MB of texture data so far
100182 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
100488 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
355573 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 940, maxFP1: 160, maxFP2: 240
522720 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
   at org.dark.shaders.light.StandardLight.setLocation(StandardLight.java:67)
   at org.dark.shaders.light.LightShader.advance(LightShader.java:310)
   at org.dark.shaders.util.ShaderHook.advance(ShaderHook.java:87)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've not seen all the replies in this thread to check if this happened to someone else.
I still like this mod a lot. :)

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 16, 2014, 08:54:49 PM
What version of ShaderLib are you using? I cannot reproduce that error.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 17, 2014, 11:24:15 AM
What version of ShaderLib are you using? I cannot reproduce that error.

 ;D Don't worry, I downloaded all again, Starsector+, Lazylib, Shaderlib and it worked! Sadly, the Cristarium destroyed me when I was "testing" the arcade mission again. Oh well, gotta do it again! :D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 19, 2014, 01:45:50 PM
Question: is there a way to obtain the other 2 zero variants? Either campaign or on the test mission?
The original is so bunkers I wanna go crazy with the other 2.
I tried with the console commands mod but it doesn't seem to recognize SS+ content.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: ValkyriaL on August 19, 2014, 02:33:12 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 19, 2014, 02:37:07 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.

 I just want to see what it's capable of as I'm not skilled enough to get to the end of the arcade. More curiosity than anything.
 So I guess you got it from the Askonia system? Did it had any insane supply demands?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: ValkyriaL on August 19, 2014, 02:56:26 PM
I never looked, my char was high enough level and rich enough to where things like that doesn't matter anymore, it was however, extremely expensive to buy... >.>
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 19, 2014, 07:44:59 PM
I used the Omega Zero in the campaign, it just kills the game. its so strong that it could kill the Knight Templars, Void Reavers and every single modded supercapital 10 times over. no point really.

 I just want to see what it's capable of as I'm not skilled enough to get to the end of the arcade. More curiosity than anything.
 So I guess you got it from the Askonia system? Did it had any insane supply demands?
If I remember right, it did have some pretty high but manageable supply demands but you can double check in the codex.
As for the Console not getting the ship, it should be able to. Did you try "allhulls"?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 12:33:22 AM
And of course the storage is empty despite saying it added 72 ships.
I hate my luck, well, better grind the money till it appears.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Dark.Revenant on August 20, 2014, 02:01:41 AM
Bosses don't appear in Askonia anymore.  Just add one ssp_hyperzero_ult variant via console command.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 02:26:08 AM
Well that sent my logistics through the roof, thanks!

And I thought the first one was crazy...

Can you tell me the IDs of the other two? Now I just wanna screw around until I get bored.

Thanks in advance!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 20, 2014, 02:59:54 AM
And of course the storage is empty despite saying it added 72 ships.
I hate my luck, well, better grind the money till it appears.
What storage are you talking about? The Abandoned Storage or the Console Storage?
Well that sent my logistics through the roof, thanks!
And I thought the first one was crazy...
Can you tell me the IDs of the other two? Now I just wanna screw around until I get bored.
Thanks in advance!
ssp_zero_ult and ssp_superzero_ult are the other two
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 20, 2014, 03:17:01 AM
1. The console storage.
2. Thanks!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Kneight on August 20, 2014, 01:00:16 PM
And of course the storage is empty despite saying it added 72 ships.
Ships don't appear in the "Storage" Cargo list (It's default tab when you open Console's Storage), but if you don't close it and go to "Fleet", you can see 2 tabs that say "Give" and "Take".
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Midnight Kitsune on August 20, 2014, 11:34:06 PM
1. The console storage.
2. Thanks!
Also, are you running the latest version of the Commands? I know that one version had trouble adding ships with built in weapons so that might be your problem
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 22, 2014, 05:24:57 AM
Shadowyards Heavy Industries is now integrated!

Oh, and there's a new ship and mission.

Twenty-One Deaths (https://www.youtube.com/watch?v=F6b2xasuMHg)


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.9.zip)

Download Starsector+ 1.9 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.9.zip)
Download Mirror (https://www.mediafire.com/?7fvccc8pk8tbedn)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

Download Interstellar Imperium 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (New!)
Download Citadel 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/s9oi1k0pp5tk1ft/CIT.jar) for a temporary patch.)


Excelsior-class Corvette [4 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_excelsior.png)
Hot-rodding through space.

The game needed a bleeding-edge ship, just as likely to wreck an enemy fleet as it is to spontaneously explode from its own awesomeness.  Meet the Excelsior, a madhouse where overloading is likely to cause you to combust, phase cloak heals you, venting does damage to enemies, and you want your flux to be as high as possible.  This ship eats projectiles for breakfast and has a pretty damn powerful main cannon, should you have the flux to really make it sing.  Avoid putting vents on this thing unless you want to do most of your damage via venting.  Sprite by HELMUT.


Version 1.9
  • Shadowyards Heavy Industries integrated
  • More Vent AI improvements
  • Cargo and burn speeds adjusted to match vanilla levels
  • Added Excelsior-class Corvette
  • Added "Duel of the Century" mission
  • Improved rank names (gender-sensitive, etc.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Midnight Kitsune on August 22, 2014, 07:13:11 AM
Was that last ship that dash bashed you a Templar ship?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Wyvern on August 22, 2014, 08:59:53 AM
Heh, the description of that new ship reminds me of a hound variant I keep wanting to build: the Tindalos.  Phasing cloak, teleporter, mjolnir cannon, starts losing CR the instant it gets into a fight... but doesn't lose CR while phased out.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Cycerin on August 22, 2014, 10:01:00 AM
Was that last ship that dash bashed you a Templar ship?

Yep, the Jesuit.

The Excelsior is extremely cool, because flux is a resource for that ship. It's got a ridiculous skill floor and skill ceiling and def. feels really rewarding to pilot when you get it right. As the video demonstrates, that mission is also inhumanly hard...

Right now I only made the cannon sfx for it, but I'll get some more stuff in there later.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 27, 2014, 01:17:24 PM
I just wanted to mention that I really like what you've done with skills in this mod.

I have often thought about rebalancing them, but you've pretty much done everything I thought about and more - they almost all make better sense with what we have now, and I commend you on that - so much so, in fact, that I often find myself wanting them in other mods :)

Having levels with no aptitude point grant 3 skills is wonderful, it really makes those levels feel worthwhile in the same way rather than a poor substitute.

The only criticism I have is that I don't understand the design intent behind why the speed boosts are split up as they are.  Clearly vanilla Navigation is almost required to thrive at the moment, and I certainly support it being split out (I love that frigate pack and fighter boosts are in Leadership, for example) but there are a couple of skills that boost frigates and cruisers but not destroyers, and those confuse me a bit.  If it were split along small / large lines, that makes sense.

Was this done for balance overall, because cruisers are just overall slower, and these skills are intended to bring them up to the level of a destroyer fleet but no further?  If so, why the boost to frigates?

I've had a look at the .skill files, but they refer to effects presumably buried in the .jar, so I can't make any guesses as to the design intent other than what I can see ingame. That being said, being able to actually SEE the effects in game (at various levels) is nice.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 27, 2014, 01:38:30 PM
All of the speed boost perks, in total, add up to the original Navigation 10 bonus.  They're split up like that because I had to do some weird things to get them to add up properly.  I might swap them around a little, but there's not a lot I can do to make it cleaner.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 28, 2014, 02:16:01 PM
I understand that, but it's the particular splits you've chosen that seem a little weird, and really mean to destroyers - with one exception, all their boost skills are at 10, and split over THREE DIFFERENT TREES.

It would be pretty easy to make a build with these that gave you cruisers going faster than destroyers, and I don't think that sounds right.

Here's a list of them all now I have the game open:
Combat:Helmsmanship(5) - Maximum Power giving +0/0/0/1/0.
Combat:Helmsmanship(10) - Dynamic Stabilization giving +0/0/1/0/1.

Leadership:Fleet Logistics(5) - Efficient Fueling giving +1/1/1/0/0 (the only rank 5 destroyer boost.)
Leadership:Fleet Logistics(10) - Optimized Navigation giving +1/1/0/1/0.
Leadership:Small Unit Tactics(10) - Small Unit Logistics giving +1/1/0/0/0.

Tech:Computer Systems(5) - Travel Route Algorithms giving +1/1/0/1/0.
Tech:Mechanical Engineering(10) - Burn Drive Mastery giving +0/0/1/0/1.
Tech:Applied Physics(5) - Burn Drive Miniaturization giving +1/1/0/0/0.

So, if we analyze these a bit, we find these results:
Destroyers can be boosted a maximum of +3 burn, but it requires 25 aptitude points and 30!! skillpoints.
Cruisers can be boosted by a maximum of +3 burn, but it only requires 20 aptitude points and 20 skillpoints
Capships get a +2 boost, and require 20 aptitude points and 20 skillpoints to get it.
Fighters/frigates are still linked, and get a total of +5, which you must pay only 15 aptitude but 30 skillpoints for. That said, you can get +4 for 10 and 20, see below.

Additionally, here's the breakdown of boosts available by skill tree:
Combat: +0/0/1/1/1
Leadership: +3/3/1/1/0
Tech:  +2/2/1/1/1

This seems to indicate Tech being an all-round boost, leadership focussed on small ships primarily but a dip into Fleet logistics for +1 to everything, and Combat intended mostly just for big stuff.

May I suggest increasing these specializations while decreasing the total breadth of aptitudes and depth of skillpoints required to max a given class that a player is interested in?

I think the tree I like best in this setup is Leadership - keep that one mostly the same, though does Small Unit Logistics really deserve to be at 10? I think at 5 would be more fun without making it a big problem - frigate wolfpacks are already pretty much faster than anything else, and dropping the investment needed to get +2 frigates to 5 aptitude and 10 skillpoints is still way more than vanilla, without actually changing the type of fleet these ships can catch.

Destroyers are too hard to boost right now, and they're the natural step up from frigates - but this skill mod makes them very hard to use as you can't catch anything small enough to kill, and can't run from anything big enough to kill you.

First, swap some of the points around - give the destroyer boosts at Helmsmanship 5 and Applied Physics 5 - drop the destroyer boost at Mechanical Engineering 10.

Then, there are some choices - If you absolutely don't want a single point over vanilla, then I think you should move the destroyer bonus point out of Combat:Helmsmanship and into Tech somewhere - perhaps Mechanical Engineering 5, or maybe Computer Systems 5 (though this is then a very strong level and it's already giving more ordnance points and hull mods so everyone -already- loved this skill.)

Personally, I would say that your skill mod is already far enough away from vanilla that you don't strictly need to keep to the exact same set of bonuses. Destroyers could have +4 total without breaking the game, and if they continued to be spread over all three skill trees, it would be pretty unlikely that any but the most determined players would get it, and if they did, so what? They've got all three skills to max, let them have their +4 destroyers, eh?  This would let you make destroyer boosts be easier to get everywhere - still push it down to Tech 5, but also have it at Combat 5 and Leadership 5 as well, with a further destroyer boost at Tech 10, perhaps exactly where it is now.  I think Applied Physics 5 would be the best spot in my opinion, and this is the option I like the most.

It's still a bit weird that cruisers would get boosted before destroyers in the Tech skill, so if you really wanted to emphasise the speed differences you could swap the destroyer/cruiser boosts in Computer Systems and Mechanical Engineering, for +1/1/1/0/0 at 5 and +0/0/0/1/1 respectively.

This would mean destroyers would get a total of +4, but need 15 aptitude points and 20 skillpoints to get there - wheras fighters/frigates are still easier as they only need 10 aptitude and 20 skillpoints to get to +4.

Okay, end wall of text, what do you think?  If I still feel this strongly about it tomorrow I'll try rewriting the scripts and try it out for a bit and report back - thanks for including the .java files in the .jar!

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Dark.Revenant on August 28, 2014, 03:04:20 PM
I had noticed that Small Unit Logistics was too high, and had moved its boost down to 5 in my dev build, recently.  Great minds think alike.

Currently, (before reading your post) it looks like this:
Combat: Helmsmanship 5 gives +1/1/0/0/0, Helmsmanship 10 gives +0/0/0/1/1 (total of +1/1/0/1/1 for 10 aptitude and 10 skill points)
Leadership: Fleet Logistics 5 gives +1/1/1/0/0, Fleet Logistics 10 gives +1/1/1/0/0, Small Unit Tactics 5 gives +1/1/0/0/0 (total of +3/3/2/0/0 for 10 aptitude and 20 skill points)
Technology: Applied Physics 5 gives +1/1/0/0/0, Computer Systems 5 gives +0/0/1/1/0, Mechanical Engineering 10 gives +0/0/0/1/1 (total of +1/1/1/2/1 for 10 aptitude and 20 skill points)

This seems to avert your worries, since you can get:
Fighters/Frigates at +1 burn speed with 5 aptitude and 5 skill points (leadership 5), +2 with 5 aptitude and 10 skill points (leadership 5), +3 with 10 aptitude and 15 skill points (combat 5 and leadership 5, leadership 5 and technology 5, or leadership 10), +4 with 15 aptitude and 20 skill points (combat 5, leadership 5, and technology 5; combat 5 and leadership 10; or leadership 10 and technology 5), or +5 with 20 aptitude and 25 skill points (combat 5, leadership 10, and technology 5)
Destroyers at +1 burn speed with 5 aptitude and 5 skill points (leadership 5 or technology 5), +2 with 10 aptitude and 10 skill points (leadership 5 and technology 5), or +3 with 15 aptitude and 15 skill points (leadership 10 and technology 5)
Cruisers at +1 burn speed with 5 aptitude and 5 skill points (technology 5), +2 with 10 aptitude and 15 skill points (technology 10), or +3 with 20 aptitude and 25 skill points (combat 10 and technology 10)
Capital Ships at +1 burn speed with 10 aptitude and 10 skill points (combat 10 or technology 10) or +2 with 20 aptitude and 20 skill points (combat 10 and technology 10)

Basically, each size up gets progressively more difficult to raise up.  Fighters/Frigates get +1 burn speed per 3.7 aptitude and 5 skill points.  Destroyers get +1 burn speed per 5 aptitude and 5 skill points.  Cruisers get +1 burn speed per 6.1 aptitude and 7.9 skill points.  Capital Ships get +1 burn speed per 10 aptitude and 10 skill points.

Fun fact: in vanilla Starsector, Fighters/Frigates get +1 burn speed per 1.7 aptitude and 1.7 skill points, destroyers get +1 burn speed per 3.1 aptitude and 3.1 skill points, cruisers get +1 burn speed per 3.6 aptitude and 3.6 skill points, and capital ships get +1 burn speed per 5 aptitude and 5 skill points.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.9 (S.H.I.)
Post by: Darloth on August 28, 2014, 03:22:43 PM
That sounds much better! Awesome! :)

(I think I'd still give destroyers another point or two somewhere, but then it wouldn't match vanilla - and I've decided that I just think destroyers are too slow.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.8.2b (Extra random!)
Post by: Sabaton on August 30, 2014, 09:59:35 AM
1. The console storage.
2. Thanks!
Also, are you running the latest version of the Commands? I know that one version had trouble adding ships with built in weapons so that might be your problem

 No, I make sure I always have the latest versions before bugging people on the forums with issues.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 30, 2014, 11:33:53 PM
The Mayorate and The Knights Templar are now integrated.  You might have to wait a couple days for kazi's update before you can actually use The Mayorate, though.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.zip)

Download Starsector+ 1.10 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.zip)
Download Mirror (https://www.mediafire.com/?4836hz8aacwvw2l)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (New!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (New!)
Download Citadel 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)


Version 1.10
  • The Mayorate integrated
  • The Knights Templar integrated
  • Locomotive-class Heavy Tug added
  • Surface maps added to all ships and weapons
  • Kashef Sensor Suite added to Gunnery Implants 5
  • Additional Vent AI changes, including faction-specific tweaks
  • Version Checker support added
  • Rearranged fleet speed skill perks
  • Minor improvements here and there
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: TheKillerWolf on August 31, 2014, 10:17:59 AM
i looked and didnt see it anywhere but the locomotive seems broke. its not increasing my fleets burn speed at all.


EDIT: ok its working now but i had to get into a combat before the burn would kick in
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 10:22:05 AM
The Locomotive and Ox don't show stat bonuses (it's a vanilla bug) but they do increase burn speeds.  I tested it myself; it is indeed working.  What was your fleet composition?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: TheKillerWolf on August 31, 2014, 10:24:43 AM
i got it working now it was the easy start with one added on. it showed the stats in the menu when i brought up burn details but i wasnt moving faster ( a burn 4 had caught me when i was supposed to be 5 while moving in a straight line)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 10:36:58 AM
It takes a second or so in campaign time to update, due to performance reasons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
Post by: Darloth on August 31, 2014, 12:39:10 PM
If you want a justification, it takes that long to attach the tow cables/load the ships/adjust the flux capacitors for laminar hyperfield flow.
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on August 31, 2014, 11:16:15 PM
(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.1.zip)

Download Starsector+ 1.10.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.10.1.zip)
Download Mirror (https://www.mediafire.com/?67m5ph6gajd2r53)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (New!)
Download Blackrock Driveyards 0.6.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not compatible with campaign yet! Replace the jar with this (http://www.mediafire.com/download/ll3behv7up1yv8e/BR.jar) for a temporary patch.)
Download Exigency Incorporated 0.59b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (New!)
Download Citadel 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.10.1
  • Knights Templar tweaks
  • Duel of the Century tweaked slightly to be easier
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Nanao-kun on September 01, 2014, 11:18:50 AM
I haven't played around with this for a bit, so I have to ask. Why does it feel like Corvus is the only place with Pirates? And where did the Independent stations go?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Darloth on September 01, 2014, 12:23:52 PM
This is mostly vanilla - are you thinking perhaps of Uomoz's mod? I know that Us'S has lots of pirates and indeed an indie trade hub in pretty much every system... I don't recall if SS+ ever had that though.  Someone please correct me if I'm wrong.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 03, 2014, 12:19:48 PM
@Dark.Revenant

After adding Blackrock Driveyards 065 with your temporary patch i have only 3 music samples in game - all vanilla ones are disabled. Is this normal?

It's an artifact of the lack of a music API.  It will be fixed eventually.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: r4plez on September 03, 2014, 12:38:36 PM
Thanks for quick :o response, i already removed my previous post because i have found a way to add music into game by modifying sounds.json. in Blackrock mod. Didn't noticed your replay in time..  ::)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Wyvern on September 04, 2014, 09:35:32 AM
Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 11:44:26 AM
Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
For sale where? None of the SS+-specific stations should have them, and I know Exigency Incorporated, The Knights Templar, and the Interstellar Imperium never sell them either.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 04, 2014, 12:07:59 PM
I saw some weapons at the Hegemony station in Corvus, also saw some vanilla ships mounting Templar weapons.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: TheKillerWolf on September 04, 2014, 12:10:51 PM
i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 12:43:18 PM
i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.

Their fighters are for sale on occasion in Askonia; this is indeed on purpose because you can't capture them.

The Hegemony is not supposed to be selling Templar weapons; in the future I'll adjust this so they only appear in Askonia.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: TheKillerWolf on September 04, 2014, 01:38:42 PM
that was where i saw the weapons so its not that odd i guess but i think this is a little bit i can buy the test ships lol


Spoiler
(http://i.imgur.com/a5iosUz.jpg)
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Nanao-kun on September 04, 2014, 02:24:53 PM
Oh, the weapons are only supposed to show up at Askonia?

I've seen them every now and then in the Tri-Tach station, as well as various other stations. Only temporarily though, they seem to disappear when I come back a little later.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Wyvern on September 04, 2014, 03:42:01 PM
So far, I have purchased a few at the TT station on Corvus, as well as the pirate station in Corvus.  I have not yet bothered to leave the Corvus system (munch, munch, yummy pirates), so I can't report on whether Templar weapons are showing up anywhere else.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 04, 2014, 05:52:41 PM
...also saw some vanilla ships mounting Templar weapons.
Yeah same here. Scared the CRAP out of me when I went up against  lasher with TWO of those missile racks...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 04, 2014, 09:20:27 PM
Yep, Templar weapons are intended to rarely appear on non-templar ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: ValkyriaL on September 04, 2014, 10:03:26 PM
a Condor with templar guns and missiles is more scary than you think...
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: JDCollie on September 05, 2014, 09:51:25 AM
a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: kazi on September 05, 2014, 09:29:00 PM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Darloth on September 06, 2014, 01:07:29 AM
a Condor with templar guns and missiles is more scary than you think...
A spacefaring banana would be scary with some of those templar weapons . . .

That ship from Parkan was pretty tough with its normal loadout, as I recall
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Sabaton on September 06, 2014, 04:49:57 AM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).


I don't see a problem with that, with the old system, if you had a little speed, you could force the AI in an ultra defensive stance which would inevitably lead to overloading and major pounding.
Now, you gotta be more careful if you decide to bull rush an enemy. I understand your point, often venting gives rockets a free meal but rarely venting makes you dependent on other ships to cover you.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Flying_Whale on September 07, 2014, 04:45:57 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Aklyon on September 07, 2014, 06:20:45 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Flying_Whale on September 07, 2014, 09:16:53 AM
I don't understand how to find the Templar's base and buy their ships (or at least their weapons).
Could anyone help me?
Their ships you'll have to capture if you want them, I think. As for weaponry, a few posts back it sounds like if they show up anywhere, the weapons should show up in Askonia.

Thanks. Capture... Sounds interesting :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Thaago on September 09, 2014, 09:01:53 PM
I think the AI wants to vent a little too much right now. I think there should be some minimum distance in which the vent AI will not vent (a distance of 400?).

I was playing around with some AI 1v1s in the simulator just now, and it seems like whichever ship hits 70% flux first immediately starts venting, and the other one either also vents or ganks it with harpoons or something. Especially true with frigates and destroyers.

I agree, but because of a different reason: it seems that the venting AI does not look for incoming projectiles or anything when it vents. So I'm testing Paragon builds at the moment, and they keep eating missiles and Joyeuse blasts to the face because they vented at 15% flux.

I know its probably hard to check for incoming threats, but I'd say 85% of the damage this Paragon is taking is caused by the overzealous venting. Of course it then has lower flux so is better later, but the "enemy is venting, I should vent" (forgets about incoming missiles and high damage projectiles) is a routine occurrence.

Again, this was testing with a Paragon, so I haven't done as much testing with other (more maneuverable) ships.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 09, 2014, 09:09:49 PM
It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Thaago on September 09, 2014, 09:16:14 PM
It was checking but not checking at a far enough radius to notice far-away missiles or distant projectiles.  It also can't detect charging-up shots very well.

In other news, the Achilles is being permanently removed.  There will never be a replacement.

Ah, fair enough. I think in this case the Paragon was an edge case I happened to see - its outer radius is so large that projectiles and missiles that to me were right on top of it were quite a far distance from the core.

Iiiinteresting. I admit missiles aren't really my thing so I hadn't played with it much. Broken?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: MShadowy on September 09, 2014, 09:40:11 PM
Iiiinteresting. I admit missiles aren't really my thing so I hadn't played with it much. Broken?

In an economy of scale way, yes.  On it's own a single Achilles is a nuisance; providing backup to a fleet it can be a rather serious one.  But it seems that once get enough of them together, say... ten, they become a completely unstoppable ball of missiles and death.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: JohnDoe on September 10, 2014, 04:34:44 AM
Oh, the weapons are only supposed to show up at Askonia?

I've seen them every now and then in the Tri-Tach station, as well as various other stations. Only temporarily though, they seem to disappear when I come back a little later.

I thought the weapons weren't supposed to be on sale anywhere?

Ships and weapons will not be sold anywhere, but can be captured.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 10, 2014, 09:48:27 AM
(http://i.imgur.com/M8AVQXl.png)

Okay, so let's talk a bit about the Achilles.

I think the Achilles is a balanced ship in Starsector, it only became broken in the tournament.

Some ships have great synergy and become stronger in number, it's even more apparent with missile boats. By destroying ships, you remove some of the firepower of the fleet, the purpose of the missile boat is to do this at a safe distance. Its biggest weakness? It can't do that fast enough if it's outnumbered, which will eventually happen in the campaign as you can't equal the size of some of the biggest AI fleets. But everything that can't outnumber your missiles boats is toasted.

I took advantage of that in the tournament by picking the Luddic Path with its -50% cost on low-tech ships. By doing that i ensured no one would ever be able to outnumber me, at least in the first round. The only thing that worried me were some weird fleets that could ignore the monstrous lrm spam. I thought about 4 possible weaknesses for my fleet.

1: Exigency and AA. The repulsors aren't that big deal because there's a cooldown between each use, the cooldown would be long enough for me to vaporize the target. Even the reflected Lrms would have been intercepted by my own Lrm curtain.

What really worried me was the ball-lightning PD that Exi use as it is incredibly efficient against swarm of stuffs, including missiles. I think DR said the ball lightning gun lacked the punch to destroy lrms instantly so i'm not sure but in theory Exi/AA should have been able to endure the storm long enough until my Achilles ran out of ammo and ends up defenseless. That would be a very gimmicky build though, very unlikely someone made that for the Tournament.

2: Phase ships. One of the big weakness of missile boats is the missile fuel, sometimes they chase around some frigate and ran out of juice and can't maneuver anymore and explode on contact with anything, including your own ships. That's one of the reason missile boats aren't that strong in campaign because they need the overly expensive ECCM package hull mode that ensure your missiles will hit something before they ran out of fuel and possibly destroy one of your ships, but even with ECCM it can happen.

That's why phase ships, frigates especially are terrifying to fight against when you use a lot of Lrms. A phase ships can't stay cloaked for a while, letting the Lrms buzz around until they run out of fuel. Imagine a bunch of Afflictors skulking around next to your missile boats, baiting the Lrms and waiting them to destroy their own fleet? it sounds gimmicky but it's the worst nightmare of a LRM based fleet.

3: Carriers. One of the other big weakness of the Achilles spam fleet is vision, they can't launch their Lrms if they can't see the enemy. A bunch of Condors hugging the edge of the map will never get mauled by missiles because they stay out of vision. Your fighters will still have to go past the thick LRM curtain but hey, that's what Talons are for right? This fleet isn't perfect for the tournament as the AI may or may not make stupid positioning decisions with its carriers, also my Achilles had pretty heavy flak weaponry just in case.

4: Phase and carriers. Blackrock's Serkets would have been atrocious to fight.

But yeah, even thought the Achilles fleet have weakness, it's still very, very strong against everything else. I think it's strength come more from the -50% cost from the Luddic Path than the Achilles itself. Hell, my cruisers were as cheap as destroyers! With the normal cost, i would have been able to field only 6 Achilles (maybe 5 if we count the crew and the Hound scout), much, much less threatening.

In any cases, i will change my fleet. But in the campaign? The Achilles is definitely fine.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 10:15:57 AM
Actually, the issue comes down to the fact that they had capital-class strike firepower in a cruiser chassis.  Missiles are free damage, basically; if you have a lot of these things, most fleets will just melt.

The tournament showed that the ship is only balanced alone or in pairs; if you have many of them, they become exponentially more powerful.  Yes, having ten is insane but still possible in the campaign.  Ultimately, I'll be making a different artillery ship that doesn't punch outside its weight limit and doesn't rely entirely on missiles.

(Oh, and for the record, even when I created dedicated PD variants, every single fleet yet submitted was completely crushed; 90% losses on the enemy side, 0 achilles dead on your side, sometimes they don't even get the hound before they are completely vaporized by bursts of over 10,000 HE damage.  Even the templars were obliterated.  Sure, you might mass some other type of ship without the achilles, but that kind of one-sided massacre would never happen with any other ship.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: HELMUT on September 10, 2014, 12:27:09 PM
I tried some stuffs in dev mod and... Destroyed the Cathedral fleet with 10 Achilles without losing a single one, ah ah, oups? Even though, i think it's possible to nerf it without making it useless.

Nerfing deployment cost to 18/19 from 16 would reduce the amount of Achilles available on the field. Switching 2 of the medium missiles mounts to small ones would also reduce the amount of lrms flying around.

Okay, i just tried it in campaign, with 8 Achilles on the field, i lost against the Hegemony SDF. While i may have wrecked most of their ships, i ended up running out of missiles and was basically defenseless against the 3 remaining enemy cruisers. That's the trick with missile boats, if your enemy survive the storm, you lose, hard.

In SS+, the storm is usually brutal but very short because Pilums and Trebuchets only have a base of 30 missiles. II's large Ballista however have 100 missiles, without this weapon, i wouldn't have lasted that long, maybe nerfing the ammo capacity of this one as well?

There's only two outcome with a missile based fleet, total victory or total defeat which is dictated by how long you can survive. By nerfing the deployment cost of the Achilles, it will limit the amount of Lrms, increase the longevity of the enemy fleet and the possibility to have your entire fleet wiped out in the end. Which would be fair i think.

Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 01:33:03 PM
Either way, I've decided to put in its place a different low-tech standoff cruiser.  It won't have as many missile slots, which should avoid the issue.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 10, 2014, 04:00:34 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Dark.Revenant on September 10, 2014, 04:52:06 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

Just copy the entry from ship-hulls csv and the hull file, sprite, and variants.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Doogie on September 10, 2014, 05:01:19 PM
You should still use that Achilles sprite for something. I personally think its quite beautiful.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
Post by: Midnight Kitsune on September 10, 2014, 09:34:12 PM
Without using something like netbeans or something like it, is it possible to "rip out" certain ships of your mods? I like the firepower that this ship brings to the low tech AI fleets and would like to keep it in a personal mod

Just copy the entry from ship-hulls csv and the hull file, sprite, and variants.
What about the system?
Title: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: Dark.Revenant on September 29, 2014, 09:03:09 PM
Introducing the final update before Starsector 0.65!  Remember to check out the grand update of Exigency Incorporated!

Alastor-class Frigate [2 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_alastor_ff.png)
Like a mini-eagle.

It has been said that the midline selection of frigates leaves much to be desired.  We've got the Hermes (a shuttle), the Brawler (slow and blocky), and the Vigilance (support-oriented and paper-thin), but nothing that's especially fun to fly.  In comes the Alastor, essentially a frigate-sized cross between the Hammerhead and the Eagle.  It doesn't have any medium slots, but it's fast and tough.  Sprite by HELMUT.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.zip)

Download Starsector+ 1.11 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.zip)
Download Mirror (https://www.mediafire.com/?ezj824fvlr8s8v9)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.11
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: ORMtnMan on September 30, 2014, 01:28:47 PM
I want to play this, but if I start a campaign... I probably will never finish my mod... So, forgive me if I resist for now.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: ROFLtheWAFL on September 30, 2014, 02:10:20 PM
The starter variant for the Alastor doesn't seem to exist. Starting a campaign and picking the frigate option crashes the game. Checked the mod files, and as expected, there isn't a variant file for a starter Alastor.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11
Post by: Dark.Revenant on September 30, 2014, 03:32:43 PM
I forgot to move it from my mission variants.  Well, ***.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on September 30, 2014, 05:13:14 PM
Small update to fix the problem.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.1.zip)

Download Starsector+ 1.11.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%201.11.1.zip)
Download Mirror (https://www.mediafire.com/?4bqw61buz0h4bj9)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.1b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 1.11.1
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 12:49:18 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Midnight Kitsune on October 02, 2014, 01:54:54 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Have you tried uninstalling Java with their uninstaller and reinstalling?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 02:31:34 AM
But it is not normal, that the game take 6 hours to load with that mod?
In Vanilla, i have a loadingduration of 3 hours... and can't fix them.. reinstalling, same problem.
redownloading the mod - still the same.

So, any idea, how i can fix that? it's more than horrible annoying...

Spoiler
  • Intel(r) Core(TM) i7-3770 CPU @ 3.40GHz
  • Installed 8,00GB RAM
  • Windows 7 Home Premium
  • NVIDIA GeForce GTX 550 Ti
[close]
Have you tried uninstalling Java with their uninstaller and reinstalling?

Yes, i think so. Don't now. To be on the safe site, i have now uninstalled it, download the newest Java 64bit version; ( Maybe it is, I'm not up-to-date? ) and installing it.


E^1: Have it done. I think, it is still the same, see no changes... It's now loading, and with MSI afterburner i see, that i have only 0.1FPS in the loadingscreen.. maybe this is it?

And i have edit the vmparam -Xms1024m -Xmx4096m
And in the jettison i have vsync disabled, and the FPS increased up to 250.
Because it was needed for exerilin.

E^2: I#m now 4 1/2H on the loadingscreen; @Alex: That's unaccetable..

E^3: After 5 1/2H Loading, gained instant error... Now, i think, i stop playing starsector until it is fixed
Spoiler
Fatal: tried to acces method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CapmaignFletAPI; from class data.scripts.words.vayraOasisGen
Spoiler
16459082 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IllegalAccessError: tried to access method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CampaignFleetAPI; from class data.scripts.world.vayraOasisGen
java.lang.IllegalAccessError: tried to access method data.scripts.world.BaseSpawnPoint.spawnFleet()Lcom/fs/starfarer/api/campaign/CampaignFleetAPI; from class data.scripts.world.vayraOasisGen
   at data.scripts.world.vayraOasisGen.generate(vayraOasisGen.java:139)
   at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:35)
   at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
[close]
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 02, 2014, 08:13:59 AM
None of the errors you are having are related to Starsector+.  That loading screen problem is definitely a vanilla bug and should go in Bug Reports.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: AMDAMK on October 02, 2014, 08:38:51 AM
None of the errors you are having are related to Starsector+.  That loading screen problem is definitely a vanilla bug and should go in Bug Reports.

I was in this section, found 2 threads, and in one posted, no answers yet...
Oh, and it takes definitly a longer loadingtime.
I think, i will make a new thread..
But, thanks for try helping out.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Uomoz on October 02, 2014, 09:18:06 AM
What broke your saves is the Kadur theocracy, FYI.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Spardok on October 08, 2014, 11:32:42 PM
So how exactly are the new player skills pulling their script lines from files that don't exist? Unless these folders have gained invisibility I see no character script folder.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 08, 2014, 11:47:08 PM
So how exactly are the new player skills pulling their script lines from files that don't exist? Unless these folders have gained invisibility I see no character script folder.

Everything script-related is in jars/SSP.jar
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Spardok on October 09, 2014, 10:22:34 PM
Such sorcery! Thanks :D
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Xeroshiva1029 on October 17, 2014, 03:12:40 AM
OMG!!! YOU ARE THE SERIAL KILLER!

i love mafia from sc2 and didnt think it was you till i saw the URL for the ships image linking back to sc2mafia.com thats amazing and super crazy work here.. Alex should consider hiring you at this point with some of your creativity!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 17, 2014, 10:22:55 AM
Alex, like most independent developers, doesn't have the money to be hiring anyone.

But yeah, I mod Starsector because I got bored with Starcraft.  I don't like doing the same thing for longer than I have to, you know?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Amped on October 18, 2014, 01:58:16 PM
Guys help pls, what to do?

(http://i61.tinypic.com/rivvp4.png)

I have installed:

[0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*

and all "Selected Mods" from  Uomoz's Sector

mendonca's Junk Pirates & ASP Syndicate & P.A.C.K
Dark.Revenant's (many) Starsector+ features
MShadowy's Shadowyards Heavy Industries
Trylobot's Nomads
Cycerin's Blackrock Driveyards & Pirate Plus
Eftkas's Portraits Galore
MesoTroniK's Exigency Incorporated & Mini Mods
Erick Doe's Tore Up Plenty
kazi's Mayorate



Of course I have LazyLib Utility Mod, and ShaderLib Utility Mod
Any idea?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Nanao-kun on October 18, 2014, 02:08:07 PM
Uomoz's Sector has everything it uses included from the start.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 18, 2014, 02:16:39 PM
Any idea?

UsS and SS+ are not compatible.  You should only have Uomoz's Sector, LazyLib, and ShaderLib activated.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Amped on October 18, 2014, 02:25:21 PM
Thank you!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on October 23, 2014, 01:32:23 PM
Any idea on when we can expext a 0.65a update for this mod?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Midnight Kitsune on October 23, 2014, 01:52:58 PM
Any idea on when we can expext a 0.65a update for this mod?
Not for quite awhile. The modders aren't calling this the modpocalypse
I would expect waiting around a month or more for this to become opperational
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on October 23, 2014, 01:57:44 PM
It will take a while.  I have to do a lot of things (the majority of the mod, actually) again from scratch.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Hopelessnoob on October 25, 2014, 01:32:28 PM
can't wait to see this mod come out again. I had forgotten just how annoyingly balanced the original Skills were because of this mods wonderful rebalancing of them
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Legendsmith on October 31, 2014, 06:55:22 PM
can't wait to see this mod come out again. I had forgotten just how annoyingly balanced the original Skills were because of this mods wonderful rebalancing of them
Yeah, I totally agree. I'd love to see a mini mod that just has the skills from Starsector+, since the skills in this mod really are wonderful. I opened up 0.6.5 and thought "Where's the rest of my skills and skill effects?"
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Darloth on November 01, 2014, 02:11:04 AM
It might be possible to port just the skills and maybe associated hull mods...

Dark.Revenant, would you be interested in / OK with me trying to do this? I don't think a vast amount changed in the combat classes?
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 01, 2014, 03:46:55 AM
I would recommend waiting, because I have changed some of the skills due to the core mechanics changing.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 04, 2014, 01:59:59 PM
I think that the nerfs of the Reaper and Harpoon are a little too extreme. The vanilla game had finally made them viable weapons. I don't know that the reaper needed a nerf at all, maybe to 400 instead of 100. Harpoon HP could be 120-130 instead of 100. I also think the rebalance of augmented engines is too extreme, it's supposed to be an improvement over unstable injector. Killing the burn speed bonus doesn't make it very attractive. Everything else looks good.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 04, 2014, 02:49:40 PM
Unstable Injector does not have a burn speed increase in the first place.

Also, the Reaper nerf is not that hard; that much of a slower acceleration only makes the reaper 25% slower to reach max range.

I will be adjusting Harpoon HP though.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 04, 2014, 04:56:31 PM
Reaper and Harpoon were always viable. In Vanilla right now you can literally die to one volley of an AI controlled Dominator's harpoon pods if you're in a destroyer, if you're at 30% or more flux
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 04, 2014, 06:42:07 PM
Reaper and Harpoon were always viable. In Vanilla right now you can literally die to one volley of an AI controlled Dominator's harpoon pods if you're in a destroyer, if you're at 30% or more flux

So you're saying a heavy cruiser with a respectable missile armament can defeat a destroyer with built up flux if the player doesn't do their part to avoid getting hit? Sounds about right to me. The cruiser only has 3 volleys, at that. Missile weapons working as intended. Powerful, but limited in ammo.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Histidine on November 04, 2014, 07:38:09 PM
I don't think a three-pod Harpoon volley will even overload a destroyer at a mere 30% flux...

EDIT: Quick calculations
Spoiler
Three pods fire 12 Harpoons at once. Each does 750 base damage, 375 shield damage for a total of 9000/4500.

Base destroyer stats
Enforcer
4000 flux capacity
1.2 shield efficiency
5000 hull integrity
750 armor
Takes 5400 shield damage (135%)
Harpoons getting through at 30% flux: 7 (5250 damage)

Hammerhead
4200 flux capacity
0.8 flux efficiency
5000 hull integrity
500 armor
Takes 3600 shield damage (85.7%)
Harpoons getting through at 30% flux: 2 (1500 damage)

Medusa
6000 flux capacity
0.6 flux efficiency
3000 hull integrity
300 armor
Takes 2700 shield damage (45%)
Harpoons getting through at 30% flux: 0

So I guess you can hypothetically kill certain destroyers at 30% flux with a three-pod Harpoon volley (well I think it still doesn't actually die if at full hull and armor, but close enough). On the other hand, this assumes none of the missiles get shot down by PD or hit an asteroid or wreck; an Enforcer with flak in particular is going to intercept at least three or four of them.
[close]

Although I think we're looking at this the wrong way; I don't think anyone is claiming that the small Harpoon rack is overpowered. If the pod is a problem, I'd make it launch three missiles instead of four.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ValkyriaL on November 05, 2014, 01:21:29 AM
Or.. just have it launch 2 like it used to, and make the other pods the same.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 05, 2014, 02:57:34 AM
Nice calculations, but I'm talking about the AI Dominators that show up in high-end bounty fleets and have combat aptitude. Some of them seem to have 10 points missile spec. They will just obliterate your destroyers at random with every volley unless you have flak, due to the raw speed and power of the missiles. I've seen an AI sunder at 10% flux just die to a Dominator that shot harpoons in the opposite direction (it was fleeing) Kind of an annoying side effect of the new 4 shot volleys.

So yeah, it's not completely broken but it feels sort of rough. And its not fun to pilot a ship, spam harpoons or reapers at a target with mildly high flux, and be rewarded with a kill every single time. Reapers are basically point and click auto-murder weapons now, whereas before a fast cruiser or destroyer could actually try to dodge it. The balance between pressuring a shielded target and finishing off a crippled target has been thrown out of whack.

So any balance changes to try to remedy all of this is completely fine in my book. The new anti-clumping missile AI in itself is a massive buff, causes way more harpoons to slip past omnishields and avoid flak.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: PerfectDeath on November 05, 2014, 09:49:59 AM
Pilot a Wolf

Equip Reapers (level 5 missiles means x2 shots each)

Phase Skim behind target (by skimming through them)

Surprise!
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: DatonKallandor on November 05, 2014, 01:22:35 PM
Nice calculations, but I'm talking about the AI Dominators that show up in high-end bounty fleets and have combat aptitude. Some of them seem to have 10 points missile spec. They will just obliterate your destroyers at random with every volley unless you have flak, due to the raw speed and power of the missiles. I've seen an AI sunder at 10% flux just die to a Dominator that shot harpoons in the opposite direction (it was fleeing) Kind of an annoying side effect of the new 4 shot volleys.

So yeah, it's not completely broken but it feels sort of rough. And its not fun to pilot a ship, spam harpoons or reapers at a target with mildly high flux, and be rewarded with a kill every single time. Reapers are basically point and click auto-murder weapons now, whereas before a fast cruiser or destroyer could actually try to dodge it. The balance between pressuring a shielded target and finishing off a crippled target has been thrown out of whack.

So any balance changes to try to remedy all of this is completely fine in my book. The new anti-clumping missile AI in itself is a massive buff, causes way more harpoons to slip past omnishields and avoid flak.

So now you need point defenses on your ships. That's a good thing. Pre .65 nobody ran PD because missiles were on the whole crap. Now they're a proper threat and luckily the counter already exists.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Cycerin on November 06, 2014, 03:33:37 AM
The argument is that nobody ran PD before, and nobody runs PD now either, but should? I'm sorry, but my fleet had several flak-using enforcers, hammerheads with 4x burst PD lasers, and the Sunder I was piloting had nothing but Vulcans for ballistics. The point is, massed missiles are too powerful right now and need to be brought slightly down, and SS+ is doing that.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ValkyriaL on November 06, 2014, 06:00:33 AM
I agree with the missile nerf, fielding right now 4 Dominators with 12 harpoon pods together, my fleet will kill ANY fleet in the game, fielding whatever setup they damn well please, it doesn't matter, my dominators kill them, there is no counter except mass flak.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Darloth on November 06, 2014, 06:57:28 AM
Is it possible to boost PD's effectiveness against missiles without nerfing the missiles themselves, or making PD too strong vs fighters?

After trying to use them in earlier versions and usually discovering they were rather underwhelming, I -like- having some useful missiles.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Ranakastrasz on November 06, 2014, 08:59:49 AM
What I really want is the whole skill setup as a standalone.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: ahrenjb on November 06, 2014, 09:22:32 AM
I always ran PD before, whether ballistic or energy, whatever I could mount. Energy PD was always inferior to ballistic PD, but that's because ships with many energy mounts typically have better shields which compensates for that fact. The new missiles are much more dangerous, I don't think anyone will disagree there, but I don't think they are too much so.

Now, more than ever, proper flux management, shield use, and maneuvering are vital to survival against missile equipped enemies. I don't find that I have much trouble with missiles as long as I can get my shield turned around to intercept, or maneuver so that my PD has more time to address the threat. When I make a mistake, or allow myself to get overwhelmed, or get too eager, that's when I get smoked by missiles. You can still dodge a reaper if you're keeping your enemies at arms length, unless they pop off a smart shot which doesn't happen all that often.

So, the new missiles have increased the difficulty, and as far as I'm concerned, it's been a long time coming. You shouldn't be able to run around in a frigate or destroyer and destroy entire fleets. You should have a very difficult time going head to head with a heavy cruiser in a destroyer. Can you still? Yes, but it's much more difficult than before.

Now, have the new missiles made it that much easier for players? I still don't think so. Ammunition is still very limited. You only have 2-3 volleys with any size mount, and if you don't use them wisely they didn't do you much good anyway.

I feel like missiles are finally balanced, is what it comes down to. This is of course my opinion, but that's why I started the discussion. I'm providing input and feedback, that's all.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Morrigi on November 06, 2014, 09:30:19 AM
In my opinion, missiles should be nasty. Since you only get a couple of volleys vs hundreds of rounds for ballistic weapons or effectively infinite ammo for energy weapons, they should do a shitload of damage, but be more easily countered by smart maneuvering, flux management, and PD. I think the new patch does this quite well.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 06, 2014, 03:10:01 PM
Reaper acceleration got nerfed because otherwise they were unreactable; they would appear and then you would have no time to defend.

Harpoons got slightly nerfed because they were a bit too good at tracking and were a bit too tough; you could have three LRPD Lasers all facing the same direction and shoot down none of a harpoon rack's shots.

The rest of the missiles are about the same or even buffed; sabots were made a bit more accurate, atropos is tougher, MIRVs are better, etc.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Wyvern on November 06, 2014, 07:08:55 PM
Suggestion: Update the thread name to indicate 0.65.1a compatibility; I had been ignoring this mod simply because it didn't look like it had been updated.  (You can change the thread name by editing the first post.)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Dark.Revenant on November 06, 2014, 07:13:50 PM
This mod is not compatible yet.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Creepin on November 07, 2014, 06:47:51 AM
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: stormbringer951 on November 07, 2014, 08:58:23 AM
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)

Previous versions of LazyLib are available on Bitbucket (https://bitbucket.org/LazyWizard/lazylib/downloads). For other mods, you could try using the Wayback Machine (http://www.archive.org), check if it has the mod page cached in the right timeframe (before or shortly after the release date of 0.65) and hope that the download link in that page hasn't expired. Other than that, you're down to asking the mod maintainer or other forum-goers for a download link. Downloads for old versions of Starsector itself are still available through the original download links on the blog.
Title: Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
Post by: Creepin on November 07, 2014, 12:49:25 PM
Well, after an evening of careful digging and sifting through respective threads, and with a great link to LazyLib provided by synthetic (much appreciated!) I was able to assemble all the libs & mods in versions mentioned in the OP. Sorry for the ruckus, I'm finally off playing SS+ 1.10.1! :)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 04:45:00 AM
All systems go!  There are a tremendous number of changes.  See the OP for more details on some of them; the full change log is below.  The biggest changes are bolded.

Kestrel-class Cruiser [6.5 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_kestrel_cc.png)
Fly like an eagle.  Or like a falcon.  But not quite the same way.

The fast strike cruiser you never knew you wanted.  It's also an excuse to have a large ballistic slot on a midline ship, other than the Conquest.  This thing fills the gap between Falcon and Eagle, but is not a clone of either.  Sprite by Tartiflette.


(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.zip)

Download Starsector+ 2.0 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.zip)
Download Mirror (https://www.mediafire.com/?vpgp1hpa16pjbjj)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (Updated!))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Updated!)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 2.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 04:46:51 AM
Holy ***! You sir, are a god!
I wasn't expecting this to update for weeks!

Edit: Some nice depth added to the character creation! Looking forward to discovering all this mod has to offer. But the added ships and expanded skill tree alone are enough to make this mod great, especially with the changes the new vanilla build introduced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Ranakastrasz on November 08, 2014, 06:03:25 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: OOZ662 on November 08, 2014, 06:13:33 AM
The Duel of the Century mission (I think that's what it was called) has an error in it. Highlighting it in the list of missions will give details.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: JohnDoe on November 08, 2014, 07:40:32 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

I can't reproduce it. I have base game 0.65.1a, with SS+2.0, LazyLib 2.0b and ShaderLib Beta v1.0 enabled.
Maybe it's circumstantial.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Plasmatic on November 08, 2014, 07:59:09 AM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Might be a stupid question, but do you have 0.65.1a or 0.65a? I missed that little update myself
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Aklyon on November 08, 2014, 08:22:28 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Ranakastrasz on November 08, 2014, 08:32:15 AM
Quote
Might be a stupid question, but do you have 0.65.1a or 0.65a? I missed that little update myself
I actually have no idea. Will check and fix.
Well, Now I am just getting a "Fatal null"...
Apparently I lack enough memory now. Now Searching forums for how to fix. I did it before for Vacuum....
Well, I tried the fix, by altering VMParams, but now the game won't launch....
Reinstalled Java. Works fine now. Well, that was fun. :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Darloth on November 08, 2014, 09:27:05 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.

I'm not getting zero tarrifs on Jangala... Did you get some sort of exemption as a starting character option?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 09:31:55 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Aklyon on November 08, 2014, 09:37:40 AM
No tarrifs on Jangala? Neato.

Also, the expanded character creation is neat. Its started me with an afflictor (which I failed at piloting since I haven't used a phase ship in awhile) and a tempest so far.

Edit: ah...it appears the tarriff-free zone only extends to what appears to be hegemony and ludd. Which makes sense, I guess.

I'm not getting zero tarrifs on Jangala... Did you get some sort of exemption as a starting character option?
No, I'm pretty sure I didn't. I picked Tri-tach options, got a tempest, grabbed fuel, had no tarriff, left corvus. And then ended up running out of fuel due to the heavier fuel consumption.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Plasmatic on November 08, 2014, 11:23:08 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!

I'm a little bewildered by the fuel consumption as well.. I can barely haul enough fuel to last between distance systems now.. forcing me to jump into a hostile system and farm a few fleets then continue..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Midnight Kitsune on November 08, 2014, 11:25:36 AM
I have litterally been playing this mod from the time of its release till now. And it's great!
I have one question though, what's the idea behind the fuel consumption? Because even though it may cost less, often they simply don't sell enough to get you to a nearby starsystem, let alone across the galaxy. So far all it has done is force me to farm pirates for fuel before hopping to the next system. Which is a pitty, since the three or four new systems need to be explored!
I'm a little bewildered by the fuel consumption as well.. I can barely haul enough fuel to last between distance systems now.. forcing me to jump into a hostile system and farm a few fleets then continue..
It is just as he said, you NEED tankers now. Although I think ships SHOULD be able to reach neighboring systems. Also, the systems need to have MORE fuel in them so you can't get stranded there
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 11:30:50 AM
It is just as he said, you NEED tankers now. Although I think ships SHOULD be able to reach neighboring systems. Also, the systems need to have MORE fuel in them so you can't get stranded there
I agree, I quite like the survival-ish feel of having to plan your stuff before you go somewhere. Unfortunaly the unavailability of fuel sometimes prevents you from playing the game to some extent.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Cathair on November 08, 2014, 12:17:57 PM
Personally, I think it's a change best left to Uomoz's or other mods, not at all what I'd expect from a 'vanilla enhancement' mod. It's not like vanilla allows you to fly around willy-nilly forever with a fleet of any size in the first place.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 01:40:25 PM
Attempted to start a new game with this mod and the two prerequisites. After choosing skills, it crashed. It works fine without these mods.

Spoiler
Code
49888 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 7 for market [Volturn] (volume: 34737)
49898 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 77 point trade fleet from [Volturn] to [Sindria]
50087 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.world.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:471)
at data.scripts.world.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:112)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.O??0(Unknown Source)
at com.fs.super.A.?0000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

You have to update the game.

Also, about the fuel: the markets should have been selling 4x more fuel.  Since it didn't work, I'll try to find an alternative solution, and also bring the scalar from 4x to 3x.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Oathseeker on November 08, 2014, 02:13:10 PM
Ah so it was a bug, not a feature ;)
Maybe in the future you could call in a refueling fleet for a fee or something. That way the feeling of being stranded in some sh*thole system can stay without forcing you to wait around.

Edit: Also, can I ask exactly what starsector+ features will be missing from non intigrated factions? I really want to try out Ice.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: frogbones on November 08, 2014, 02:30:00 PM
Fine job Dark'. Fine job 8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Hopelessnoob on November 08, 2014, 02:51:42 PM
Oh hell yes! cannot wait to try this out. Looking forward to the factions being updated and reintegrated.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Cathair on November 08, 2014, 03:22:46 PM
Also, about the fuel: the markets should have been selling 4x more fuel.  Since it didn't work, I'll try to find an alternative solution, and also bring the scalar from 4x to 3x.

So if the intention was for fuel use and availability to be quadrupled, and fuel prices to be cut to 25%, then the only net change is that fuel tanks would have a quarter of the effective capacity that they used to? Still pretty extreme for my taste. I feel like fuel usage was already in a pretty good place in vanilla, with tankers being useful for larger fleets but not necessary for smaller wolfpacks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sundog on November 08, 2014, 03:49:06 PM
My take on fuel consumption: I think the change is great. In vanilla the only time I run out of fuel is when I forget it exists, which is pretty easy to do considering how little it affects gameplay. Reducing travel distance this way gives tankers purpose and encourages mid-trip refueling, which provides opportunities for interesting and dangerous situations.

Edit: Also, can I ask exactly what starsector+ features will be missing from non intigrated factions? I really want to try out Ice.
ICE doesn't have dynamic lighting maps yet, but other than that I don't know of any missing SS+ features. After a few quick tests it doesn't look like ICE and SS+ have any conflicting scripts, but I can't be sure without being much more thorough.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sir Goose on November 08, 2014, 04:59:02 PM
So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 08, 2014, 05:05:26 PM
Non-integrated factions do not have fleet generation enhancements (veterancy, commander skills, improved fleet composition, etc.), miss out on market injection (adding SS+ weapons and ships, including from other factions, into markets), and aren't included in the random battle or arcade missions.  Off the top of my head.

Anyway, the fuel thing is doomed for failure.  There is no way to make fuel more plentiful, it turns out.  Even a massive increase in supply, desired stockpiles, etc. did absolutely nothing to increase the amount of fuel available at a world to buy.  It's probably because I'm grossly incompetent.

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: MShadowy on November 08, 2014, 05:09:38 PM
It's probably because I'm grossly incompetent the economy is unknown and unknowable, it's mysterious workings producing results we mortals can only barely understand.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 05:26:02 PM
Two main changes: fuel use is halved and Flux Dynamics has been improved.  There is a known and unfixable bug with the Flux Dynamics perks that doesn't show the bonus on the refit screen.  Don't worry; the bonus is applied, but it doesn't show up on the refit screen.  Hover the mouse over the OP meter to see the actual stat card with the bonuses applied.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.1.zip)

Download Starsector+ 2.0.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.1.zip)
Download Mirror (https://www.mediafire.com/?821w8tg5agkjy56)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Ranakastrasz on November 08, 2014, 05:45:14 PM
Could cut Fuel capacity by 4x if you cant solve that problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 06:14:12 PM
Could cut Fuel capacity by 4x if you cant solve that problem.

Not an option.  Either method of doing this has huge problems; either I kill mod support by directly decreasing fuel capacity stats on ships, or I have confusing stat penalties on every ship with a programmed -2/3 fuel capacity modifier, which leaves an ugly red stat penalty display thing on every single ship in the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Sir Goose on November 08, 2014, 06:46:07 PM

So I've found this game breaking graphical glitch that occurs when projectiles or missiles impact a shield. This occurs even when the vanilla enhancement mod is by itself in the mod load order, excluding shaderlib and lazybib.

http://imgur.com/9LE9TSS

Sorry for the link but I can't figure out how to add pictures into my post.

What video card do you have?  It looks like the you can't handle distortion effects on your machine.  Try setting "enableDistortion" to false in shaderSettings.json.

I have a nvidia gtx 550m, it should be sufficient for the game however I'm rather confused as to why it doesn't work.

Edit:
Epic fail, and I mean EPIC fail on my part! I recently did a clean install of windows on my laptop and I didn't install the drivers for my graphics card, so Starsector was just running on integrated graphics. Sorry about that!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 08, 2014, 06:58:43 PM
You're using the latest ShaderLib, right? Have you updated your drivers?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: OOZ662 on November 09, 2014, 12:41:48 AM
It's kinda weird seeing the Hegemony running around with high-tech destroyers and I think I saw cruisers as well. Aren't they supposed to be low-tech with a few midlines?

I saved before getting into an engagement with a small fleet consisting of a Dominator (D) with around 50% hull damage, a Buffalo hauler, and a Brawler frigate. The first engagement both enemy combat vessels deployed, but due to the damn heatseeking EMP missiles and a stupid move by my escort, I reloaded the save. On the second try, only the Brawler was deployed at first. After it was disabled, the Dominator deployed but was completely repaired. Having no chance in hell of killing it in that state this early in the game, I reloaded again to check and confirmed the pre-battle screen claimed it was at ~50% hull.
I'm not sure if this is an issue with the mod or the game, so I'm putting it here first.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: Dark.Revenant on November 09, 2014, 12:58:50 AM
The Hegemony prefers lower-tech stuff but they do use high-tech ships if the stability is high enough.

Are you sure you were not mistaking that for CR degradation?  There is no way that it would show damage in the fleet screen but not in battle.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.1
Post by: OOZ662 on November 09, 2014, 01:08:23 AM
It actually seems to be deploying fully repaired regardless of whether it deploys as a reinforcement.
EDIT: I can toss up the save file if you want; only SS+ and its requisites are installed.

(http://s26.postimg.org/h5g07mgwl/SSHull_Nope1.jpg) (http://postimg.org/image/h5g07mgwl/) (http://s26.postimg.org/nx6fah5w5/SSHull_Nope2.jpg) (http://postimg.org/image/nx6fah5w5/)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Dark.Revenant on November 09, 2014, 01:45:11 AM
Fixed a couple bugs.  If you are loading from a 2.0 or 2.0.1 save, keep in mind that fleet flagships will be slightly immortal for the next in-game month.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.2.zip)

Download Starsector+ 2.0.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.2.zip)
Download Mirror (https://www.mediafire.com/?wj4dg9qcanc6hca)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Oathseeker on November 09, 2014, 03:24:16 AM
After copying the 2.02 build over the 2.00 build I get the following crash after several seconds in the main menu. Probably something I did wrong ;)

Spoiler
Fatal: com.fs.starfarer.loading.specs.D cannot be cast to
com.fs.starfarer.loading.specs.interfacesuper
check starsector.log for more info
[close]

Tried copying the entire starsector.log into this post, which crashed my browser... So I tried uploading it, but then it tells me I can't post replies in this board.. So if you need it, I'll find some other way, if not, great ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Dark.Revenant on November 09, 2014, 04:27:17 AM
Copying over is never a good idea; always delete and then replace.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: Oathseeker on November 09, 2014, 05:20:20 AM
Copying over is never a good idea; always delete and then replace.

pfff, says who? Except ofcourse my computer. But what does he know? In computer years he's old enough to be my grandfather. And god knows grandfathers don't know anything about computers.

Edit: Did that, played for a bit, then stopped. After a while my computer crashed (unrelated) and after that it gave me the same crash. It could be that somehow the crash re-rolled my re-install, but it's also possible this is an actual bug. I'll let you know what happens ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: OOZ662 on November 09, 2014, 11:04:20 AM
You may want to (or find someone who knows how to) do a surface scan of your hard drive. Pre-SSD hard drives are essentially magnetic tapes miniaturized and in disk form; metal floppy disks. Eventually the tiny magnets that make up the ones and zeroes wear out, and can start to spontaneously lose data. Mine had quite a few sectors go bad, which caused two games to corrupt and the operating system to crash at random long intervals. Hard drives are also built with extra space that can't be used normally due to being too physically small to form a suitable portion of the disk; repair software can tell the drive's controller to remap the dead and dying sectors to this fresh space so that the operating system never knows they moved, but can continue writing and reading properly.

If there are more than a couple dead sectors, it's a signal your hard drive probably isn't going to live much longer and that you should buy a new one to copy it over to and replace it with.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
Post by: arcozelo on November 09, 2014, 07:44:51 PM
wingcommand top speed buffs are inverted - fighters get less speed with each level. (using 2.0.2)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 01:26:25 AM
Circe-class Combat Freighter [6 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_circe.png)
This freighter's got teeth.

We were missing a high-tech combat freighter, and we were missing a cruiser-sized freighter.  Why not kill two birds with one stone?  Meet the Circe, a combat-capable high-tech freighter.  It might not have the Venture's punch or flight deck, but it's cheaper and faster.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.3.zip)

Download Starsector+ 2.0.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.3.zip)
Download Mirror (https://www.mediafire.com/?9ered1oyuvqrnmj)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: jupjupy on November 10, 2014, 01:35:36 AM
I'm sorry, I cant stop reading that as "Circle-class", heh.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: DatonKallandor on November 10, 2014, 02:34:10 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 10, 2014, 02:37:29 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: DatonKallandor on November 10, 2014, 03:40:35 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?

Because 15 other things to sell don't do you any good if there's a fuel shortage somewhere or when you're intercepting a fuel-carrying pirate. Might as well ask why bother with flight decks if there's so many ships that have guns. They do a specific thing that no other ship does and that's why they're needed - in those specific cases.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0
Post by: Dark.Revenant on November 10, 2014, 03:46:19 AM
The whole fuel change thing just stems from a wrong assumption anyway. The assumption is that tankers are pointless because fuel costs for traveling are too low. But that's not what tankers are for:
Tankers aren't for keeping your car topped off on a cross country journey - they're for transporting fuel in bulk to sell it. When there's a fuel shortage and you want to make mad bank off it you get a tanker. If there's a goods shortage and you wanna make mad bank off it you get a freighter. Different hauling ships for different jobs.

Why would you buy tankers just to sell fuel, when you can sell about 15 types of things with freighters instead?

Because 15 other things to sell don't do you any good if there's a fuel shortage somewhere or when you're intercepting a fuel-carrying pirate. Might as ask why bother with flight decks if there's so many ships that have guns. They do a specific thing that no other ship does and that's why they're needed - in those specific cases.

Yeah, you might get 1 tanker for every four or so freighters you pick up if you're in the fuel business, but at the end of the day they are only profitable if some event is driving up fuel prices somewhere.  Aside from that edge case, there is no reason to have tankers in most fleets due to the amount of fuel that it takes to move around.  A typical ship range is about 30-40 light years, but that's enough for a round trip from any star to any other star (in vanilla).  I was trying to add more versatility and usefulness to tankers by making fleets rely on them more for long-term voyages.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Histidine on November 10, 2014, 05:38:55 AM
Well, we only have six star systems in vanilla now. When more stars are added further away, we'll probably need tankers to get around efficiently.

Related: Are the AI fleets using up all the fuel on markets or something? None of the vanilla locations seem to have any real fuel stockpiles; even Sindria has a few hundred units up per market at any given time at best. Euripides does have fairly good stocks (probably from its high population); I didn't check the Mayorate or Citadel systems yet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: garfu on November 10, 2014, 07:34:54 AM
It's pretty easy to revert that change yourself anyway. Just change the PixelPerLightyear or whatever param from 500 to 2000  in the settings.json within the SS+ folder, it's right at the top. I love SS+ but didn't like that change, so I changed it myself.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Ishman on November 10, 2014, 08:28:11 AM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: MShadowy on November 10, 2014, 09:00:23 AM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Regularity on November 10, 2014, 11:34:22 AM
I'm a bit of a newbie to Starsector, let alone to this mod (which I started playing an hour ago), so sorry in advance is this has already been asked before:

I'm unable to load any save games, due extremely slow load times that causes the game to give up and just dump an error log instead of trying to finish loading. This is even on brand new game starts, wherein I've only been playing a few minutes. I'm using all the currently-compatible mods (Citadel, Mayorate, Shadowyards) and the latest version of the Starsector+, game client, and two library files.

Anyone know what might cause this issue?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Wyvern on November 10, 2014, 11:42:53 AM
That's typically symptomatic of insufficient memory - the game is very memory hungry, especially when loading saves.  You'll want to swap over to 64 bit java (assuming you're running a 64 bit OS) and increase the amount of RAM Starsector is allowed to use.

See here (http://fractalsoftworks.com/forum/index.php?topic=6620.msg109012#msg109012) for instructions on how to adjust the memory / java version.  (On windows.  On a mac, you'll want to right-click, select "show package contents", and then do the relevant edits in the .sh file under Contents/MacOS.  On linux... um... it should be around somewhere?)

I typically run with 1.5G ("-Xms1536m -Xmx1536m"), but depending on how much actual RAM you've got, you might want to go even higher than that.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Regularity on November 10, 2014, 11:58:10 AM
That's typically symptomatic of insufficient memory - the game is very memory hungry, especially when loading saves.  You'll want to swap over to 64 bit java (assuming you're running a 64 bit OS) and increase the amount of RAM Starsector is allowed to use.

See here (http://fractalsoftworks.com/forum/index.php?topic=6620.msg109012#msg109012) for instructions on how to adjust the memory / java version.  (On windows.  On a mac, you'll want to right-click, select "show package contents", and then do the relevant edits in the .sh file under Contents/MacOS.  On linux... um... it should be around somewhere?)

I typically run with 1.5G ("-Xms1536m -Xmx1536m"), but depending on how much actual RAM you've got, you might want to go even higher than that.

By Jove, you've fixed it.  :D
Thanks for a prompt solution, even if I did ask it on the wrong thread.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Sovietpride on November 10, 2014, 01:35:16 PM
Hi gais.

I haz a question.

Is there anyway of getting some of the more high-end ships to show up for sale?

I know its been mentioned elsewhere that there is a chronic shortage of certain vessel classes, but something I miss in the current version of this (amazing and thoroughly enjoyable) mod, is the lack of high end-ships like the renegade class which you could previously buy. (I currently have one by luck of engage/boarding)

Secondarily, any plans to bring back the end-game type fleets that were roving around before 0.65? Lack of citadels and infernus's is being sorely missed =(

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 02:17:30 PM
The endgame fleets, war fleets, etc. are not trivial to set up because they all require custom events to be done properly, or it just feels unprofessional.  I simply don't have the time to make them.  Until then, high-end bounty fleets are quite difficult indeed.

The Templars will have an event that spawns non-Templar war fleets from nearby systems, however.  If you activate that mod once I finish the update, you might be able to fight some big fleets.

Cathedral, Infernus, Monolith, etc. can show up in max-size patrols on occasion.  Just attack them long enough and you'll see them pop up.

Renegades will show up at some independent markets, at black markets, at pirate stations, etc.


The next update later today will probably boost the max size of bounty fleets, fix a flagship bug, and add small refineries across the sector that add fuel into the system.  Keep in mind that fuel use is only doubled currently, not quadrupled.  And if you change that setting yourself, make sure you also modify the comm relay stats inversely proportionally.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: TimeDiver on November 10, 2014, 04:02:19 PM
The next update later today will probably boost the max size of bounty fleets, fix a flagship bug, and add small refineries across the sector that add fuel into the system.  Keep in mind that fuel use is only doubled currently, not quadrupled.  And if you change that setting yourself, make sure you also modify the comm relay stats inversely proportionally.
So, that's why some fleets have fighter wings as their flagships...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Cyan Leader on November 10, 2014, 04:18:15 PM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.

Seriously? I "fixed" the issue here, is this a problem with the core game?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 04:38:33 PM
Speaking of settings, is
"savlageCargoFraction":0.65,

supposed to be misspelled like that?

Yes.

Seriously? I "fixed" the issue here, is this a problem with the core game?

If you changed the spelling to be correct, you actually stopped that line from working.  It has to be misspelled because the misspelled version is what the core game is looking for.  It's misspelled in the core code too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Blaze on November 10, 2014, 05:39:14 PM
I've run into a few problems with the mod, or maybe it's the new update causing it.

1. Most planets I go to are swarming with patrols and massive detachments. It's gotten so bad that it's causing the game to slow to a crawl whenever I'm near them. Tartassus in particular is so bad that the Idoneus Exile Colony fleet gets annihilated before it can even get to the wormhole out.

2. Repeated crashes, the log says its the same reason. Happen randomly.
Spoiler
2133973 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
2134138 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: TimeDiver on November 10, 2014, 05:46:42 PM
2. Repeated crashes, the log says its the same reason. Happen randomly.
Spoiler
2133973 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent  - [The Exiled Idoneus Colony Fleet] Expired
2134138 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.RecentUnrestEvent.startEvent(RecentUnrestEvent.java:20)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.increaseRecentUnrest(BaseEventPlugin.java:265)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.endEvent(FoodShortageEvent.java:615)
   at com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent.advance(FoodShortageEvent.java:374)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If the version of ICE that you're running isn't v0.3.2, update that one, pronto. Sundog fixed that particular crash in the newest version, among others.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Blaze on November 10, 2014, 05:54:54 PM
Oh duh, Idoneus isn't part of Starsector+ Stupid, Stupid me. Terribly sorry for bothering you.

On topic, the Plasma flamer is my new favorite weapon; it eats up most ships once I get around their shield arc and it grinds up incoming missiles. Which is pretty important considering how disturbingly common Tornadoes and Hornets are. Is there a way to counter them? They don't do much damage to my heavier ships, but they eat up my fighters before I can do anything. I suppose deploying my heavier ships to soak up the initial missile wave would deal with it, but when the reinforcements come in, they bring more missiles.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Mazuo on November 10, 2014, 06:42:34 PM
Loving being able to use the improved skill selection again.  For a small detail, really great how you changed missiles to self-destruct instead of simply fading away.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Barracuda on November 10, 2014, 08:07:49 PM
I think its nice to have fractions have varied fleets... but some situations don't seem right to me. Like the tri-tachyon having an onslaught in one of its fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: OOZ662 on November 10, 2014, 08:14:25 PM
Fleet tech level is based on the stability of its home port, though it didn't seem to swing as widely in Vanilla. Perception is easily flawed, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 10, 2014, 09:13:21 PM
I think its nice to have fractions have varied fleets... but some situations don't seem right to me. Like the tri-tachyon having an onslaught in one of its fleets.

The Tri-Tachyon will stoop to using an Onslaught if they have a very unstable port.  It's rare, though.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 10, 2014, 10:16:34 PM
Well, yet another update, and this time with a weapon:

Flare Burst Launcher [Medium Missile: 12 OP]
(http://www.sc2mafia.com/Starsector/ssp_flareburst2.png) (http://www.sc2mafia.com/Starsector/ssp_flareburst_mrm.png)
Massacre of the missiles.

We already have a flare launcher, so why not a larger version with active flares?  This is the definitive missile-slot point defense weapon.  It may not have offensive potential, but it can stop cold almost any kind of missile strike.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.4.zip)

Download Starsector+ 2.0.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.4.zip)
Download Mirror (https://www.mediafire.com/?pmcsth3apa6gjb4)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (not yet compatible)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.4
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: jupjupy on November 11, 2014, 02:26:57 AM
Hmm, are you going to dabble into weapon balance, Revenant? Been using this with Mayorate and since the Burst PD Laser OP was dropped to 6, it becomes clearly superior to, for example, the Graser PD, as well as a couple of other things.

Also, any chance we could get another skill for fighters, perhaps something on the offensive/defensive side? They feel a little better now especially with the flight deck hullmod, but some of them - like the Claymore, a heavy bomber - get demolished without shields.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 03:08:14 AM
Hmm, are you going to dabble into weapon balance, Revenant? Been using this with Mayorate and since the Burst PD Laser OP was dropped to 6, it becomes clearly superior to, for example, the Graser PD, as well as a couple of other things.

Also, any chance we could get another skill for fighters, perhaps something on the offensive/defensive side? They feel a little better now especially with the flight deck hullmod, but some of them - like the Claymore, a heavy bomber - get demolished without shields.

Your claymores are getting demolished?  In my experience they are extremely effective if the enemy doesn't have heavy duty anti-fighter weapons (or turreted assault guns etc).  Those annihilators really hurt.  Plus Claymores are basically brick shithouses -- tougher than some frigates.

Kazi is free to drop the OP cost of the Graser PD to reflect its actual strength.  Mods should generally consider vanilla energy PD to be overpriced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 05:22:31 AM
Added Fuel Refinery market condition; placed on various stations to make fuel more plentiful

Do we have to start a new game for this change to apply? I only ask since don't know if basic universe info is checked in the core game files or if each individual save file has its own copy.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 05:46:27 AM
Added Fuel Refinery market condition; placed on various stations to make fuel more plentiful

Do we have to start a new game for this change to apply? I only ask since don't know if basic universe info is checked in the core game files or if each individual save file has its own copy.

Correct.  However, I'd hold off a day because I'm releasing the Templars soon.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 05:51:27 AM
Also, any chance you could boost the minimum reserve fuel on the black market next patch? Maybe from 50 to 200 since you've quadrupled basic fuel consumption, thus keeping the same parity as before.

I'm finding myself getting trapped in trade hub systems I visit frequently since I've consumed all the fuel, both on the normal markets and black markets. I have to edit save games just so I can escape.  :-\
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Dark.Revenant on November 11, 2014, 05:59:59 AM
Also, any chance you could boost the minimum reserve fuel on the black market next patch? Maybe from 50 to 200 since you've quadrupled basic fuel consumption, thus keeping the same parity as before.

I'm finding myself getting trapped in trade hub systems I visit frequently since I've consumed all the fuel, both on the normal markets and black markets. I have to edit save games just so I can escape.  :-\

Fuel use is "only" doubled as of 2.0.1, actually.  In any case, you bring up a good point; I'll be injecting extra fuel into the markets so there is supply available.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Regularity on November 11, 2014, 08:38:56 AM
Can't wait! When are you expecting to release it? This afternoon, evening, or tomorrow?

Also, one other minor balancing issue: the Augmented Engines +100% fuel consumption is absolutely brutal when added on top of the 200% default fuel consumption, to the point I would never even consider using it (at least, not for a measly +1 burn rate). Also makes it practically impossible to use on large ships. You might need to tweak the numbers with particular hullmod.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: cardgame on November 11, 2014, 02:45:01 PM
As long as we're on the subject of game balance, Phoenix II rockets are massively, massively, massively overpowered. Mainly because they have an excellent tracking system for their short range. It's absolutely incredible how easy it is to slaughter literally anything with them. I have four on my Afflictor phase frigate and it hits like a cruiser. One salvo can OHKO pretty much any destroyer. They're essentially torpedos with great tracking and 22 rounds of ammo (11 shots) as opposed to 2 (with some skill perks).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.4
Post by: Ishman on November 11, 2014, 03:19:25 PM
That's a mayorate weapon...
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 04:02:57 PM
This is hopefully going to be the last update for a while.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.5.zip)

Download Starsector+ 2.0.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.5.zip)
Download Mirror (https://www.mediafire.com/?obleee2gje6u9n8)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (not yet compatible)
Download The Knights Templar 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.5
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 11, 2014, 04:06:41 PM
Finally, the Templar patch! I was waiting all day for this. Huzzah! Keep up the great work.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Nanao-kun on November 11, 2014, 04:46:33 PM
I'm not sure if it was mentioned, but choosing "Become a smuggler's apprentice" doesn't do anything, leaving you to pick something else.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 11, 2014, 07:28:05 PM
Minor bug: It seems some of the very minor colonies (barren-type worlds with nil population or production, like Maxos or Asharu) will sell fuel for rock bottom prices -- 11 credits each. Whereas "real" fuel manufacturing worlds like Sinadra never sell lower than ~35 credits.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 07:48:29 PM
How much fuel are they selling? Their stocks should be pretty low if the price is that low.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Midnight Kitsune on November 11, 2014, 09:33:57 PM
The Wolf's shield arc was never increased btw
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 11, 2014, 10:04:40 PM
The Wolf's shield arc was never increased btw

Excel lied to me!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 12, 2014, 01:56:04 AM
How much fuel are they selling? Their stocks should be pretty low if the price is that low.

Standard amount. 100 black market, plus a bit on the normal market (I think 5-30 units usually?) All at 11 credits each.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 02:56:19 AM
Hey, is it possible that this patch has made the savegames get a lot bigger vary quickly? I can start a new game no problem. But after a few hours of gameplay the savegame will not load. It will take a few minutes of stuttering loading and at about 80% Java crashes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 03:11:52 AM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

The big savegames problem is a vanilla issue that SS+ probably exacerbates because it increases the maximum fleet limit (and is usually played with mods; the Templars in particular add a lot of extra fleets during a Crusade event).  I recommend switching to 64-bit Java to play Starsector, so you can allocate more memory.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 04:08:59 AM
Yeah I know the savegames eventually become a problem. But it happened so quickly. The whole cruisade thing is a bit too much too handle apperently ^^
I think I already have 64 java. I'll look into allocating more memory. Though that might actually melt my computer (and im barely exaggerating ;)). Otherwise I'll have to turn off some mods unfortunaly.

Edit: Thanks for the quick reply btw, wasn't sure if my computer was just having a fit or if there was a legit reason.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Sovietpride on November 12, 2014, 05:22:03 AM

The Tri-Tachyon will stoop to using an Onslaught if they have a very unstable port.  It's rare, though.

The endgame fleets, war fleets, etc. are not trivial to set up because they all require custom events to be done properly, or it just feels unprofessional.  I simply don't have the time to make them.  Until then, high-end bounty fleets are quite difficult indeed.

The Templars will have an event that spawns non-Templar war fleets from nearby systems, however.  If you activate that mod once I finish the update, you might be able to fight some big fleets.





Issue is In the current play through I have i chose to basically be a pirate.
And IIRC getting those bounties meant souring relations with the pirates. So no big fleets to fight =(

As for onslaughts and tri-tacyhon, sitting around in the Valhalla system beating up tri-tac fleets for the bonus with hegemony lead to onslaughts being pretty much standard...



On another note, can anyone tell me how to increase stability?
I know certain factors will decrease it (I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...) but i have no idea how to increase it.

 Even buying the whole stockpile of ships from an outpost to see if that boosted export value didnt seem to do anything -.-'

On a sort of linked note, is it intentional that pirate ships tend to be all [D]? Was kind of irritated when i finally got to favourable with them, and all the big stuff to  buy were [D] class cruisers...


Lastly, how often do markets refresh?

sorry for the rambling!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Linnis on November 12, 2014, 06:54:46 AM
This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Cromodus on November 12, 2014, 06:57:55 AM
Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Malone on November 12, 2014, 10:26:35 AM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Oathseeker on November 12, 2014, 11:13:59 AM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

The only thing I can say is that starsector 2.0.5 is the one with knights templar intigration. But that's probably not the cause of your crash.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 12:23:24 PM
This independent trader went from gray to red to load supplies from a pirate base, i intercepted him right between as he hit the base and then go in to orbit to do his buissness.

I killed the lone tick, and it dropped 330 supplies with some other junk...

That's a vanilla problem, actually.

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.

I don't know why that happens.  I'll try futzing with the AI hints.

game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

I need you to post the crash log at the end of starsector.log
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Cromodus on November 12, 2014, 12:44:56 PM


Quote from: Cromodus on Today at 06:57:55 AM

Hi, I love the mod! The new ships and weapons add a lot to the game.

However I noticed something. Ships with hornet missiles will fire them while enemy shields are still up and flux is low, it's more a waste than anything. With harpoon missiles the AI would wait for shields to be on the brink of failure or down completly before firing.


I don't know why that happens.  I'll try futzing with the AI hints.


-------------------

I know nothing of modding but: Could it be that the AI is treating the Hornet missiles as Salamanders - Shoot them as long as you can hit the engines? They look and behave the same way, except salamanders are even more agile and usualy hit their mark.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Uomoz on November 12, 2014, 01:37:01 PM
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

Are you sure you are using the latest Starsector version?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: Dark.Revenant on November 12, 2014, 02:07:14 PM
Issue is In the current play through I have i chose to basically be a pirate.
And IIRC getting those bounties meant souring relations with the pirates. So no big fleets to fight =(

As for onslaughts and tri-tacyhon, sitting around in the Valhalla system beating up tri-tac fleets for the bonus with hegemony lead to onslaughts being pretty much standard...



On another note, can anyone tell me how to increase stability?
I know certain factors will decrease it (I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...) but i have no idea how to increase it.

 Even buying the whole stockpile of ships from an outpost to see if that boosted export value didnt seem to do anything -.-'

On a sort of linked note, is it intentional that pirate ships tend to be all [D]? Was kind of irritated when i finally got to favourable with them, and all the big stuff to  buy were [D] class cruisers...


Lastly, how often do markets refresh?

sorry for the rambling!

The Holy Crusade event (from the Knights Templar mod) will cause neighboring systems to spawn fleets that can range up to a rather large size and send them over to the system that is being crusaded.

Low-stability Tri-Tachyon worlds can spawn Onslaughts; in fact, if the stability is low enough, the chance of Paragons is zero.

Stability can be improved by selling them commodities that they have a deficit in.  Buying ships doesn't do anything for the economy.

Most pirate markets have terrible stability, so they have lots of (D) ships, especially when they have unique (D) style variants.

Markets refresh monthly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
Post by: OOZ662 on November 12, 2014, 03:18:16 PM
(I sold ~100 organs and 500 drugs to the hegemony planet in the corvus system and wow -6 stability...)

I think my city would destabilize quite a bit if you suddenly airlifted ~100 tons of bottled human organs and 500 tons of drugs onto town square too. ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 12, 2014, 06:45:04 PM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

Yes, they did, or at least damn near it (never increasing above 1 or 2 credits per unit past 11).

Unrelated, but I've noticed a huge surplus of goods on the new add-on sectors. For example, the average cost of supply (in Citadel and Anar) is less than half it is on Corvis (normally the main vanilla Starsector supply producer). Similarly, the cost fuel there is less than half what it is in Askonia (normally the main vanilla fuel producer). Many other items also suffer from this issue.

These star systems usually have stockpiles of goods larger than the vanilla sectors usually have (e.g., with supplies, sometimes 2 or 3 times what Corvis has). I'm not sure what's causing it... maybe it's an overproduction problem, particularly given they have higher populations than the vanilla worlds (10^8, instead of 10^7 or 10^6). Or maybe it's their technologically superior ships which always win battles and prevent pirate fleets from disrupting trade (thus leading to higher average stability and higher production?) This is just speculation on my part.

This all could be an anomaly though since I usually prefer to trade in the vanilla systems more than the new faction ones since I'm familiar with them. Can anyone else confirm pricing anomalies in these new systems?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: DornoDiosMio on November 12, 2014, 07:52:27 PM
Thanks a ton for this latest update. I really couldn't bare the 100% fuel penalty.

I just wasted a good 45 minutes trying to mod the augmentedengines.java file, but, I kept getting a Janino doesn't accept generics error.

I'm pretty sure modding like that used to work on other mods, but, I read there is no getting around the 'generics' thing without compiling the .java into a .class ahead of time.

Anyways, I figured I'd check in case you updated the mod and changed it and you did!  So, now i can resume playing and quit messing with this stuff.

Thanks again!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 12, 2014, 08:07:08 PM
Are you sure it stays at 11 even if you buy a bunch? (so 100x of them would be 1100 credits)

Yes, they did, or at least damn near it (never increasing above 1 or 2 credits per unit past 11).

Unrelated, but I've noticed a huge surplus of goods on the new add-on sectors. For example, the average cost of supply (in Citadel and Anar) is less than half it is on Corvis (normally the main vanilla Starsector supply producer). Similarly, the cost fuel there is less than half what it is in Askonia (normally the main vanilla fuel producer). Many other items also suffer from this issue.

These star systems usually have stockpiles of goods larger than the vanilla sectors usually have (e.g., with supplies, sometimes 2 or 3 times what Corvis has). I'm not sure what's causing it... maybe it's an overproduction problem, particularly given they have higher populations than the vanilla worlds (10^8, instead of 10^7 or 10^6). Or maybe it's their technologically superior ships which always win battles and prevent pirate fleets from disrupting trade (thus leading to higher average stability and higher production?) This is just speculation on my part.

This all could be an anomaly though since I usually prefer to trade in the vanilla systems more than the new faction ones since I'm familiar with them. Can anyone else confirm pricing anomalies in these new systems?


Those stock issues are probably because they have excess fuel to sell and just want it gone.  I did add a couple minor fuel production facilities to a few stations, so that can affect things.

Anar is an economic powerhouse.  Citadel is a bit rough in general.  Take it up with their mod authors.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Petra the Squishy on November 13, 2014, 12:24:18 AM
hey there, I don't know if this has been spoken about yet but I seem to be getting an error on linux with the following code readout from the console.

" fatal: Com.fs.starfarer.api.impl.compain.fleets.FleetFactory.finish.AndSync(lcom/fs/starfarer/api/campaign/CampaignFleetApi;)V check the log "

So... I check the log...

Spoiler
Code



...   ... ...   ...

143957 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 38 point trade fleet from [Hesperus] to [Tartessus]
143965 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 12 out of a maximum 150 trade fleets in play
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Nomios] to spawn trade fleet from
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Agreus]
143966 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Harvested Organs], bringing back [Food,Heavy Machinery,Domestic Goods]; volume: 343
143967 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating smuggling fleet of tier 1 for market [Nomios] (volume: 343)
143968 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 3 point trade fleet from [Nomios] to [Agreus]
144141 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.campaign.events.SSP_PersonBountyEvent.spawnFleet(SSP_PersonBountyEvent.java:474)
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:116)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.new.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.o00000(Unknown Source)
at com.fs.starfarer.B.return.class$super(Unknown Source)
at com.fs.super.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source
[close]


so, what's going on?

Edits since the first post, Mostly what I've been trying to do to solve the issue.
Spoiler
And yes, I updated to the newest version of LazyLib. I made sure of that. xD

and now shader LIB... Made sure that was up to date.

Updating neither of them helped... So Now I'm going to try reinstalling the mod itself with a fresh download an see what happens THEN.

same error... maybe there's something deeper in the log file... I'll look around for anything that coudl've caused it.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Dark.Revenant on November 13, 2014, 12:48:23 AM
You have to update Starsector.  The mod requires 0.65.1a.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Regularity on November 13, 2014, 02:52:06 AM
So, where/when do the Templar ships show up? Are they high-level bounties, events, or do they have a base added to an already existing system?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: OOZ662 on November 13, 2014, 02:53:38 AM
So, where/when do the Templar ships show up? Are they high-level bounties, events, or do they have a base added to an already existing system?

When you install the Templars mod. The base SS+ doesn't have them afaik.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
Post by: Petra the Squishy on November 13, 2014, 04:59:14 AM
And now I feel stupid, Thank you  Dark.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 02:53:31 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)

Download Starsector+ 2.0.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)
Download Mirror (https://www.mediafire.com/?hzzg336m5akqbr0)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.6
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 14, 2014, 04:39:06 AM
Damn it, there's just no stopping you this week. Just ships after more ships! Thanks for the good work as always.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 14, 2014, 06:35:01 AM
Minor balancing issue: Some of the Citadel ships are consuming too much fuel to be feasible to use.
e.g., the Modem-class destroyer consumes as much fuel as a capital ship. The Stable-class Freighter (frigate-size) consumes almost twice as much fuel as some cruisers. The Monolith Battleship consumes a whopping 50 fuel per lightyear, which is up to 5 capital ships worth of fuel. There are probably other Citadel ships with similar issues, but I haven't checked all of them yet.

I think these ships are intended to consume more fuel so that they're more expensive to run (but also stronger than) vanilla Starsector ships. However, the other stronger-than-vanilla ships from other SS+ add-on mods don't have this same handicap. So for the same fuel costs, you can field many times the number of ships from the other mods each of which is equally strong, if not stronger.

Normally this would just be an imbalance or an annoyance, but once you consider the x2 fuel consumption multiplier, each of these super-guzzling Citadel ships begin to cost even more upkeep in comparison to vanilla and other mods' ships. Essentially, using them is just choosing to cripple your own finances.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 14, 2014, 06:35:20 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)

Download Starsector+ 2.0.6 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.6.zip)
Download Mirror (https://www.mediafire.com/?hzzg336m5akqbr0)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.0.6
  • Updated for new Interstellar Imperium content
  • Weapon grouper improved
  • Stellar orbits now conform to the inverse-square law
  • Various bug fixes and feature adjustments

Do we need to start a new game or can I simply slap this onto my current savegame?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 08:52:17 AM
It's save-compatible, as far as I know.  However, you won't get the imperium if you do that.

Any Citadel balance issues should go in the CItadel thread; I am not the modmaker.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 14, 2014, 12:34:30 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 12:54:06 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: maffo on November 14, 2014, 02:15:04 PM
Hey sorry to bother you, but i got this error:
http://puu.sh/cQTQK/9e4017a4f7.png

Am i doing something wrong or is there a bug?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 14, 2014, 02:35:31 PM
You need to update Starsector to 0.65.1a.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: maffo on November 14, 2014, 02:54:59 PM
whoops, missed the hotfix, thank you (i feel very embarassed).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 14, 2014, 05:14:08 PM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.

That doesn't change the fact that you've now brought 3 mods to 0.65+ while most mod authors can't be bothered ;)
In any case, my respect to you sir.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Nanao-kun on November 15, 2014, 12:13:11 AM
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.
That doesn't change the fact that you've now brought 3 mods to 0.65+ while most mod authors can't be bothered ;)
In any case, my respect to you sir.
You say most, but pretty much all the major modders have done so. :V
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 15, 2014, 02:11:18 AM
You say most, but pretty much all the major modders have done so. :V

Relax, no need to get defensive. Several of my favorite mods have not been updated, and I was just complementing Dark, not trying to offend anyone. I know many people are putting a lot of work into all of their mods, and I'm gratefull to all of them. But SS+ has been my favorite mod for a long time, so just a little more gratefull to Dark ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: pjz on November 15, 2014, 10:50:38 AM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 11:13:09 AM
Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Oathseeker on November 15, 2014, 11:25:59 AM
Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).

I completely agree, but I think you can only define types of ships to use. Though now that I think of it, I was looking around the fleet files and I think you can define which ships belong to which type, so maybe you could create faction specific fleet setups by having faction specific ship categories?
I'm going to see if I can do that. Though I have no idea how to mod, as long as it's just text files I should be fine ^^
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 01:59:59 PM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 

That's been fixed in the recent versions.

Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).

Completely intentional.  They will use nonfaction ships because factions rarely (more accurately, never) have enough variety to work properly in the current campaign system.  You know that ship quality is determined by stability? Factions need to have not only a ship for every role but also two or three ships for every role to be completely vanilla-compliant.  For the fleet builder systems to work properly and make fleets that look functional, factions need a (small) chance of spawning ships/weapons that aren't in their faction.  Capital ships remain exclusive, but other ship types are fair game; if the Imperium needs a high-quality interceptor, Flamen are not good enough and the game looks elsewhere; Neriads are just one of those possibilities.  Usually they go for Thunders or something, but it's good to have some variety.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: sigi87 on November 15, 2014, 02:37:29 PM
multiple times I had corrupted savegames, is there a way around that?

Oh and how do you people handle the high supply demands of big fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 02:47:02 PM
multiple times I had corrupted savegames, is there a way around that?

Oh and how do you people handle the high supply demands of big fleets?

Increase the memory available to the Java VM http://fractalsoftworks.com/forum/index.php?topic=8690.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: sigi87 on November 15, 2014, 03:42:04 PM
thanks will try
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Conjaq on November 15, 2014, 05:12:30 PM
Hey! I love this mod, and me recently discovering this game, has made me lost many hours ;-)

I did found one issue, that bugs me a lot... And that is bounty hunting.
First of all, it seems all the added factions, do not list any named bounties on criminals/pirates. Why is that?

And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Midnight Kitsune on November 15, 2014, 06:18:07 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?
Most bounties "hide" near gas giants so you can use the hyperspace portal for them to down in on the bounty before others can get to it
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 06:23:12 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

If you're using the Knights Templar add-on, it may be the culprit. It's buggy and tends to cause the AI to spawn upwards of 5 times the normal number of fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: TimeDiver on November 15, 2014, 06:37:20 PM
And secondly many times the fleets in the system usually get to kill the named pirate, before I even get to them... Is there anything I can do against that?

I also seem to miss a list of where and what ships spawn at each faction, so far it seems that the tri-tachyons has the most advanced hulls,  but I don't know if that holds any truth.

If you're using the Knights Templar add-on, it may be the culprit. It's buggy and tends to cause the AI to spawn upwards of 5 times the normal number of fleets.

That's the 'crusade' event from KT firing (by default, every ~90 in-game days).

Everyone (vanilla and SS+ 'integrated' factions, anyways) spawns a whole lot more fleets in response to the KT sending out their forces on a rampage to a specified system (the Intel tab says specifically which system is targeted by the KT).

It got to the point to where I had to reduce a setting from the KT mod's settings.json ("crusadeScale") to something like '0.1', and/or else set the frequency of said event to 360 days ("crusadeAverageFrequency":360), to allow my saves to successfully load past say, 4-5 months of in-game time.

Alex has hinted that a fix to halve the required memory for loading saves is in the works for v0.65.2a when it comes out, but fundamentally... compared to earlier versions, 32-bit end-users can't expect to load up a ton of mods with few consequences like we used to.

The long-term solution is switching to a 64-bit operating system+64-bit Java; not that much of an issue (albeit a bit time-consuming) for users without that much older software/games/customized settings on their current setup, but for those like me, who have quite a few older/legacy apps that will plain just not work on a 64-bit OS, without going through the hassle of learning to setup and run a virtual machine for 32-bit compatibility?

That's a problem. And will eventually be resolved by going into a dual-boot setup, with the older stuff on a 2nd drive. Don't have the free time or money to go through with it for quite a while, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 15, 2014, 06:41:17 PM
Do the defence fleets at least despawn eventually? Or do they persist until destroyed?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: pjz on November 15, 2014, 06:45:25 PM
The Wing Command skill (fighters get bonus speed per level) seems to apply a penalty to speed instead of a bonus.  The more you take, the slower they go! 

That's been fixed in the recent versions.

Thanks, I had 2.0.2 apparently.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 15, 2014, 07:21:13 PM
Do the defence fleets at least despawn eventually? Or do they persist until destroyed?

They leave and despawn when the crusade is over.

By the way, some mods do post bounties, if they set it up right.  The Interstellar Imperium will post named bounties, for instance.


CrusadeAverageFrequency is the time from one crusade ending to the other starting to be planned, so 360 day frequency really means it's more like 450 days between crusade messages.  By default it's about 6 months between crusade messages.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: jupjupy on November 15, 2014, 09:28:09 PM
Hmm, I seem to be coming up with some graphics issues using SS+ and the new version of Shaderlib (v1.01). Everytime I hit an enemy with a weapon thats not a beam - So far I've only tested the Pulse Laser, although this effect also pops up when I disable an enemy ship - I get this draggy, Internet-Explorer-Has-Crashed looking thing.

http://imgur.com/sU7S26f,V9RGZib

Doesnt seem to occur when using only Shaderlib, and this is without any other mods active besides Lazylib.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 16, 2014, 12:14:00 AM
This is usually caused by a video card incapable of supporting the frame buffer distortion effects in ShaderLib.  You probably have an integrated card, or at least Starsector is using your integrated card.

You should set enableDistortion in shaderSettings.json to "false" to disable these effects.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: jupjupy on November 16, 2014, 03:54:50 AM
Aha, I was wondering why this never occurred when I wasnt using the .bat file. Its just that recently all the mods have come out, so I'm forced to use 64bit java or else my computer doesnt let me allocate enough memory.

Alright, got it, thanks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 16, 2014, 12:26:06 PM
Minor balancing suggestion: Consider upping the fuel tank size of the vanilla Starsector tanker-class ships (or maybe making duplicate versions with the (XL) tag). Due to the doubled fuel consumption, dedicated tankers seem (to me, at least) of dubious usefulness given they effectively carry half the fuel now, but still increase your fuel consumption rate. Instead I always find myself just using multirole ships to carry extra fuel, like logistics ships, carriers, cargo freighters, since they have more utility than just hauling fuel alone.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 16, 2014, 03:02:32 PM
Minor balancing suggestion: Consider upping the fuel tank size of the vanilla Starsector tanker-class ships (or maybe making duplicate versions with the (XL) tag). Due to the doubled fuel consumption, dedicated tankers seem (to me, at least) of dubious usefulness given they effectively carry half the fuel now, but still increase your fuel consumption rate. Instead I always find myself just using multirole ships to carry extra fuel, like logistics ships, carriers, cargo freighters, since they have more utility than just hauling fuel alone.

Even if I agreed, that is not an option.  I cannot make a change that modded factions cannot possibly match.  Increased fuel reserves is one of those changes.

Tankers still have the same amount of fuel proportional to vanilla ships; your range increases in exactly the same manner.  The space between stars is just effectively doubled; that's all it does.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 16, 2014, 07:51:23 PM
Okay, you make a fair point. Maybe it's just the way I end up playing; I usually have a few loot-hauling freighters with me so always have excess fuel capacity. I guess tankers are just very niche ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Spenz on November 16, 2014, 08:43:53 PM
Ok so I have just encountered something really....not good in this mod.  Now I know crusades tax the game a lot, but something has happened to one of my saves that is just ugly.

So I made the mistake of saving in a system with a crusade currently going on.  Nothing too big.  3 Templar fleets and almost no defenses left.  Just me and maybe 2 full defense fleets.  Anyways I quit the game to do something else, and when I came back to the save, it starts freezing and thrashing.  The very signs that Starsector has run out of RAM.  How could that be though?  I had set vmparams to -4096 (I have x64 Java).

Anyways  I set Starsector to use -5120, but it STILL only goes about 45% up the loading bar.  If that is the case, it is going to take at least 12+ GB of RAM to load this save.  

Before anyone asks,  everything is up to date.  Starsector is .65.1a, and ALL the settings in my game are stock with the exception of turning bloom off in the shaderlib settings.  If this is what could happen with a normal client, isn't that a huge problem, especially considering the...lack of fleet activity in the system I saved my game in?

This can't be normal.

Edit: Yep client froze at 45% loading the save with a RAM use of 5,788,252k.  Im going to try and load the save on another computer I have that has Starsector, one with 16 gigs of RAM.  I will see if 12 actually loads it but that is completely ridiculous for a Java game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Nanao-kun on November 17, 2014, 12:40:18 AM
I haven't had that problem with Crusade saves. I also use additional faction mods, SCY and the three from Junk Pirates, with all the SSP compatible Factions. I have 8GB of RAM. Although I do have vmparams set to 6g.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 17, 2014, 12:43:53 AM
Crusades are not a SS+ feature.  I have no idea why your RAM requirements are so massive.  Even the worst case apocalyptic freak event of crusades spawning 100+ fleets (the average is more like 30 at any given time in a crusade) doesn't even double the vanilla number of fleets.

What is your mod list?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 17, 2014, 01:41:45 AM
Something does appear to be some save game bloat. I have two save games from the same playthough, six hours apart, and the second one is 60% larger than the first. Using a compare plug-in in notepad++, I deduced that the majority of the increase in size can be attributed to ship/fleet data (ships, equipment on said ships, commanders, etc). I don't know if this is normal for vanilla SS+ games or not... though I expect the Knights Templar crusade events are causing it since they cause defence fleets to spawn.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 17, 2014, 02:02:48 AM
The crusade event only spawns maybe an extra quarter of the usual number of fleets.  If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.  The core feature (randomized fleets/variants) is the culprit.  The only fix I can do is remove most of what makes Starsector+, well, Starsector+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 17, 2014, 02:58:47 AM
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: frogbones on November 17, 2014, 06:38:58 AM
I'm having quite a bit of fun with this mod, even in it's current state. Got all the diff. races in. So it's an active region of space! I do like the in system tradings. Helps build/rebuild faction rep.
 
mix this mod and all it's current races with the Tradewind mod. I'm having a good 'ol time!

I can now fully trade, scavenge, bounty hunt, scavenge, even pirate, and scavenge!

I just LOVE the Imperium's F-Class freighters. Helps for a lean fast trade fleet. Either quickly hit those debris fields, or quickly take advantage of trade disruptions.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Regularity on November 17, 2014, 10:45:40 AM
Okay, there really is something VERY strange going on.

Remember that save game I mentioned that increased 60%?

I doubled my game's available RAM to 8GB and tried loading it this morning. Then I played 15 minutes, saved again, and checked the save size.

It shrunk down to slightly smaller than it was before the 60% increase.

Original: 80 MB (~6 hours ago)
Second: 140 MB (~15 mins ago)
Third: 76 MB (Just now)

These are all saves from the same playthrough at different points on the timeline. I've uploaded all three to a zip file for you or anyone else that cares to examine them in detail and perhaps try to debug what's causing this very odd issue. I hope it helps. I'm using all the SS+ compatible mods plus the ICE mod.

https://mega.co.nz/#!8EAGibab!ESsNNpf9Zl-0D4n_kOMi7dyb5s0L81eqzxEEn7Ll4fc


Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Spenz on November 17, 2014, 11:04:46 AM
I will admit my mod list is....full.

I have all of the SS+ supported factions plus SCY which is unsupported (culprit?).  The crusade was occurring in Gigas, with 1 Shadowyards heavy fleet, 1 Hegemony Heavy fleet, 1 heavy Templar fleet and 2 small Templar fleets plus my own (5 ships including a newly-captured Crusader).

I have never ever had any issues with StarSector with 4gb allocated (even back in the days of 20 races).  Even now, with SS+, 0.65.1a, and my current mod setup, the game would never go beyond 3 gb of usage, with an average of 1.6 gb, up until that save at least.

Personally I just don't understand it.  Guess its time to start a new game. :(

Edit: I can see about uploading the save itself if it would help.  I actually took a look at it in Notepad++ and the save file itself is a whopping 122 megabytes!  It even lagged Notepad++.  My average unzipped save file size is 84 megabytes even at level 40, so I have no clue what happened.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: CrashToDesktop on November 17, 2014, 12:00:24 PM
The Starsector log is always added onto instead of overwritten - remember to delete them every now and then, including the .bak versions of the Starsector log.  They can get massive, and I find that they slow down my game if I let it get too big sometimes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: LB on November 17, 2014, 12:02:12 PM
Regarding some savegames becoming unloadable due to memory constraints: turning off savegame compression seems to make some level of difference, although I haven't investigated in detail. I've been able to maintain usable savefiles into level >45 in crowded systems where it was previously impossible, but it could be a fluke.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 05:41:13 AM
If this is an issue, it's intrinsic to SS+ and would happen no matter which mods you used.
From personal experience, I was able to run SS+ 2.0.3 with Shadowyards, Mayorate and Citadel with 2048 megs allocated in vparams. SS+ 2.0.5 with the same mods plus Templars refused to load a savegame (to a point of outright crashing my PC) until I upped memory allocation in vparams to 5 gigs.

If the memory issue is indeed mainly based within SS+ itself, then it means that rather minor gameplay changes between SS+ 2.0.3 and SS+ 2.0.5 (and 2.0.6) led to SS+ eating up x2,5 times more memory. I don't exactly feel that changes between 2.0.3 and 2.0.5 are "what makes Starsector+, well, Starsector+", it rather looks like 1% of what makes SS+ costs 250% of memory consumption increase.

I know you're by no means obliged to, but it would be really neat if you'll look at this issue from this point of view and, hopefully, curb down memory consumption of SS+ back to where it was at 2.0.3 or so.

I'm getting the same problem as everyone else. Can't load my save anymore. I get a Java crash error.

I updated to Java 8u25 64bit, from 7u51 32bit. Still getting a crash.

These are the mods I'm using, all updated to the latest version:

Lazylib
Shaderlib
Starsector +
Imperium
Mayorate
Templars

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

The game won't start, just when my fleet was starting to kick ass :(

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: frogbones on November 18, 2014, 06:01:31 AM
I have not come across this issue.

 Mem. set to 1g-2g. what I do though is when I start starsector, I go to taskmanager and set the java to high priority.

I've played several games several hours in, and maybe a small hickup during a loaded game.

Mod list:
SS+
Lazy
shader
all compatible races
tradewinds
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: FasterThanSleepyfish on November 18, 2014, 06:38:46 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Histidine on November 18, 2014, 07:35:19 AM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 07:49:28 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(

I haven't really tweaked anything besides the RAM allocation. How do I change this?

Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

Yeesh! That's as rickety as it gets. Ok I'll try straight after booting.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: OOZ662 on November 18, 2014, 08:58:48 AM
Just as a note, the first number is the memory size allocated to Java at startup and the second is the maximum Java's allowed to inflate up to. If you aren't expecting other applications to need memory while you play I don't see much reasoning for not matching the numbers; may as well not give it reason to break while it tries to expand its memory footprint while running.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 18, 2014, 09:44:57 AM
Cromodus, do you have save compression turned on? I think it has corrupted many people's save files. Sorry :(
I haven't really tweaked anything besides the RAM allocation. How do I change this
+1. I keep reading about switching save game compression on/off, but nobody mentions just how to do it, as if it's kind of common knowledge :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: OOZ662 on November 18, 2014, 10:12:07 AM
..\starsector-core\data\config\settings.json

Code
"compressSaveGameData":true, # smaller files, faster saving/loading
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Creepin on November 18, 2014, 10:15:47 AM
OOZ662, thanks a lot! :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Cromodus on November 18, 2014, 04:21:05 PM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

No dice, even with 2048 the game won't start. I have 8GB of ram, most of it free. Is something else missing?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Dark.Revenant on November 18, 2014, 05:35:32 PM
I have answers!

The load-game memory usage is high for the following reasons:
1. Mods add more fleets.  You can easily double the number of fleets by using SS+ and all its integrated mods.
2. Templars cause more fleets to die; more fleets will despawn, get killed off, etc.  Normally, this isn't an issue, but it leads to...
3. Dead/despawned fleets remain in the save file for a long time.  If more fleets get killed, the save file will get bigger because the dead fleets will stay in there for a period of time.
4. SS+'s random variants are saved.  If you have 700 fleets (not that uncommon with a bunch of mods), that's thousands of variants being stored in the save file.
5. All stellar objects are saved.  Including asteroids, which there can be thousands of.
6. The current save/load code is unoptimized.

Alex has implemented many optimizations for the next version of Starsector; the memory use (and iirc even space use) for saves should be roughly halved.  In addition, 5-10% of the save will be shaved off due to despawned fleets being scrubbed more efficiently; this number is closer to 15%-25% in SS+ with lots of mods.  Overall, this will drop your save/load memory requirements to about 40% of what they currently are; if you had to use 6 GB to load previously, you'll be fine with only 3 GB after the next update.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Gilgamesh on November 18, 2014, 05:46:44 PM
I have answers!

The load-game memory usage is high for the following reasons:
1. Mods add more fleets.  You can easily double the number of fleets by using SS+ and all its integrated mods.
2. Templars cause more fleets to die; more fleets will despawn, get killed off, etc.  Normally, this isn't an issue, but it leads to...
3. Dead/despawned fleets remain in the save file for a long time.  If more fleets get killed, the save file will get bigger because the dead fleets will stay in there for a period of time.
4. SS+'s random variants are saved.  If you have 700 fleets (not that uncommon with a bunch of mods), that's thousands of variants being stored in the save file.
5. All stellar objects are saved.  Including asteroids, which there can be thousands of.
6. The current save/load code is unoptimized.

Alex has implemented many optimizations for the next version of Starsector; the memory use (and iirc even space use) for saves should be roughly halved.  In addition, 5-10% of the save will be shaved off due to despawned fleets being scrubbed more efficiently; this number is closer to 15%-25% in SS+ with lots of mods.  Overall, this will drop your save/load memory requirements to about 40% of what they currently are; if you had to use 6 GB to load previously, you'll be fine with only 3 GB after the next update.

Hehe, or at least until modders take advantage of the freed up memory usage. You and others have already stretched what the engine is capable of.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
Post by: Aklyon on November 18, 2014, 06:50:45 PM
Is there a reason why I can't get the launcher to start if I change anything in vparams?

I tried
1024 / 2048
2048 / 2048
2048 / 4096
4096 / 4096

At a guess:

2) The Java heap space requires a contiguous block of memory, so if Starsector won't start after raising the value, try things like closing browser windows to free up RAM.

No dice, even with 2048 the game won't start. I have 8GB of ram, most of it free. Is something else missing?
Have you tried replacing the jre folder inside starsector's directory with a 64-bit java (renamed to 'jre')?
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 03:01:35 AM
Hope you like paying your employees, because crew now demand money from you!  You better pay up or they will mutiny.  Only applies to new saves.

More importantly, I added assassination missions, which are bounties posted by factions you are Friendly or Cooperative with, asking you to kill an officer for another faction (inhospitable, hostile, or vengeful with the client faction).  You will start to get these after about your 12th named bounty.  The payout, of course, is quite good.

TRADEWINDS BREAKS STARSECTOR+!  DO NOT USE TRADEWINDS WITH THIS MOD!

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.7.zip)

Download Starsector+ 2.0.7 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.0.7.zip)
Download Mirror (https://www.mediafire.com/?8ghwnfhlu6x1hb1)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)

Version 2.0.7
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: OOZ662 on November 19, 2014, 05:01:52 AM
Loading the save created upon starting a new game in this version with Interstellar Imperium throws this:
Spoiler
Code
504993 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9977521
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
505005 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
505033 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
java.lang.ClassCastException: com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
505051 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 05:40:04 AM
It sounds like something went wrong with save game compression being disabled.  Make up your *** mind, Starsector.

Go ahead and redownload; I uploaded a version with that "feature" disabled. ffs...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: frogbones on November 19, 2014, 06:42:58 AM
TRADEWINDS BREAKS STARSECTOR+!  DO NOT USE TRADEWINDS WITH THIS MOD!

boo hisss..... :'(

ah well no biggy. SS+ is much more fun than loot clouds.

though if the two can get compatible, sweetness!

Will check out update ASAP!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Uomoz on November 19, 2014, 07:22:40 AM
Nice, will check the update later!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 19, 2014, 10:14:58 AM
Minor request: Can we get some info in the crew item's tooltip about how much pay each rank requires per person? If you're feeling particularly ambitious, maybe even add a weekly event that informs you how much you're paying in salary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 10:49:09 AM
Minor request: Can we get some info in the crew item's tooltip about how much pay each rank requires per person? If you're feeling particularly ambitious, maybe even add a weekly event that informs you how much you're paying in salary.

Isn't the salary already on the tooltip?

Also, a weekly message would get really old really quickly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 19, 2014, 12:15:28 PM
Isn't the salary already on the tooltip?

Also, a weekly message would get really old really quickly.

Oh, missed that bit in the tooltip. Derp. Yeah, maybe no weekly message. If you have no relay sniffers you only get 2-3 messages a week, and a weekly report might bother you. But if you have many relays tapped, you get a douzen a week, so 1 more isn't a big deal. But better play it safe. Anyways...

Quote
Crew now require salary payments; if you run out of money, they start to mutiny

Related economy issue: I've noticed at the game's start the price of supply is consistently 200+ credits in all systems, but the overproduction in Anar can depresses it as low as ~60 credits (I think in vanilla games it never drops below ~90, even with favourable coniditions and high stability on producing planets). I've brought it up with the mod (Shadowyards) creator, but (s)he doesn't seem to care much as they'd rather attract more players to their home system.

However, I'm guessing you want to increase ship upkeep costs overall, given your doubling of fuel consumption and addition of crew pay. If this is the case and you're actually trying to increase upkeep, the Anar supply overproduction may be ruining your attempts by making supplies much cheaper than normal.

Maybe throw together a mini-patch that overwrites the production values of Anar, or alternatively, maybe increase supply consumption of one of your mods' worlds (Thrace's interstellar bazaar perhaps?). Although the latter method will be much harder to balance if you want to avoid chronic supply shortages that players can exploit for profit.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 19, 2014, 12:27:56 PM
It's not my responsibility to balance other mods, just vanilla.  If MShadowy won't change it, you're out of luck, unfortunately.

I can't make supplies more expensive or whatever just to balance Anar; not everyone uses Shadowyards.  Plus, I think the main problem of supplies is cargo space; if you have a big fight, you might not have enough supplies to repair your stuff without buying more supplies.  Bringing an Atlas with you to carry all the supplies you need is certainly a significant tax.  Making consumption even higher wouldn't make supplies harder to fund, it would just make ships impossible to run through multiple fights.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Nori on November 19, 2014, 01:17:28 PM
I've actually seen supply prices on Jangala at I want to say 50 credits. So it definitely is possible to get em cheap. Also Anar is quite far away from most systems so you do burn a not insignificant chunk of fuel and supplies so I don't see the issue.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: MShadowy on November 19, 2014, 05:12:42 PM
Related economy issue: I've noticed at the game's start the price of supply is consistently 200+ credits in all systems, but the overproduction in Anar can depresses it as low as ~60 credits (I think in vanilla games it never drops below ~90, even with favourable coniditions and high stability on producing planets). I've brought it up with the mod (Shadowyards) creator, but (s)he doesn't seem to care much as they'd rather attract more players to their home system.

As Dark noted, this isn't really the place to bring up Shadowyards related issues.

Beyond that, the price differential between Shadowyards and vanilla is not, in my experience, nearly so severe as you've stated.  Something like <10% to ~25% depending on the market; it does appear to be true that a more pronounced change can be noted on less stable markets, but even so I don't think I've seen supplies drop in price to such an extent as you claim.  To be perfectly honest, is this really that serious a problem?

Finally, this "but (s)he doesn't seem to care much as they'd rather attract more players to their home system" is not what I said, and I'm not sure how you arrived at that conclusion; again, while it would be nice if there were significant reason to go to Anar, it's high stability and moderate isolation should, I suspect, make it an unattractive target to visit unless you're going there for a specific reason.  More generally speaking, I'm not certain how it's current combination of characteristics make it a singularly valuable port of call to players, or at least players who are not gaming storage space.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Regularity on November 21, 2014, 11:05:39 AM
Sorry, I guess the way I wrote it was a bit misleading. I was merely trying to suggest some more ways of increasing ship upkeep since that's what you seemed to be intent on doing, Dark.Revnant. You're right that increasing supply consumption would probably nerf battles too heavily, since being without them is a complete death sentence between combat failures and ship breakdowns. Not to mention having to give up more cargo space to supplies would nerf a major source of income from combat -- the plunder!

MShadowy, I apologize. It was rude of me to ask someone else to go over your head and nerf your mod if you felt it didn't need to be. I guess that's what happens when you start drinking early on a day off and hit the forums. ;D Your high tech ships are always one of my favourites for shield-lovers like myself, so please don't let jerkish behaviour like mine affect the continuation of your awesome mod.

Truth is I've been starting a bunch of new SS+ games recently and it's just been weirding me out that prices for supplies always start extremely high at ~200 for supplies and then plummet to ~50. I initially thought it was caused by Shadowyards since they seem to be the largest producer of supplies in the combined SS+ mod package. But it seems as Nori pointed out that may have been an overhasty and incorrect assumption on my part. I think the issue is actually more with the way vanilla SS is setting up the game, and how it only runs a few weeks before dropping the player in, not giving the prices to reach an equilibrium at their "real" values.

---

Unrelated, minor bug: Shadowyards' Strike Carrier does not qualify as a carrier for the purposes of installing a Extended Flight Deck (the hullmod that speeds up fighter refitting by 50%). It's worth noting, however, the Strike Carrier is the strongest 2-deck carrier in the game by far -- basically being a light battleship in its own right by virtue of weapons, ordnance, and flux cap -- so you may wish to keep this bug for the sake of balancing. But just thought I'd inform you since it's ultimate your call, Dark.Revnant.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 21, 2014, 03:49:23 PM
It's not a bug; the hullmod only applies to ships with the CARRIER flag, which means their AI likes to hang back.  This is a balancing decision to stop fleets from becoming unstoppable with combo-ships like the Charybdis.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Histidine on November 22, 2014, 12:47:13 AM
Rewards for newly spawned named bounty fleets seem to be getting reset to ~10000 upon reloading the save.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 22, 2014, 04:06:12 AM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Alphascrub on November 22, 2014, 12:59:13 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Dark.Revenant on November 22, 2014, 01:56:14 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.

That's actually what I did.  You don't see the bounty messages (you'd get spammed with them, at any rate), but merc fleets do come after you if you've made enemies.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: frogbones on November 22, 2014, 02:48:13 PM
SWEET  8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.7
Post by: Alphascrub on November 22, 2014, 07:13:23 PM
Whoops.  Yeah, I'll get that fixed for 2.1 tomorrow.

Heads up, in the next version, enemy fleets will be a lot more active in trying to kill you!

So this is completely outlandish strange question that is probably better asked elsewhere but, do you think it would ever be possible for the player to have a bounty placed on their head? Maybe making independent bounty hunters and such actively hunt them? I realize it might get complicated with independents but I always thought it would be interesting.



That's actually what I did.  You don't see the bounty messages (you'd get spammed with them, at any rate), but merc fleets do come after you if you've made enemies.

Awesome. Can you tell us how it will impact standings with independents? Like if I *** off the Ludic church and they set a bounty on me will independent bounty hunters come for me? or will just "Ludic Church" bounty hunters come for me? If independents do come for me, how will it effect my standing when I wipe their fleets? Will it?
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 22, 2014, 08:23:21 PM
Awesome. Can you tell us how it will impact standings with independents? Like if I *** off the Ludic church and they set a bounty on me will independent bounty hunters come for me? or will just "Ludic Church" bounty hunters come for me? If independents do come for me, how will it effect my standing when I wipe their fleets? Will it?

They look like normal bounty hunters but have white color instead of gray and don't impact reputation when you kill them.



Factions that don't like you (hostile and especially vengeful) will hire bounty hunters against you, and occasionally send their own fleets to intercept and destroy you.  Certain factions, like the pirates, will not hire bounty hunters (they will only send interception fleets).  These don't appear in news messages, so be careful.  You are safer in systems dominated by strong markets that are favorable (or better) towards you, granting you a protection factor that decreases the frequency/amount of fleets sent after you.  Killing your pursuers grants you some reputation and will decrease the amount of fleets that are sent to kill you.  The fleets will be roughly equivalent in power to your own, so the fights are not trivial.

In other news, boarding mechanics have been updated, making Valkyries and Construction Rigs actually useful.  You can bring your chances of success on an assault teams action from a piddly 9% to 60% with enough valkyries and constructions rigs sent in with the boarding task force.  Construction Rigs have also been buffed overall.  Enjoy!

(http://i.imgur.com/Rnkkyvp.png)

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.zip)

Download Starsector+ 2.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.zip)
Download Mirror (https://www.mediafire.com/?y7q3o262toaok1w)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 02:35:39 AM
Note: I uploaded a stealth update; if you downloaded in the past 6 hours, you should redownload.  It fixes a potential issue with named bounties involving factions friendly with pirates.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Histidine on November 23, 2014, 07:20:11 AM
The mechanic with factions sending their own fleets after you seems to have an AI issue. I'm getting solo (vengeful) pirates freighters and tankers coming after me, then running away when their evasion behavior kicks in. Rinse and repeat.
(also I don't think it should say "intercepting Your Fleet" with capital letters)

EDIT: Also I had a named bounty fleet fly all the way from Mors to Jangala just to get me. "Feature" - saves me the trouble of going after them  :D

Great work regardless!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: frogbones on November 23, 2014, 12:27:53 PM
Fine job Dark, fine job.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 12:33:41 PM
Thanks a lot for the update, D.R! This is my preferred way of playing the game at the moment, so I will be sure to give plenty of feed back. I am using a lot of faction mods that are not integrated, and so I wanted to ask, what will these factions be lacking? I'd like to know just to make sure I can see what is and is not a bug/issue/praise related to SS+. Thanks!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 01:08:38 PM
The mechanic with factions sending their own fleets after you seems to have an AI issue. I'm getting solo (vengeful) pirates freighters and tankers coming after me, then running away when their evasion behavior kicks in. Rinse and repeat.
(also I don't think it should say "intercepting Your Fleet" with capital letters)

EDIT: Also I had a named bounty fleet fly all the way from Mors to Jangala just to get me. "Feature" - saves me the trouble of going after them  :D

Great work regardless!

The fleets don't really care about distance so long as they are in-system.  When a lone freighter goes after you, the reason for that happening is it was damaged some time before reaching you.  I have fixed that issue on my own dev but I won't make an entire update just to fix that, especially because it would only apply to new saves anyway.

Thanks a lot for the update, D.R! This is my preferred way of playing the game at the moment, so I will be sure to give plenty of feed back. I am using a lot of faction mods that are not integrated, and so I wanted to ask, what will these factions be lacking? I'd like to know just to make sure I can see what is and is not a bug/issue/praise related to SS+. Thanks!

They won't have randomized variants, leveled captains/crew, market variety injection, inclusion in random battle, weapons included in the randomizer, nor will they send fleets after you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 01:10:32 PM
Thanks for the reply,

If they don't have market related integration, will their markets interfere with ones that are integrated? By unbalancing them, etc?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 23, 2014, 01:26:01 PM
Thanks for the reply,

If they don't have market related integration, will their markets interfere with ones that are integrated? By unbalancing them, etc?

No. Market integration concerns only weapons and ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: TartarusMkII on November 23, 2014, 01:51:33 PM
Okay cool thanks, I'll be sure to lend my feed back!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: OOZ662 on November 24, 2014, 02:10:35 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 24, 2014, 02:34:20 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?
It's pretty firmly midline and civilian, so independents and the Sindrian Diktat are your best bet.

Normal bombs are still around. It was frag bombs and cluster bombs that were taken out.  I'll probably remove them from the shops though, since they're kinda ***.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: nemonaemo on November 24, 2014, 05:02:38 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Spoiler
Quote
60082 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.99277383
60093 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
60093 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - data.scripts.campaign.SSP_CrewSalaries : data.scripts.campaign.SSP_CrewSalaries
---- Debugging information ----
message             : data.scripts.campaign.SSP_CrewSalaries
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.campaign.SSP_CrewSalaries
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/scripts/data.scripts.campaign.SSP_CrewSalaries
line number         : 966309
class[1]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[1]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: data.scripts.campaign.SSP_CrewSalaries : data.scripts.campaign.SSP_CrewSalaries
---- Debugging information ----
message             : data.scripts.campaign.SSP_CrewSalaries
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.campaign.SSP_CrewSalaries
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/scripts/data.scripts.campaign.SSP_CrewSalaries
line number         : 966309
class[1]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[1]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.dosuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.dosuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: data.scripts.campaign.SSP_CrewSalaries
   at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:56)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.DynamicProxyMapper.realClass(DynamicProxyMapper.java:55)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.PackageAliasingMapper.realClass(PackageAliasingMapper.java:88)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ClassAliasingMapper.realClass(ClassAliasingMapper.java:79)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ArrayMapper.realClass(ArrayMapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.CachingMapper.realClass(CachingMapper.java:45)
   at com.thoughtworks.xstream.core.util.HierarchicalStreams.readClassType(HierarchicalStreams.java:29)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:70)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 50 more
[close]

Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Wriath on November 24, 2014, 05:42:12 AM
Hey, is there any way to make Junk Pirates work with all this?
Edit: just re-read first page and found an answer to that, but I'm having some issues with SS running out of memory, I modified the vmprarms file but I don't really know how to get the 64 bit java going.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Malone on November 24, 2014, 06:19:26 AM
Hey, is there any way to make Junk Pirates work with all this?
Edit: just re-read first page and found an answer to that, but I'm having some issues with SS running out of memory, I modified the vmprarms file but I don't really know how to get the 64 bit java going.

just download java 64 bits and replace /jar directory with it.

To load my latest savegame, I have to set 4096/4096 as memory usage...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Cromodus on November 24, 2014, 07:25:10 AM
Small error in the Circe description: "demand that can not every fleetmaster can justify."

I don't remember if it was Vanilla or SS+ that stopped allowing bomb launchers to be bought/sold/looted, but the pirates have dropped me a couple standard bomb bays.

I haven't seen a Valkyrie available to buy since at least before 0.6.2, if ever. Is there somewhere specific that likes to carry them?

Speaking of the Circe, I was looking for an anti-fighter solution AND an upgrade to my mule. I wasn't sure about this ship but it's amazing. I loaded it with 7 Light Grasers and 2 mull cannons (?? It's a small energy with crazy DPS, from Mayorate I think).

Anyway, fighters get disentegrated faster than ever. Very satisfied.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Runoved on November 24, 2014, 08:22:22 AM
Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Tartiflette on November 24, 2014, 08:37:06 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

*snip*

Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

DR will probably confirm, but since the saves write everything (from your variants to the position and velocity of each individual asteroids) it's very unlikely you can add this kind of feature to an existing game.
Keep those videos coming, many of us modders are watching them ^^ (best kind of feedback we can get!)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: OOZ662 on November 24, 2014, 10:28:51 AM
Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.

Adding or removing mods won't adjust the size of the existing save file. The game is running out of memory while trying to fit the save file into the available memory space, regardless of its contents; deleting the mods is kinda like trying to fit a car in a parking space by throwing the seats out. Your options are to wait for the next Starsector Vanilla update when the next save memory fix is supposed to be coming (at which point the mods may obsolete themselves and require a new game to get features anyway), allocate more RAM, or start over with fewer mods. If you're very, very desperate you might be able to pull the save out of its ZIP file and try to cut it down; I've never tried editing a compressed save.

As stated in the post above, Starsector save files contain EVERYTHING. In fact, more than everything. The current save file size bloat is being hindered further because too many dead fleets are being kept in the save file. Jangling around other aspects of the game won't affect the save file itself; it's already written to your hard drive.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Dark.Revenant on November 24, 2014, 10:54:04 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

There isn't much I can do about that, unfortunately.  The reason I changed version numbers from 2.0 to 2.1 is because it killed save compatibility.  If you want to use the new version, you will need to make a new save and console in your old stuff/xp/rep.

Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.

Really?  I have mine set to 4GB with every mod active and a level 24 character, and it loads fine.  Maybe it's because you updated to 2.1 and killed compatibility?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: Runoved on November 24, 2014, 11:47:22 AM
At first I thought so too, but then I began to start a new game every time I update any mod. Maybe it's due to the fact that I installed 8th Java?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
Post by: nemonaemo on November 24, 2014, 11:51:57 AM
Hey Dark, loving the mod so far, as do the people who watch me on youtube :D Just a quick note, updated to 2.1 this morning and now I can't load my save any more (rolling back to 2.0.7 makes it load fine).

The log file makes it seems like it's something to do with Crew Salaries? I'll add (what I think is) the relevant bit here.
Rolling back to 2.0.7 this week so I can keep recording, but is that something you can help with?
Cheers,
Nemo

There isn't much I can do about that, unfortunately.  The reason I changed version numbers from 2.0 to 2.1 is because it killed save compatibility.  If you want to use the new version, you will need to make a new save and console in your old stuff/xp/rep.

Thanks Dark, I'll get that sorted.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 25, 2014, 01:05:23 AM
Thanks Dark, I'll get that sorted.

You might want to use this one if you're swapping.

Some minor albeit important changes.  Player bounties should be a lot more consistent, less bizarre, less like a conga, etc.  You'll still get a lot of fleets following you if you're hated across the sector, but it won't be as insane as before.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.1.zip)

Download Starsector+ 2.1.1 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.1.zip)
Download Mirror (https://www.mediafire.com/?lqid8bd7lhl1d40)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1.1
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Lucky33 on November 26, 2014, 08:00:02 AM
Sorry but this mod is unplayable for me. It invariably corrupts save file after several hours of the gameplay. Im using 64bit jre (no warning messages).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 09:53:13 AM
I have the newest version of the 64-bit JVM installed. I've verified that I'm using JVM 64 by typing in java -d64 -version at the cmd line, as well as checking for other old installs of the JVM using Sun's uninstall applet (there were none) and I still get the warning message at the start. Spent a while trying to figure this out and I'm stumped. After an hour or so of play I get a Fatal: Null error eventually every game I try as well. I'll try to grab a screenshot next time it hits.

I'm using SS+ with the five up-to-date factions you list (all but BRDY and EI), shaderlib, and lazylib
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 26, 2014, 09:55:30 AM
Have you actually replaced the JRE in Starsector's folder with the 64bit version or did you just install it on your computer?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 09:59:32 AM
I just installed it on the computer and checked it on all the browsers and the command line. Apparently I missed an obvious and vital step in installing it to the actual SS directory? Doh. Are there directions somewhere for doing that?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Psigun on November 26, 2014, 10:08:07 AM
Got the error message to go away. Thanks for the heads up, installing JVM 64 directly to the jre sub-directory in the starsector directory did the trick. Hopefully this took care of the save corruptions and Fatal: Null error too!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Barracuda on November 26, 2014, 01:01:24 PM
For the less technical savy, if i get the notice im using 32-bit instead of 64, how would I change it?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 26, 2014, 01:03:15 PM
http://fractalsoftworks.com/forum/index.php?topic=431.msg126087#msg126087
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 26, 2014, 01:18:08 PM
Comprehensive instructions for 64-bit Java are here: http://fractalsoftworks.com/forum/index.php?topic=8726.0

You must increase memory allocation for SS+ to work.  Just using 64-bit isn't enough; switching to 64-bit is a necessary requirement for increasing memory allocation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Lucky33 on November 26, 2014, 06:32:49 PM
That was it. You should pin that instruction on the first page.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 26, 2014, 11:46:30 PM
Hi guys. I need an advice on performance adjusting, if only this is not the hopeless case of Java-way of making games.
There are two issues: loading time and a bit of a lagging after several hours of continuous play.

I'm using rather old laptop with 4gb ram onboard, x64 JRE, and vmparams ajusted to -Xms1024m -Xmx4096m. Actually game never reaches more than 3.7gb cos windows needs some as well. So is it ok to allocate entire available memory for SS or should I use something like -Xmx3072 instead?

After playing compaign for almost two ingame years loading can take up to 15 minutes depending on weather on Mars. Savefile is only 5mb zipped and about 80mb unpacked. Is there any way to speed it up? Maybe saveCompression option? Not sure if it is already enabled in SS+.

*Sorry if I'm the hundredth who is asking such questions. ???
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 12:31:08 AM
That's unfortunately a problem with Starsector overall.  I'm not sure if anything can be done until the game is updated.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 27, 2014, 01:03:16 AM
Thought so. :-\
Can I at least somehow reduce the number of generated fleets for a bit? I dont need that many.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: kazi on November 27, 2014, 01:09:31 AM
Just a heads-up (you're probably aware of this already, but I figured this post might be useful if not): attempting to download from any of your links going to sc2mafia.com say that the site has exceeded its bandwidth. The site seems completely unavailable unfortunately.  :'(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 01:24:03 AM
Just a heads-up (you're probably aware of this already, but I figured this post might be useful if not): attempting to download from any of your links going to sc2mafia.com say that the site has exceeded its bandwidth. The site seems completely unavailable unfortunately.  :'(
That will be a problem for the forseeable future.  I don't have the money for a new server, I don't have time to switch servers even if I did, and I don't have the time or willingness to migrate everything to free locations.

Fun fact: thread images account for over 150 GB of bandwidth per month, even when spoilered.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: kazi on November 27, 2014, 01:29:07 AM
Oh wow, that's insane. Just figured it'd be nice to let you know since the main download link was giving me that error.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: cravin74 on November 27, 2014, 05:21:53 AM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 12:08:36 PM
Hello. I am trying your mod out, but because ShaderLib and my crappy comp, the game runs like crap. Is there a way to disable it (so no fancy graphics) and play your mod at the same time?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: ValkyriaL on November 27, 2014, 12:11:50 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 12:22:06 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: KvaNTy on November 27, 2014, 12:39:13 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game

Open "...\Starsector\mods\ShaderLib\shaderSettings.json" within any text editor and switch options you dont need to "False"(or "enableShaders":false to disable mod entirely).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: Dark.Revenant on November 27, 2014, 01:25:34 PM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.

Assassination missions are worth twice as much as normal bounty postings.  High-stability worlds offer a lot more in general, as well (I'll be toning this down in the next version, though).  The upper bound for a bounty is a whopping 1,145,000 credits, but even at that same level (level 15, having finished 38 bounties) you can get them as low as 122,500 credits.  The swing range is kinda huge.  In the next version that swing range will be 122,500 credits to 669,500 credits at max level, as a point of comparison.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: miljan on November 27, 2014, 03:17:24 PM
EDIT: Scratch that, yes, you can, go into the mods settings and disable distortions and anythign else you don't need.

How to get to mod settings? I dont see any new options in graphics settings in the game

Open "...\Starsector\mods\ShaderLib\shaderSettings.json" within any text editor and switch options you dont need to "False"(or "enableShaders":false to disable mod entirely).

Thanks, it works.

I hope I will not have corrupt save file as I am using 32bit OS, so I installed only this mod without any additions. 
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: OOZ662 on November 27, 2014, 03:19:29 PM
I run this and Interstellar Imperium fine with the 1024MB allowed by my 32bit system. Sometimes the game requires restarting to be able to load after long sessions, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
Post by: cravin74 on November 27, 2014, 08:04:58 PM
I've just recently got back into playing Starsector with the 0.65.x versions. I have this mod, Knights Templar, Mayorate and Imperium running on it. In my playthrough the bounties being posted had their values and fleet sizes reduced after I completed an assassination mission on the Templars. They were steadily rising before that as my fleet size grew and now don't seem to get above 60k. Could there be some interaction between mods that could reset this parameter?

This happened on version 2.1.0, I have updated to 2.1.1 and it looks to be persisting. I happen to have a separate save just before engaging the target fleet so I could see if things turn out the same if I don't do it.

Assassination missions are worth twice as much as normal bounty postings.  High-stability worlds offer a lot more in general, as well (I'll be toning this down in the next version, though).  The upper bound for a bounty is a whopping 1,145,000 credits, but even at that same level (level 15, having finished 38 bounties) you can get them as low as 122,500 credits.  The swing range is kinda huge.  In the next version that swing range will be 122,500 credits to 669,500 credits at max level, as a point of comparison.

In my case I am level 40~ and I am getting bounties around 19,000 credits across multiple systems. When I kept going for bounties it gradually increased to 190,000 credits before dropping back to 19,000 credits. At the same level in vanilla it is around 300,000 credits with much larger fleets.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.2
Post by: Dark.Revenant on November 27, 2014, 09:04:28 PM
I formally apologize to everyone for the numerous unacceptable on-release problems this mod has had.  I have fixed some of them but I don't know if any remain.

Sunder (U)-class Destroyer [4 Logistics]
(http://i.imgur.com/Gg48A26.png)
Shiny new coat of paint.

It's a Sunder that uses small energy weapons.  Go figure.  Sprite by Shellster.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.2.zip)

Download Starsector+ 2.1.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.1.2.zip)
Download Mirror (https://www.mediafire.com/?lqqe8c1muv8ydg9)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.1.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.2
Post by: Reh on November 27, 2014, 10:27:52 PM
I very much like it that you're taking a stab at factions going after the player more actively, but in it's current iteration it's more of a nuisance than a threat. To be honest I've only had the pirates send fleets after me, but they're usually the size of a third of my fleet, almost the same composition every time, and it often happens that I get 3 of them in a row within 10 seconds from each other. My fleet is a paragon, three destroyers and four frigates plus various cargo and tanker ships, but the pirates only ever send two cruisers, some destroyers and frigates and a few fighter wings, the same every time.

It's now become a chore to deal with those guys, it's not even interesting to watch how the battle plays out on autopilot. It would bring back some feeling of a challenge if the fleets were less frequent, way more diverse and stronger.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 27, 2014, 11:11:50 PM
Thank you for the report.  It is my pleasure to take time out of my busy schedule to constantly update for fixes that should have been tested and resolved in the first place, and to constantly *** you guys off by forcing you to restart the game every six hours.  I'm truly a model *** citizen.



Saves will not be compatible.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.2.zip)

Download Starsector+ 2.2 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.2.zip)
Download Mirror (https://www.mediafire.com/?jl7x7dd9sz8yv97)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.3e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.1 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.2
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on November 27, 2014, 11:21:46 PM
Wow that was quick. You ought to be the Mod of the Month. :)

As for starting over, SS is the only game in which I don't mind starting from new. It's equally enjoyable in every stage of the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: WKOB on November 28, 2014, 12:42:37 AM
Is that a high tech Sunder? Mind blown, do want.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on November 28, 2014, 12:48:44 AM
It is my pleasure to take time out of my busy schedule to constantly update for fixes that should have been tested and resolved in the first place, and to constantly *** you guys off by forcing you to restart the game every six hours.
IRD - Instant Resolving Development. Amazing! ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 28, 2014, 07:32:44 AM
Have a question. If i go to vengeful reputation, is it possible in this mod to go back to normal, or I should continue to not chase running fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: HELMUT on November 28, 2014, 07:57:14 AM
That's a very cool Sunder sprite, then again it's made by Shellster so i'm not really surprised. What does the (U) stand for though?

By the way i noticed that i see an awful lot of Alastors in my campaign while the once popular Cerberus is pretty much extinct, is it normal? It make early game harder because the Alastor is probably the most dangerous non high-tech frigate to encounter.

It wasn't with the last SS+ version though, so maybe you fixed it already.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: WKOB on November 28, 2014, 08:24:06 AM
I noticed that too, Alastors are everywhere.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 28, 2014, 12:39:51 PM
I'll tone them down a bit.  The main thing is that the Cerberus was on the list of combat ships for the Pirates in vanilla, but for everyone else was a combat freighter.  I'll do the same with the pirate versions in SS+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Histidine on November 28, 2014, 11:54:33 PM
Couple of things:
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 12:05:12 AM
Couple of things:
  • The feature list in the OP still says fuel usage is quadrupled.
  • Using Construction Rig to reduce the chances of an irreparably damaged ship during boarding... really doesn't work. All too often the ship just blows up and kills your Rig. Sure you could launch assault teams from a distance, but if it works the same as in vanilla then you're basically just saying "I don't really want to capture this ship at all."

    Might work better with Valkyries, though I've yet to find one.

The chance of self destruct is always 25% no matter what.  Keep that in mind.  And if you have enough rigs and valks you can get about a 60% chance of success with assault teams (the default is about 9%), so it can be worth it.  If you board, you don't need the valks and the rigs can bring you to a ~66% chance of success (up from about 30% in vanilla).  The chance of success includes the chance of self destruct, by the way.

I'll fix the thread though, thanks for mentioning that.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on November 29, 2014, 02:30:15 AM
That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Oathseeker on November 29, 2014, 05:49:36 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on November 29, 2014, 06:13:26 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Oathseeker on November 29, 2014, 06:26:08 AM
Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.

You're absolutely right, I should probably wear my glasses ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 11:13:34 AM
That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: j01 on November 29, 2014, 11:31:35 AM
That begs the question...

No it doesn't. http://begthequestion.info/

On-topic though, I've been wondering if this mod makes any alterations to how often vanilla ships appear in the main stations, like the hegemony and tri-tachyon stations. I still haven't seen an astral anywhere after hours and hours of play, like in unmodded Starsector, but with SS+ I feel like I'm seeing other vanilla ships more often that didn't appear nearly as early and often in vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 29, 2014, 12:10:17 PM
SS+ adds ships to markets; many of these are SS+ ships but some are vanilla ships, faction ships, etc.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on November 29, 2014, 01:34:52 PM
That begs the question...

No it doesn't. http://begthequestion.info/

It's unfortunate you weren't around to keep ye olde English from evolving. I think it sounds cooler.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: ciago92 on November 29, 2014, 09:39:39 PM

They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.

what? I had no clue. Definitely needs to be on the tooltips somewhere
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Cromodus on November 30, 2014, 11:36:36 AM
Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

Edit:

Reinstalled everything, it works. I think starsector.bat was messed up.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: LazyWizard on November 30, 2014, 11:54:31 AM
Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Ratheden on November 30, 2014, 12:42:23 PM
I too have had it say it failed, but when you check each file one by one, the checker says they are all up to date.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Cromodus on November 30, 2014, 02:08:03 PM
Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.

Ok, that's exactly what happened. Thanks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 30, 2014, 02:34:38 PM
Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

You need more memory allocation for Starsector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 30, 2014, 03:19:27 PM
I see that battle size is locked on 400 in options. Can I change it somehow to 500, as in vanilla?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on November 30, 2014, 03:22:17 PM
It's deliberately set to 400 for balance/consistency.  You can force it to a different number in settings.json.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on November 30, 2014, 03:57:22 PM
Thanks, found it
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 02, 2014, 06:55:32 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 07:34:17 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 07:47:23 AM
After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.

I'd love it if most teleporting things bigger than a frigate had a very brief pause before teleporting where they could get hit by things. I think it's pretty fair!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 02, 2014, 08:10:39 AM
Phase cloaking has always been a no-go for me. I'm too fumbly to make it work right myself, but I refuse to fight an AI vessel with it unless he's crippled and surrounded.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: jupjupy on December 02, 2014, 08:20:01 AM
Theyre like submarines in most warship games. You hate them, you know theyre the bane of all surface vessels, and you cant seem to ever destroy one. Yet, at the same time, when you hop into one, all you face is death.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: FasterThanSleepyfish on December 02, 2014, 09:06:31 AM
Theyre like submarines in most warship games. You hate them, you know theyre the bane of all surface vessels, and you cant seem to ever destroy one. Yet, at the same time, when you hop into one, all you face is death.

Heh, true dat. Phase ship piloting is one of the hardest things to do, but it certainly is effective when done right.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 09:45:58 AM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on December 02, 2014, 10:19:45 AM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?
Try different beginning maybe? As a privateer for example where you start with Wolf frigate.
As for me it is one of the most interesting ship to fly. Three Wolves are a great power capable to deal even with cruisers.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 02:23:06 PM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?

Prices change no more quickly than in vanilla.  The Alastor is one of the better frigates in the game; abuse its ability to rush in and rush out and you can kill a lot of stuff. It doesn't even need to worry about missiles.

SS+ is definitely harder than vanilla.  Plan accordingly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 02, 2014, 02:36:27 PM
Is it possible to buy tridents or astral,  and if yes where?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 02:54:34 PM
Hey, I just wanted to ask for some advice;

No matter how I start the game, I have insane difficulty getting anything done. Prices change so quickly and I don't have much money to trade with. Most fleets that pirates use (the only way for me to really make money where I start in Corvus) are too big for me to fight with my Alastar, and when I do find a one-ship fleet which is so rare, it tends to be a little frigate that totally rapes by big slow Alastar. I'm very confused as to how I am supposed to begin playing in SS+ without using the console to give myself an edge.

What am I supposed to do?

Prices change no more quickly than in vanilla.  The Alastor is one of the better frigates in the game; abuse its ability to rush in and rush out and you can kill a lot of stuff. It doesn't even need to worry about missiles.

SS+ is definitely harder than vanilla.  Plan accordingly.

I just hope you don't think I am complaining- of all the TCs around, I love SS+ the most. I recognize that I suck, which is why I ask for advice =P

Also, I notice that when you are a mercenary with an upgraded ship, you start with one hammerhead. I remember in Vanilla, people were suggesting to start with a wolf and hammerhead, and then just sell the hammerhead because it slows the fleet down too much to be used in the beginning of the game. So now I wonder, I start the game with one hammerhead at a burn speed of 4. What exactly am I supposed to be fighting in it? =s

Edit: I got into a fight with a Lasher variant and a Hound variant with my Hammerhead, and I admit it was my fault for allowing myself to overload my flux, but then for some reason I was overloaded for almost 5 seconds or so until the moment the lasher had finished me off with its strong missiles. Like.. okay.. just going to restart now. It is the way of rogue-likes, I get that. But even if it's not SS+'s fault, my interest is in the issue that there's just not enough things in the beginning of the game that can allow you to spring board further.

Edit 2: Still testing this out some. I am not exactly sure what it is, and I've never noticed it before now, but it seems like when I take damage while I am overheating, I just stay overheating for longer. It's perpetual especially when fighting multiple frigates like you suggested I should be fine against. It's not the PDs that are pushing me over, it's my failure to gauge the flux of the dual chainguns when I am using the acc. ammo feeder. Again, my fault, I own it, yes. But being perpetually stunned is strange to say the least. I cannot catch fleeing frigates, so I don't see the point. I won the fight, sure, but then lost all my supplies in the process and lost all the cargo I had won trying to crawl back to a station. I am now at a net loss and cannot afford to pay my crew and enough supplies to continue operating. Oh no wait I was wrong, I have nothing for repairs either, let alone operation. I am stuck at 0% CR. Oh hell, and again being scanned or cargo as soon as I start the game makes this even more difficult. Not SS+'s fault, I know. Again, I'm not meaning to complain, but f***, what am I doing wrong?And what am I supposed to be doing?..

Edit 3: Clearly the hammerhead is not buffed if, when trying to run from the hegemony's initial scan just to see if I can do something different, THEIR OWN hammerhead is catching up to me while firing all of its guns while I am trying to maintain 0% flux speed and unable to escape it. Okay, so I restarted on the same path again but this time as a Tachyon corporate member. I chose to start with a ship upgrade, so that is the tempest.. I start with a tempest... In Corvus. The Hegemony is inhospitable to me... The fleet adjacent to me immediately attacks me........

Guess I am done with Starsector for this evening.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 03:00:13 PM
Is it possible to buy tridents or astral,  and if yes where?

Tridents: high-stability worlds, particularly military markets.  Can also be found rarely in some modded markets, particularly the Interstellar Imperium and Citadel.
Astrals: size-4 or higher high-stability tri-tachyon or independent worlds, particularly military markets.  Better odds than vanilla, but still, good luck.

I just hope you don't think I am complaining- of all the TCs around, I love SS+ the most. I recognize that I suck, which is why I ask for advice =P

Also, I notice that when you are a mercenary with an upgraded ship, you start with one hammerhead. I remember in Vanilla, people were suggesting to start with a wolf and hammerhead, and then just sell the hammerhead because it slows the fleet down too much to be used in the beginning of the game. So now I wonder, I start the game with one hammerhead at a burn speed of 4. What exactly am I supposed to be fighting in it? =s

No worries.  The hammerhead is slightly buffed in SS+, and it also benefits greatly from the reduced energy PD OP costs.  In total you get a good 8 extra OP you would have normally lost on LRPDs, plus 300 flux capacity.  You can take on small pirate fleets (~3 frigates) with that, no problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 03:35:16 PM
Just an FYI, I edited my earlier post to save space. Sorry to negate that, just wanted to continue..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 02, 2014, 04:01:11 PM
Quote from: TartarusMkII
Edit: I got into a fight with a Lasher variant and a Hound variant with my Hammerhead, and I admit it was my fault for allowing myself to overload my flux, but then for some reason I was overloaded for almost 5 seconds or so until the moment the lasher had finished me off with its strong missiles. Like.. okay.. just going to restart now. It is the way of rogue-likes, I get that. But even if it's not SS+'s fault, my interest is in the issue that there's just not enough things in the beginning of the game that can allow you to spring board further.

In duels, overloading is usually a death sentence because of missiles.

Quote from: TartarusMkII
Edit 2: Still testing this out some. I am not exactly sure what it is, and I've never noticed it before now, but it seems like when I take damage while I am overheating, I just stay overheating for longer. It's perpetual especially when fighting multiple frigates like you suggested I should be fine against. It's not the PDs that are pushing me over, it's my failure to gauge the flux of the dual chainguns when I am using the acc. ammo feeder. Again, my fault, I own it, yes. But being perpetually stunned is strange to say the least. I cannot catch fleeing frigates, so I don't see the point. I won the fight, sure, but then lost all my supplies in the process and lost all the cargo I had won trying to crawl back to a station. I am now at a net loss and cannot afford to pay my crew and enough supplies to continue operating. Oh no wait I was wrong, I have nothing for repairs either, let alone operation. I am stuck at 0% CR. Oh hell, and again being scanned or cargo as soon as I start the game makes this even more difficult. Not SS+'s fault, I know. Again, I'm not meaning to complain, but f***, what am I doing wrong?And what am I supposed to be doing?..

Overload timers are not affected by the amount of damage you take after the overload starts, only the amount of damage that triggers the overload in the first place.  There's a timer in the buffs/debuffs list on the left side of the screen.

Also, generally, if you are completely ruined, it's best to just restart or die and respawn in a fresh ship.

Quote from: TartarusMkII
Edit 3: Clearly the hammerhead is not buffed if, when trying to run from the hegemony's initial scan just to see if I can do something different, THEIR OWN hammerhead is catching up to me while firing all of its guns while I am trying to maintain 0% flux speed and unable to escape it. Okay, so I restarted on the same path again but this time as a Tachyon corporate member. I chose to start with a ship upgrade, so that is the tempest.. I start with a tempest... In Corvus. The Hegemony is inhospitable to me... The fleet adjacent to me immediately attacks me........

Nav points plus augmented engines make for fast pursuers indeed.

Also, inhospitable isn't enough to launch an attack.  If you've got a Tempest, you should be able to solo most small-to-mid-sized pirate fleets.  Even then, you should be able to easily outrun anything with your burn 8 speedster.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 02, 2014, 04:11:58 PM
Thanks for the reply, I appreciate it. I apologize for venting, it is just frustrating to see how poor I am at the game considering the amount of time I spend on it and the forums.

I tried different things just to find a setting without cheating that suits me. I started with an Afflictor class and said hey, this is pretty OP technology for an independent bounty hunter to have, but what ever, it seems cool, the bursty damage is my style. First combat I go into is against a torch frigate, the broadside one. It has anti-armor weapons. I am unable to get close enough to use my bursty energy weapons without taking damage from the HE guns. I die in two waves of bullets. I know you have important things to do, and I'm not asking for anything, but perhaps you might just want to ask others about the possibilities of the starting options. I'm just at a loss now, and don't know what to do. I might even just go back to f***ing around in the EVE TC.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 02, 2014, 06:23:43 PM
Astrals: size-4 or higher high-stability tri-tachyon or independent worlds, particularly military markets.  Better odds than vanilla, but still, good luck.

On that note, how does one increase the stability of a world? Tri-Tachyon only seems to have the one military post in Magec, so I assume beefing it up would be the best way to get fancy hulls. This system feels way too complex to just dump a load of wares into it to cause a stability increase though; I haven't even figured out how to trade profitably without events.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Linnis on December 03, 2014, 01:13:36 AM
Can we get a skill that boost our ability to pilot a carrier? similar to that hull mod, all refit is 50% faster, and 50% or 80% chance refit donst take up chassis, etcetc
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: KvaNTy on December 03, 2014, 02:51:03 AM
Can we get a skill that boost our ability to pilot a carrier? similar to that hull mod, all refit is 50% faster, and 50% or 80% chance refit donst take up chassis, etcetc
Isn't that too much? In such case single carrier with 3 decks and 3-4 Templar's Teuton bombers would be like "Win-button".
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 03, 2014, 04:18:12 AM
Sneak Peek
(http://i.imgur.com/pylEYV0.png)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Reh on December 03, 2014, 05:14:25 AM
Sneak Peek
"awesome image"

I'm hoping we'll see it soon in our games. :)

Incidentally, I've played a few dozen hours with the updated SS+ and the fleets hunting player feel very close to what I imagine they were supposed to be. If I have my guard up, they're an interesting and challenging interval in the game, letting me fight some exotic ships and fleet configurations. If I leave some combat ships in storage, pull out my huge freighters to do an occasional gold run, and the pursuing fleet catches me with my pants down, boy I'm screwed.

One very small issue I still have is the chasing pirate fleets often are attacked by other military expeditions, and I don't get to fight them as often as I would like to. Sometimes it's ok, when I want to evade them for whatever reason, but quite regularly I'm already salivating to the thought of testing my new toys on the pursuing pirates when a Citadel behemoth fleet barges in and spoils all the fun. Honestly I have no idea how to adjust this. Is it possible at all to make the pirate fleets more cautious and not run into the middle of enemy fleets which destroy them completely. It would be interesting to see the bounty hunters linger around a system in hyperspace, avoiding other fleets, waiting for the player to emerge again and nail his scrotum to his flagship's keel.

Anyway, it's one of the most fun mechanics in SS+, and I can't wait for you to flesh it out more.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 03, 2014, 06:20:36 AM
The last set of persuers I had was a "Mercenary" fleet technically unaffiliated with any of the normal factions (their icon was bright white and slaughtering them caused no standing loss anywhere). I suspect this is what happens when you upset a faction other than the pirates, and that they won't be intercepted by others.

Two minor things to report. The crew wage notifications stay on the Intel map for months even if filtered to the last week. In the market info window, stars added by outside mods (in my case I only have Interstellar Imperium) don't flash; that one may be a Vanilla bug.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: awpmax on December 03, 2014, 06:38:12 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


[attachment deleted by admin]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Tartiflette on December 03, 2014, 06:55:04 AM
You pretty much summed it up: you can disable the ripple effects in ShaderLib/shaderSettings.json by editing
Code
"enableDistortion":true, # Default: true
line 112 to
Code
"enableDistortion":false, # Default: true

Or even disabling all effects if you keep getting slowdowns.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 03, 2014, 10:12:43 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


Most likely, your computer is trying to use a low-power integrated graphics card for Starsector instead of the 760M.  This is a common mobile issue.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 04, 2014, 12:43:52 AM
I am experiencing heavy lag (and fps dropdown ~30) the moment "shield impact" effect makes the shield ripple.
Windows 7 Ultimate 64 bit
NVIDIA GeForce GTX 760M
8 GB RAM
Any ideas what could be causing this?
Btw pressing pause/break disables the shield ripple effect and fixes the lag issue, found out pressing it while missing the print screen button. Is it meant to be this way?
P.S. The mod is great.


Most likely, your computer is trying to use a low-power integrated graphics card for Starsector instead of the 760M.  This is a common mobile issue.

MAAAN was that annoying!! I had the exact same problem. I tried forcing the computer to use my Nvidia graphics card but it kept using the integrated graphics card for some reason. So I just changed the settings so my computer would only use the Nvidia Graphics card for everything. Man it was frustrating.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 11:09:09 AM
Hey again, I am really sorry to bring this to your thread again, but I just want to offer feedback, and maybe get some more advice if anyone can take the time to lend it.

I wish to reason that as totally awesome as SS+ is, it's just too difficult. I have not been able to survive for more than an in-game month or so since playing it, even when cheating to give myself a hauler to better carry wares or loot (trying not to cheat too hard.) I've tried a variety of different starts, and I just can't manage it. If it's not the enemies being too tough, it's the circumstances. I am unable to live in some systems because I cannot make money to afford 300-400 credit supplies, and fuel is a similar issue in some but less systems (at least in my experience.)

I don't yet fully understand how boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding, but that wil lslow my leet down so that I cannot catch up to other fleets. I just don't understand how this game is meant to be played. I can see lots of different options and paths to take, but none of them are accessible to me.

Are you sure that non-integrated faction economies don't screw up SS+'s landscape? I have a lot of faction mods, all of them up to date of course, and some are more inherently stable than others. I just don't know what more I can do lol

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship. I just cannot wrap my head around it, and the less people offer their own experience, the more I feel like I am just completely insane .. =P

And perhaps it'd be slightly easier to start the player off with more than 15 supplies? But I am not yet sure. Each ship is very different in a way that makes zero sense to me. For example this highly advanced Afflictor is taking only .1 supplies a day. That's nothing compared to what some of the other ships you can start with demand.

Edit: So I started as Tr-Tachyon favored in an Afflictor, and immediately leave Corvus to go to Magec to start the game. I have enough fuel and supplies, so this trip is fine. But when I arrive, the system is totally filled with independent and Tachyon fleets with two little pirate fleets zipping around that I cannot catch. What in the world am I supposed to do now? I no longer have the fuel, supplies, nor money to leave Magec. I don't have the money or cargo space to invest trading within the system. So have I just immediately lost the game? Again, I just lack any understanding of how the beginning of SS+ is balanced.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: jupjupy on December 04, 2014, 11:24:37 AM
300-400 credit supplies

Whoa. Where are you getting these? My supply costs especially in SS+ games range from like 30 (on a great day) to perhaps 150 in Jangala which for some *** reason always seems to have those prices. Unless you're buying these supplies during a trade disruption (which would be shown in the intel on your left side), prices should never rise this high.

boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding

You only need to use one ship, though more ships (I believe) make the chances higher. When I started SS (not SS+), it was easy just to use the free Hammerhead as a boarding ship, because it was unlikely to die from self-destructing ships. That being said, boarding is better done on a case-by-case basis. Many times it is simply unprofitable to board a ship, repair it, then sell it back to a station.

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship.

Forgive me for this, but I believe this is simply a result of bad flying. Afflictors are quite easy to use and can very easily disable any destroyer or frigate-class ship, with the exception of extremely fast ones (like the Hound) or high-tech ones (like the Tempest). You simply cloak up to them, uncloak when theyre in range of your Antimatter Blasters, quickly fire off two shots, and recloak. Done correctly, this happens fast enough that most ballistic weapon projectiles wont even have touched you by the time youve recloaked, after which you can either A) move out of range to vent, or B) stay decloaked if theyre overloaded and blast them with another round of Antimatter shots/missiles.

As for how the game is meant to be played... well, its a sandbox game, so you can play it however you want. Of course, there are a few easy routes, all of which overlap to some extent.
1) Bounty hunt enough enemies to earn lots of cash.
2) Take advantage of food shortages to earn lots of cash.
3) Any other method to earn lots of cash.
Then, use this cash to buy more ships. Rinse, repeat.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 11:33:08 AM
Thanks for the reply Jupjupy;

In my game, which is normal SS+ plus a few more UNintegrated factions, everything is much more expensive. When I open the intel map and sort by supply price, the highest known price for supplies is 430 due to a trade disruption and the lowest is 150, which seems to be the normal price on Sindria at the moment.

I wanted to board these alastars I keep coming across to make my fleet more powerful. I wish I could bring a crappy shuttle to do that job for me, but then I cannot catch fleets that I have any hope of fighting.

I understand I am bad at the game so I take no offense, but your description of the Afflictor is just not what I have experienced. This is especially true when fighting against ships with shields. The Afflictor you start with in SS+ is given two AM blasters and two Sabot SRMs. Sometimes both AM blasters are not enough to shut down the shields, and so firing off sabots first is necessary. But in my experience, when fighting ships that have anti armor guns, as soon as I uncloak, the AI will immediately fire to meet me- even if I cloak right away after firing off my shots, chances are I -will- take one or two of those anti armor shots and take massive damage. This does not seem to be in any way avoidable with the weapons given on my part.

I appreciate the description of the routes to play, but I feel like those work for vanilla and not SS+. I am not able to bounty hunt with one frigate no matter how strong. I cannot carry much supplies with this one combat frigate (and I guess I can if I start as a trader ofc). etc. You get my point.

Edit: So I wish I could record my game so I could just show you guys what it is I am going through, but I don't know how I can do that without just streaming the game. I managed to catch one fleet of one Lasher and killed it. But then as I tried to fly away at 1 burn speed trying to cart the stuff back to the nearest station to make desperate money, I was caught by another small frigate fleet. I chose to fly at 1 burn speed because I would have wanted to fight that fleet nearby anyway, and I was okay with them coming at me. But the fight was weird. I was able to damage one ship in the fight (it is about 4 frigates together, I dont know all of their names), but I am not fast enough to catch it as it retreats. I turn around to two Lashers, and I am totally powerless to stop them. I do not have the capacitor strength in the beginning of the game to fire both my AM blasters at the lasher to disable its shield all while trying to stay cloaked and get away from it to vent. The Lasher's shield is too strong and it vents faster than I do for some reason. My only option is to either keep trying to fight or retreat, or more aptly quit the game and restart.

I wish I could only show you somehow, what is happening here. As I uncloak to fire, the Lasher pre-emptively fires what looks like kinetic rounds of some kind that far out-reach my AM blasters. I take massive damage from each because my frontal armor is already worn down. I am unable to succeed, and even if I were, it would be at massive costs. And I edit this as I play of course- I have died to the second Lasher after killing the first. So, this is another loss chalked up for me where I have died in the 1st week or so, in only my second combat of the game.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 11:48:02 AM
Hey again, I am really sorry to bring this to your thread again, but I just want to offer feedback, and maybe get some more advice if anyone can take the time to lend it.

I wish to reason that as totally awesome as SS+ is, it's just too difficult. I have not been able to survive for more than an in-game month or so since playing it, even when cheating to give myself a hauler to better carry wares or loot (trying not to cheat too hard.) I've tried a variety of different starts, and I just can't manage it. If it's not the enemies being too tough, it's the circumstances. I am unable to live in some systems because I cannot make money to afford 300-400 credit supplies, and fuel is a similar issue in some but less systems (at least in my experience.)

I don't yet fully understand how boarding actions work because very often I will try to board and lose most or my entire fleet in the single boarding action. Why is boarding in the game if it can cost entire ships? Obviously I can use a crappy ship for the risk of boarding, but that wil lslow my leet down so that I cannot catch up to other fleets. I just don't understand how this game is meant to be played. I can see lots of different options and paths to take, but none of them are accessible to me.

Are you sure that non-integrated faction economies don't screw up SS+'s landscape? I have a lot of faction mods, all of them up to date of course, and some are more inherently stable than others. I just don't know what more I can do lol

And again, there are some starting options that just don't make sense, and I'm not trying to reason that you need to change these ASAP because I totally understand that they are not game breaking. But there are SO many Alastor small fleets floating around, and even a couple of lashers can completely dominant an Afflictor Class upgraded frigate that you can choose to start with. Like I said in one of my older posts, it is not possible to uncloak within your own weapon's range without taking massive damage from the weapons of a ballistic based ship. I just cannot wrap my head around it, and the less people offer their own experience, the more I feel like I am just completely insane .. =P

And perhaps it'd be slightly easier to start the player off with more than 15 supplies? But I am not yet sure. Each ship is very different in a way that makes zero sense to me. For example this highly advanced Afflictor is taking only .1 supplies a day. That's nothing compared to what some of the other ships you can start with demand.

Edit: So I started as Tr-Tachyon favored in an Afflictor, and immediately leave Corvus to go to Magec to start the game. I have enough fuel and supplies, so this trip is fine. But when I arrive, the system is totally filled with independent and Tachyon fleets with two little pirate fleets zipping around that I cannot catch. What in the world am I supposed to do now? I no longer have the fuel, supplies, nor money to leave Magec. I don't have the money or cargo space to invest trading within the system. So have I just immediately lost the game? Again, I just lack any understanding of how the beginning of SS+ is balanced.

Believe it or not, boarding is even worse in vanilla than it is in SS+.  I suggest not trying to board until you have construction rigs to repair your stuff with and send on boarding actions.

Supplies being worth 300-400 is very odd, and probably from some mod you have.  In my experience (with only the integrated ones), they hover around 100 credits, some planets have them for 200, some for 60.

Afflictor takes some getting used to but it's probably the best frigate in the game (mods included), aside from the Hyperion and Tempest.  If you can handle phasing, it can kill almost anything.  The technique is basically to unphase and phase again very quickly, just long enough to shoot an antimatter blast.  Unphase and open up with your other weapons when they're venting.  I am making the Alastor rarer (and hounds/cerberus more common), so there's that at least.

Every starting option starts you off with exactly half of your supplies, fuel, and excess crew full.  This is similar to vanilla.  Supply use is from crew, by the way.

Magec is a bad starting area; there are no more combat fleets than vanilla there; that's just how hard it is normally.  You start in Corvus because there are always pirates floating around there.

Thanks for the reply Jupjupy;

In my game, which is normal SS+ plus a few more UNintegrated factions, everything is much more expensive. When I open the intel map and sort by supply price, the highest known price for supplies is 430 due to a trade disruption and the lowest is 150, which seems to be the normal price on Sindria at the moment.

I wanted to board these alastars I keep coming across to make my fleet more powerful. I wish I could bring a crappy shuttle to do that job for me, but then I cannot catch fleets that I have any hope of fighting.

I understand I am bad at the game so I take no offense, but your description of the Afflictor is just not what I have experienced. This is especially true when fighting against ships with shields. The Afflictor you start with in SS+ is given two AM blasters and two Sabot SRMs. Sometimes both AM blasters are not enough to shut down the shields, and so firing off sabots first is necessary. But in my experience, when fighting ships that have anti armor guns, as soon as I uncloak, the AI will immediately fire to meet me- even if I cloak right away after firing off my shots, chances are I -will- take one or two of those anti armor shots and take massive damage. This does not seem to be in any way avoidable with the weapons given on my part.

I appreciate the description of the routes to play, but I feel like those work for vanilla and not SS+. I am not able to bounty hunt with one frigate no matter how strong. I cannot carry much supplies with this one combat frigate (and I guess I can if I start as a trader ofc). etc. You get my point.

Edit: So I wish I could record my game so I could just show you guys what it is I am going through, but I don't know how I can do that without just streaming the game. I managed to catch one fleet of one Lasher and killed it. But then as I tried to fly away at 1 burn speed trying to cart the stuff back to the nearest station to make desperate money, I was caught by another small frigate fleet. I chose to fly at 1 burn speed because I would have wanted to fight that fleet nearby anyway, and I was okay with them coming at me. But the fight was weird. I was able to damage one ship in the fight (it is about 4 frigates together, I dont know all of their names), but I am not fast enough to catch it as it retreats. I turn around to two Lashers, and I am totally powerless to stop them. I do not have the capacitor strength in the beginning of the game to fire both my AM blasters at the lasher to disable its shield all while trying to stay cloaked and get away from it to vent. The Lasher's shield is too strong and it vents faster than I do for some reason. My only option is to either keep trying to fight or retreat, or more aptly quit the game and restart.

I wish I could only show you somehow, what is happening here. As I uncloak to fire, the Lasher pre-emptively fires what looks like kinetic rounds of some kind that far out-reach my AM blasters. I take massive damage from each because my frontal armor is already worn down. I am unable to succeed, and even if I were, it would be at massive costs.

Which factions are these?  They are probably producing no supplies and have to import everything.

Just get a normal shuttle, not a D version.  They're cheap.

With those two AM blasters, the technique is to have only one on cooldown at any time; if they drop shields and vent, unphase and blast them, otherwise just bide your time and build their hard flux.  Even if you take hits, the Afflictor has a lot of armor for a frigate, so don't worry about that.  It's not like anything larger than a contender will hit you anyway.

In my own experience, I can effortlessly crush entire pirate fleets with just a starting Tempest with the default loadout.  Granted, I'm one of the most veteran members of this forum and have been playing since the first public version, but I'm nowhere near the level of someone like Gothars.  Are you piloting the ship correctly (using shift to turn to cursor, etc)?

Don't let your burn speed go to 1, dude; if you are bounty hunting at the start, just get the expensive stuff and leave the metal and volatiles floating in space.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:10:34 PM
Thanks for your response and your patience, D.R,

I can easily see why the Afflictor is a great duelist, but if I make one ship vent, and there is another next to it ready to shoot me, there's little I can do. But anyhow, let me list what mods I have active, in the hopes that maybe it would help shed some kind of light:

SS+ 2.2+, Citadel, Common Radar, Console Commands, ICE, Interstellar Imperium, Junk Pirates/ASP/PACK, LazyLib, Leading Pip, SCY, ShadowYards, Simulator Overhaul (I accept the issues this causes to itself), Crystanite Coalition, Knights Templar, Mayorate, Twiglib, Shaderlib.

So I guess it makes sense if those factions do draw too many supplies from the economy, but I'd be unsure as to which it might be.

Another issue I have is that I don't usually like to travel between systems for many reasons other than to do big big trades, or to relocate myself. This is because in the time it takes to travel I burn so many supplies and fuel that I can hardly hope to re-coup the cost after moving. There are so many systems from mods and such where the local eco is stable and conflict-less. The best example of this is the Citadel- I have only been to that system once in all of my playthroughs. I cannot get enough money to warrant going there to buy anything from them.

What do you think of any of that? I value your experience, of course.

Edit: Also how did you mean about crew and supply use? As an example, as I am still in the post-combat loot screen, I have -4 supplies per day: 2.0 for ship repairs and CR Recovery, .1 for crew upkeep, and 1.9 for extra capacity (because I am deciding what to leave behind =P )
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 12:21:15 PM
Thanks for your response and your patience, D.R,

I can easily see why the Afflictor is a great duelist, but if I make one ship vent, and there is another next to it ready to shoot me, there's little I can do. But anyhow, let me list what mods I have active, in the hopes that maybe it would help shed some kind of light:

SS+ 2.2+, Citadel, Common Radar, Console Commands, ICE, Interstellar Imperium, Junk Pirates/ASP/PACK, LazyLib, Leading Pip, SCY, ShadowYards, Simulator Overhaul (I accept the issues this causes to itself), Crystanite Coalition, Knights Templar, Mayorate, Twiglib, Shaderlib.

So I guess it makes sense if those factions do draw too many supplies from the economy, but I'd be unsure as to which it might be.

Another issue I have is that I don't usually like to travel between systems for many reasons other than to do big big trades, or to relocate myself. This is because in the time it takes to travel I burn so many supplies and fuel that I can hardly hope to re-coup the cost after moving. There are so many systems from mods and such where the local eco is stable and conflict-less. The best example of this is the Citadel- I have only been to that system once in all of my playthroughs. I cannot get enough money to warrant going there to buy anything from them.

What do you think of any of that? I value your experience, of course.

I have not seen the economy for JP/ASP/PACK or Scy but I seriously suspect Crystanite Coalition is causing these problems.

Fuel isn't THAT expensive.  It's effectively a 40 light year trip from, say, Corvus to Citadel, and if you have three frigates and two destroyers that's about 280 fuel, or about 18,000 credits.  Your crew will consume maybe 3 supplies per day, and that trip is perhaps 10 days long, so that's 30 supplies or 4,000 credits.  Salaries will be around 4,000 credits as well.  By mid-game, a single bounty awards about 100,000 credits, much more than the 26,000 credits needed to cross the whole sector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:32:40 PM
Yea, it's definitely not the fuel that is so expensive, but the supplies; at least in my game.

I only just added Crystanite yesterday and was having these issues before hand, but let me go to their system real quick using the console and see what they've got.

Yea, interesting, It seems that Crystanite have their own commodity called solar capsules, but it seems to serve the purpose of food rather than supplies; of course their ships would use supplies.

However, their homeworld, Crystanos II, is specialized for industry of all sorts. It is an Ore Refining complex, creating metals and rare metals, an Autofactory- Heavy Industrial Blueprints for heavy indy machinery, It is a military base, requiring supplies, fuel, and weapons and machinery, it produces anti matter fuel, It is an HQ, increasing stability, it has no black market, and use solar capsules as food.

But even here at Crystanos II, the price of supplies is 447 due to trade disrption. But.. oddly, the trade disruption label says "Supplies prices increased to ~280c". So obviously something is wrong here, but I am not sure if it is Crystanite's fault..
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: HELMUT on December 04, 2014, 12:49:04 PM
Personally i would consider the Afflictor as the second best frigate in SS vanilla, even higher than the Tempest but lower than the Hyperion. Like DR said, phasing in and out just to let enough time to fire your AM blasters is the key, most enemy weapons won't reach you in time when you're vulnerable.

The most important thing with the Afflictor is to max out the flux venting and then the capacity. I very rarely use the 5 weapons slots on my Afflictors, i just need the twin (i prefer them linked) AM blasters and the two missiles mounts (sometime i even skip the missiles and add a 3rd AM)

The only thing that can legitimately scare you early game are Alastors swarm because of their speed, firepower and good shield but they should be less common in the next SS+ update. But even then no ship is totally impossible to take down for the Afflictor, it all depend on how many shots you have.

Here's a video of Nemonaemo showing how to pilot one reasonably well.

https://www.youtube.com/watch?v=Ym5DWOxtX_E&index=23&list=UUKq4a_AJig1x-826Z8Kc3tA


Speaking of phase ship. I think the Shade should get a buff. As a phase ship it only get three roles, striker, disabler or flying decoy. By itself the Shade isn't that bad, it's just that the Afflictor perform better in all those roles.

The Shade can't perform the Striker role as well because it lack the flux capacity/vent and the ordnance points of the Afflictor. As a striker, your job is to fight like a ninja, phasing in and out between each shots. The Shade can do it, it's just not as good as the Afflictor due to its flux inefficiency.

For the disabler role. The Shade have the disadvantage of having its EMP emitter. Yes, a disadvantage, because it need to stay un-cloaked to use it to its full power and an un-cloaked phase ship is a dead ship, even with the slightly heavier armor of the Shade. If you really want a disabler ship, an Afflictor covered with ion cannons can do it much safer.

And then for the decoy role, just like for the Striker role, it need as much flux stats as it can and the Afflictor will always have more.

On top of that, most of its stats are slightly lower than the Afflictor.

So i thought about a possible buff to the Shade. My idea would be replace the two universals mounts with a single medium turret. The Shade would still be "weaker" than the Afflictor but the medium universal would offer more customization options and possibly some new roles that the Afflictor can't currently fill.

The first thing that comes to mind would be to strap a Typhoon reaper launcher on it. Could also work with some of the SS+ weapons, the heavy ion cannon would be very scary, the lightning gun would make the Shade an infuriatingly un-catchable long range fire support. Just an idea.

edit: Here's what i have in mind.

(http://i.imgur.com/7UDXVTR.png)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 12:52:33 PM
Thanks a ton for your response and even the video linkage, HELMUT, I appreciate it. I actually figure this PD Laser on the Afflictor is not very useful, but I am already maxed out on vents and the Resistant Flux Conduits that it starts with.

Bah and here I am having to restart the game in the first month again. As a hunter, I cannot possibly find people to fight this early in the game. I waste so much fuel and supplies desperately trying to find people I can fight. There are bounties on the map, even one here in Corvus, but they are of the elite kind, and I cannot possibly fight them in just one Afflictor..

Edit: After this next restart, this time Corvus is over run by pirates. But I *** you not, there are at least 10 medium sized fleets zipping around and two large ones. There are NO small fleets. What am I supposed to do? Who am I fighting? Maybe I should ask instead what would YOU do upon entering the game in this state?

Edit 2: Okay, lost to an Alastar, Lasher, and some other tiny small OP frigate in my first combat of the game.

I feel like if I were to record this all and put it on youtube, it'd get views. It's funny how bad I am. This is excruciating and I'd LOVE to be playing anything else right now, but I only want to see what I am doing wrong.

So I f***ing start over, and try something else this time. Tri-Tachyon dry dock engineer with upgraded weapons. Oh wait, what's that? You're flying a Wolf? Please, enjoy these heavy and dual needlers, I'm sure they will help you.

Edit 3 (lol): Okay, so in my first combat of this playthrough, I am fighting a small shuttle and a hound. Easy, right? I start trying to hit the hound, it's difficult because of its speed. I'm just about to kill it. It turns around and unloads a huge burst of HE something at me, and I get crippled to about 10% health.

So I guess I'm done with your mod for now. I [highly] recommend making sure anyone dabbling with SS+ be thoroughly aware when downloading it that it is for veteran players like you lot. I'm probably going to grind my face against this another day, but for now I'm just seriously done with SS+. It has been two days of playthroughs of SS+ without ever getting past 1 month of in game time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 01:30:39 PM
You could, you know, trade at the start.

Also that gun is probably the Cobra.  Shields/phasing will stop it, and then the hound is flux-logged and easily killed afterwards.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 01:44:22 PM
I am sure I could trade if supplies were as cheap as they seem to be in your own play tests. For me, for some reason, they are not. I may try to play SS+ with only integrated factions to see what happens, but to be frank, I just don't really care for the Templars and Imperium. But if you think it would help, I would not mind trying it out.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 04, 2014, 03:13:46 PM
A small suggestion if its possible to do. Please,  make astral and trident more easier to find in your vanilla (without other faction) mod in next version. I gave up searching for them (in other words stopped buying all the ships in the stations to force respawn).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 04, 2014, 03:35:19 PM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 04, 2014, 04:26:03 PM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.

A system with Imp, Heg, and Tach together sounds like a cool idea and would certainly make me like the Imperium much more, as it'd be easier to interact with their standings... I think.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 04, 2014, 04:47:27 PM
It'd be nice if there were some smaller II and Heg fleets to fight with in II's sector to raise standings with them before you have a super fleet, but I can see how it'd be difficult to manage since the way they cluster around planets and stations means one big fleet can come by and mow down a whole pack of smaller ones.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 04, 2014, 11:44:49 PM
I too am having trouble with this addon to the vanilla. Sure it's fun with all these new ships and all, but most, if not ALL, of the enemy ships(I mainly go for Pirates) are faster than your starter ships and can go no where. All you literally do is chase, occasionally get a hit or two and REPEAT!!!! I can't start a fleet because I lost all of my ships that could actually catch up to them, but they had VERY BAD FLUX CONTROL so they wouldn't even have a chance. Really frustrating.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 04, 2014, 11:55:08 PM
I haven't had any more problems with fleet speed in SS+ than I have in vanilla, simply requiring a bit of tactical maneuvering in the beginning, nor do I think flux management was changed much if at all...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TaLaR on December 05, 2014, 12:17:46 AM
SS+ fleets are generally faster, but not to the point where it would actually cause any problems.
And vanilla pirates are just ridiculuously slow due to abundance of (D) ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Ratheden on December 05, 2014, 04:58:56 AM
Thank You for a great mod.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 05, 2014, 10:55:27 AM
Pirate fleets are up to twice as fast as in vanilla because they do not always spawn (D) ships.  However, their max speed is still 6 (4 with a destroyer), so a frigate pack should be able to catch them.

SS+ does not make flux management harder.  The randomized variants do, however, make pirates far more difficult to kill because their variants are no longer deliberately made terrible; they aren't exclusively using thumpers, salamanders, and mining lasers anymore.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 05, 2014, 01:54:54 PM
You could, you know, trade at the start.

Tried this a few times today with different set ups. Usually I would run out of money trying to make long distance trades because of the lack of fuel I could afford. At least this starting path gives you more supplies to work with, though.

It always ended the same within the first month though- as an example with my last game, my mule was simply intercepted by a large pirate fleet in hyper space. Not much to be done about that. GG.

Edit: Trying something different. I started in the Hammerhead again and there was no one to fight in Corvus so I decided to go to Hyperspace to see if there was anyone I could catch to fight. There was not anyone nearby so I decided to fly off in the west direction to check out any other place that maybe I coul make money doing something. I ended up getting caught by a huge pirate fleet and died, unable to escape.

Also I stress it again, I am not complaining nor do I think you need to re-focus your effort on this mod. But again, I want to point out that giving a Tri-Tachyon starter with a wolf a bunch of needlers does not help the player afaik.

Edit 2: So I started out as Tachyon, killed some stuff in Corvus, having to cheat myself some supplies due to the lack of money for said supplies. I decided to go to the Valhalla system so maybe I could base with the Tachyon there and fight the Hegemony. Something different. Nope, can't do that. No stations owned by Tachyon in the system have any supplies. Mimir and Skathi are both devoid of Supplies and food, but hey, they got thousands of gasses, so that's great. What is the point of systems like this? lol
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Gorn on December 05, 2014, 02:34:41 PM
hi, how to increase memory???
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: MesoTroniK on December 05, 2014, 02:36:48 PM
hi, how to increase memory???

http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 05, 2014, 07:50:18 PM
You could, you know, trade at the start.

Tried this a few times today with different set ups. Usually I would run out of money trying to make long distance trades because of the lack of fuel I could afford. At least this starting path gives you more supplies to work with, though.

It always ended the same within the first month though- as an example with my last game, my mule was simply intercepted by a large pirate fleet in hyper space. Not much to be done about that. GG.

Edit: Trying something different. I started in the Hammerhead again and there was no one to fight in Corvus so I decided to go to Hyperspace to see if there was anyone I could catch to fight. There was not anyone nearby so I decided to fly off in the west direction to check out any other place that maybe I coul make money doing something. I ended up getting caught by a huge pirate fleet and died, unable to escape.

Also I stress it again, I am not complaining nor do I think you need to re-focus your effort on this mod. But again, I want to point out that giving a Tri-Tachyon starter with a wolf a bunch of needlers does not help the player afaik.

Edit 2: So I started out as Tachyon, killed some stuff in Corvus, having to cheat myself some supplies due to the lack of money for said supplies. I decided to go to the Valhalla system so maybe I could base with the Tachyon there and fight the Hegemony. Something different. Nope, can't do that. No stations owned by Tachyon in the system have any supplies. Mimir and Skathi are both devoid of Supplies and food, but hey, they got thousands of gasses, so that's great. What is the point of systems like this? lol

You ought to figure out which mod is killing supply costs across the sector; they're literally three times more expensive/scarce than they should be for you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: miljan on December 06, 2014, 06:25:45 AM
I found tridents in my dev version.  Astral, eh, not so much.  Nobody other than the TT stocks them and they don't have a large enough market for it.  Currently you can hardly find any high-tech capitals anywhere.

I might add another system to the Imperium, including a new heg and tri-tachyon base.  The TT base will have a size-5 military market.

I really like you vanilla mod because it feels like a patch to the main game. Adding new system i think would be to much of a change. Maybe some smaller change like adding and changing the status of existing station/planets, than adding new ones. But anyway its not a big problem. Really had fun playing the mod. Now its time to go to hibernation till the next bigger patch
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: OOZ662 on December 06, 2014, 08:23:10 AM
I really like you vanilla mod because it feels like a patch to the main game. Adding new system i think would be to much of a change. Maybe some smaller change like adding and changing the status of existing station/planets, than adding new ones. But anyway its not a big problem. Really had fun playing the mod. Now its time to go to hibernation till the next bigger patch

In that quote he's talking about adding systems to the Interstellar Imperium, which is an add-on. If you play straight SS+ you'd be unaffected.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 12:38:46 PM
You ought to figure out which mod is killing supply costs across the sector; they're literally three times more expensive/scarce than they should be for you.

I've been asking around in some of the other mod threads. But I also have a poor understanding of how the Eco actually works in this game as I expect it to be more simple than it actually is! Preliminarily, what do you think would be causing the oddly high price of Supplies? Factional mods that add more worlds that do not produce supplies?

Thanks again.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Dark.Revenant on December 06, 2014, 01:53:39 PM
That or a mod that mistakenly triples the price of supplies in commodities.csv.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 01:58:00 PM
That or a mod that mistakenly triples the price of supplies in commodities.csv.

Do faction mods usually change commodities.csv? If so, which would take precedence? Seems odd!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 01:58:37 PM
TartaruMkII, supplies cost you 300-400 even at non-shortage prices? That's pretty weird.

Especially compared to my game, which has supplies costing around 15-50 outside of shortages. Then again, it's been about 2-3 years ingame, so prices may have changed, so I'll check to see what my prices are at Jangala at the start with my current mod factions:

Starsector+ 2.2
Citadel 0.7.4b
Interstellar Imperium 1.5.1
Junk Pirates/ASP/PACK 2.00
SCY 0.86
Shadowyards 0.5.2.2
Knights Templar 0.9.3e
The Mayorate 0.8.1

(The auxiliary mods aren't mentioned here)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: TartarusMkII on December 06, 2014, 02:02:14 PM
Okay, thanks Nanao-kun, I'll watch for edits. I apologize for the trouble D.R, is there any kind of feedback in particular that you're looking for? I wish I could assist better, lol. I've been a professional beta/alpha tester before, so I feel really silly to have not really offered much other than whining ;p
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 02:08:45 PM
Okay, started a new game with my setup and checked Jangala at Corvus, Sindria in Askonia, and Interstellar Bazaar at Thracia.

94, 150, and 102, were the price of supplies respectively.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Kaioh on December 06, 2014, 02:29:50 PM
Nano-kun, you can have more than one mod together with this Vanilla enhancement? Or do you just have those mods installed but not activated?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
Post by: Nanao-kun on December 06, 2014, 02:41:44 PM
Nano-kun, you can have more than one mod together with this Vanilla enhancement? Or do you just have those mods installed but not activated?
Yeah, they don't get some of the benefits of integration like random variants or the other features, but I still play with them added.
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 08, 2014, 01:50:10 AM
Lots of small quality-of-life upgrades that improve the game.  Some performance improvements.  Saves from 2.2 won't work, as usual.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.3.zip)

Download Starsector+ 2.3 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.3.zip)
Download Mirror (https://www.mediafire.com/?31aw5ddouya6ddp)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.02 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

We also recommend Version Checker 1.2b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Download Interstellar Imperium 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3f (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Driveyards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Heavy Industries v0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Version 2.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: frogbones on December 08, 2014, 06:33:53 AM
Sweet checking it out when me gets home. 8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Cromodus on December 10, 2014, 07:46:07 AM
Hi Rev,

Would it be possible to add a randomizer to the Tariff rates and at the same time apply a kind of Upkeep mechanic to storage bought at bases, something ressembling the crew salary.
I didn't think much of it until I started storing thousands of tons of equipment and capital ships at a station where I payed a one time 5000$ fee. I thought that was a bit weird.

I guess in the end I could imagine the excessive tariffs make up for the practically free storage.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 11, 2014, 12:23:55 AM
Started with 30 crew. Took hull damage, lost 2 crew. Boarding option; hard dock with one Hound, boarding successful, ship too damaged to take as prize, lost 3 crew in boarding combat. Looting screen and subsequent menus/gameplay show I have 27 crew.

Admittedly it's been a long time since I read the boarding text in full; it used to say it was telling you how many crew you'd lost in boarding. If it changed to "overall losses so far" and I didn't notice, then never mind.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 01:15:19 AM
Vanilla bug, I believe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Linnis on December 11, 2014, 01:46:53 AM
Been playing a lot recently, So what about that hornet missile spam burst. Right at the start, It seems like the AI like to just shoot 20 missiles at once and demolish a frigate, then be kind of useless and die.

There a way to fix the AI or make a longer cooldown? Or stop the hornets from spinning?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 02:52:24 AM
They use the same AI type as harpoons. For whatever reason, the AI feels the need to use them like this.

Honestly, alpha-striking with hornets IS probably the most effective use for them; they're the best anti-frigate option for many fleets.  If you want them to take longer between volleys, use the medium version.  In the next update, I'll probably just make them regenerate ammo slowly, since they're generally fire-and-forget missiles similar to salamanders.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 11, 2014, 10:32:40 PM
I'm not sure if this is vanilla or not, but faction fleets don't really feel like they belong to that faction. Tachyon fleets usually only have one or two high-tech ships while everything else is low-tech. Same thing with Diktat and everyone else, including modded fleets. Kind of takes the joy out of fighting a faction since you will most likely be fighting the same fleet composition all the time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: TartarusMkII on December 11, 2014, 10:36:05 PM
I'm not sure if this is vanilla or not, but faction fleets don't really feel like they belong to that faction. Tachyon fleets usually only have one or two high-tech ships while everything else is low-tech. Same thing with Diktat and everyone else, including modded fleets. Kind of takes the joy out of fighting a faction since you will most likely be fighting the same fleet composition all the time.

As an example, what sort of ships do Tachyon fleets have?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 11, 2014, 11:15:27 PM
As an example, what sort of ships do Tachyon fleets have?

Their Fast Picket fleets are usually composed out of several Lashers, a single Wolf and a duo of Talon or Wasps. Usually 1/3 of the fleet is made out of low-tech ships. The larger fleets like Patrols are more varied, but even there it's kind of the same, sporting Enforcers and Condors and the like. The only exception to this I've seen are the biggest fleets, Security Detachments or whatever they're called. They're usually filled with high-tech ships and two or three low-tech.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 11, 2014, 11:18:04 PM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 11, 2014, 11:20:43 PM
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Jonlissla on December 12, 2014, 12:10:27 AM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.

Huh, I didn't know that actually. I don't think it says that anywhere in the game either, or maybe I'm just blind. Does market stability affect what ships they're selling as well, or is it just fleet composition? How much can actually be tweaked by a modder?

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 12, 2014, 12:36:16 AM
Factions have their preference for ships, but their actual ability to procure higher tech is based around the home port's stability; this is a Vanilla feature. When wracked with food shortages and the like you'll see a lot of low-tech vessels leaving the port.
Low-stability markets will produce crappy ships, no matter which faction you're talking about.  I can make the numbers a bit more polarized but in the end they're still going to differ greatly based on how well the market is going.

Huh, I didn't know that actually. I don't think it says that anywhere in the game either, or maybe I'm just blind. Does market stability affect what ships they're selling as well, or is it just fleet composition? How much can actually be tweaked by a modder?

SS+ has total control over this sort of stuff, but I am going for parity with vanilla on this one.  And yes, it affects what they're selling.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Malone on December 15, 2014, 03:34:49 AM
Hi,

Do you know if SS+ is compatible with The Patrian Principate Alpha v2.1 ? Author of the mod doesnt know but he's ready to do what is necessary to make it compatible if it's not too much work.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: FasterThanSleepyfish on December 15, 2014, 08:29:27 AM
Malone, PP ships are so long that they have too much space on their broadsides. Since the AI sees every ship as a circle, most PP ship broadsides will be considered a valid distance for the AI to fire at, even though the shots fade out into nothingness.

So, unless Nickoli can fix that problem, its likely PP won't be accepted. I guess it would involve heavy use of the TwigLib mod, but that is all I am able to say for sure.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 15, 2014, 12:14:15 PM
Unless PP does something weird, it should work with SS+.  It's not integrated, but it should function as it normally does.

However, PP does duplicate the economy, so I suggest not using it until that's fixed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 16, 2014, 05:50:44 PM
(http://i.imgur.com/W74fD9P.png) (http://i.imgur.com/3YeMrTz.png) (http://i.imgur.com/ezUVOJL.png) (http://i.imgur.com/Jy9Bhtv.png) (http://i.imgur.com/X1N7Xg2.png) (http://i.imgur.com/IqCsBCJ.png) (http://i.imgur.com/TFkswaA.png)

Improved the "advanced weapons" option.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: code99 on December 16, 2014, 10:23:25 PM
Hello, I've got a stupid question ...

To install this, do i have to download just the Download Starsector+ 2.3 (and dependencies, lazy lib etc.) or do i have to download the mods with the links just bellow such as Interstellar Imperium and others ...?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 16, 2014, 11:49:50 PM
SS+, LazyLib, and ShaderLib are the only requirements. The others just expand the universe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: jupjupy on December 17, 2014, 12:32:02 AM
Improved the "advanced weapons" option.

I SEE THAT 4 HORNET ENFORCER

YOURE AN EVIL PERSON
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 17, 2014, 12:46:03 AM
I think he meant that he improved what you get when choosing the "advanced weapons" final option on creating a new character.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Malone on December 17, 2014, 01:45:29 AM
Thanks for the feedback, I won't use PP for the moment.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Cromodus on December 17, 2014, 05:46:11 AM
Improved the "advanced weapons" option.

I SEE THAT 4 HORNET ENFORCER

YOURE AN EVIL PERSON

What can you do with that single ship at the beginning of the game? The only fleets you can take on are too fast for you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Creepin on December 17, 2014, 10:34:46 AM
What can you do with that single ship at the beginning of the game? The only fleets you can take on are too fast for you.
Hunt lone freighters or try to intercept stray frigates. It helps to stick around large Hegemony fleet cruising pirate station and pick on what pirate leftowers will escape it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: code99 on December 17, 2014, 12:01:01 PM
SS+, LazyLib, and ShaderLib are the only requirements. The others just expand the universe.

Ok thank you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: SainnQ on December 17, 2014, 12:27:16 PM
This is probably a bad question.

But I'm unsure how to deal with it.

Is it realistic to be penalized for smuggling one item (a medium weapon) to incur a 97 point reduction, including 30 points in Friendly faction rating?

And if not, how difficult would it be to edit faction standing. Because that's ridiculous. I expected maybe a cash penalty, or a minor faction standing, not a flag of -140 standing with a given faction for a smuggling investigation loss.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 17, 2014, 02:10:27 PM
This is probably a bad question.

But I'm unsure how to deal with it.

Is it realistic to be penalized for smuggling one item (a medium weapon) to incur a 97 point reduction, including 30 points in Friendly faction rating?

And if not, how difficult would it be to edit faction standing. Because that's ridiculous. I expected maybe a cash penalty, or a minor faction standing, not a flag of -140 standing with a given faction for a smuggling investigation loss.

That's a vanilla feature, actually.  In any case, when you smuggle anywhere, you have a chance of being investigated.  The more you smuggle, the higher the chance is.

You got profoundly unlucky if a single medium weapon is all you did.  I'd post about this in Suggestions if I were you; there should be some kind of minimum threshold.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: BrickedKeyboard on December 17, 2014, 11:46:31 PM
How do I allocate more memory?  I get the message in-game, it tells me to press "grave" to go to a forum post, but that key does not exist on my keyboard.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: OOZ662 on December 17, 2014, 11:49:17 PM
` is a grave. On a US keyboard it's the tilde key, to the left of the 1 key and above Tab.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: jupjupy on December 18, 2014, 05:56:45 AM
I think he meant that he improved what you get when choosing the "advanced weapons" final option on creating a new character.

Ahh, that makes a lot more sense. I cant begin to explain how much bad luck I've had with hornet swarms lately.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 19, 2014, 07:07:06 PM
Ah; I've actually stopped using SS+ - there are a few balance decisions it's made that I'm not really interested in playing with.  Been running with just shadowyards + templar.

Which parts are you referring to?  If something I did is unpopular I'll add a setting for it so you can disable/adjust it.
Some context: I started my current character quite some time ago, so some of my thoughts may be a bit obsolete.  In particular, the changes I didn't like were increases to fuel consumption (I think the vanilla numbers are fine) and missiles (though part of my reasoning there was just that I hadn't played much with .65.1 yet and wanted to see what they were like in vanilla - but I haven't been finding vanilla missiles to be much of a problem, so I'm not quite sure why you felt it necessary to nerf, for example, torpedos.)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 19, 2014, 07:38:01 PM
I actually buffed Atropos torpedoes; only Reapers were nerfed.  The reason is because they are very hard to avoid in vanilla, due to monstrous thruster stats.  While ship-mounted Reapers aren't so bad in that regard, daggers were just disgusting.

The fuel consumption thing is easily changed in settings.json.  The reason I did it is to make the sector feel bigger, since traveling to different parts becomes more costly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 20, 2014, 11:13:47 AM
Spoiler
Code
70232 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

I keep getting this error whenever I try to run SS+. I don't know why it's not working, I have 2048 MB allocated to SS at all times.

EDIT: I just realized I forgot to have ShaderLib active too. Sorry. :P
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Toxcity on December 20, 2014, 05:44:12 PM
If your still talking about nerfs, can you explain why you made the heavy mauler have such terrible aim?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 20, 2014, 06:04:04 PM
Yeah. The Mauler's aim isn't that great. I end up having to past the ships I'm aiming at a bit, especially when I'm trying to hit a Torch that is facing me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 20, 2014, 06:27:56 PM
The heavy mauler is one of the best armor-piercers in the entire game, mods included.  It was completely imbalanced when it was able to double as a sniper; there was basically no reason to ever use the assault chaingun.  Now, it's more of an actual close support weapon; the shots are too slow and inaccurate to snipe with consistently, but it still has great pressure at most ranges and really wrecks armor.

Without that nerf, it's worth more like 16 OP instead of 12 OP.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Histidine on December 20, 2014, 06:47:05 PM
Random tip: You can't do anything about the slower projectile speed, but the recoil effects are negated if you wait just a quarter second or so past the Mauler's reload time before firing again. Unfortunately the AI doesn't know to do this.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Luna on December 23, 2014, 11:00:12 AM
Oh, well, now I understand your reasoning behind it. :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 11:07:49 AM
Hm.  I do not much like the mauler nerf, either.  I'd be more inclined to reduce its per-shot damage (and buff the assault chaingun) than to reduce the mauler's accuracy.

Similarly, I'd be inclined to reduce reaper damage (maybe 3k instead of 4k?) before nerfing its acceleration; I have enough trouble trying to land hits with the things as they are in vanilla.

As an aside, one balance adjustment I'd suggest is to dramatically reduce the reload rate of single-shot missiles; being able to fire twice in rapid succession with the +1 ammo perk from level 5 missile skill seems... unnecessary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 23, 2014, 02:31:34 PM
Hm.  I do not much like the mauler nerf, either.  I'd be more inclined to reduce its per-shot damage (and buff the assault chaingun) than to reduce the mauler's accuracy.

Similarly, I'd be inclined to reduce reaper damage (maybe 3k instead of 4k?) before nerfing its acceleration; I have enough trouble trying to land hits with the things as they are in vanilla.

As an aside, one balance adjustment I'd suggest is to dramatically reduce the reload rate of single-shot missiles; being able to fire twice in rapid succession with the +1 ammo perk from level 5 missile skill seems... unnecessary.

The Heavy Mauler, to me, seems like it's meant to be a lighter analogue to the Hellbore cannon: slow shot speed, high damage.  I'm willing to try out improving its accuracy but the shot speed should remain where it is.  If the Heavy Mauler becomes a sniper weapon, even if the damage is reduced, it's still better than the HVD in most situations; it forces the target to keep the shield up and has dire consequences should they ever drop shields.  The HVD just doesn't have the same kick to it.

Reducing Reaper damage is not a good idea.  It's the benchmark torpedo; all other torpedoes scale off what the Reaper does.  However, its speed was just nuts; almost instantly as soon as it came out of the tube, it was screaming down range at 500 speed, making it as difficult to dodge as a ballistic projectile.  Suddenly, a Lasher with a couple Reapers on it was more threatening than the Dominator (D) with its Pilums, since you never knew when you'd hear that launch sound from off-screen and be smashed by 4,000 damage in the next second.  Dagger wings were pretty messed up as a result of this, as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 04:21:47 PM
Huh.  I really haven't had that sort of experience with Reapers - the only times they've given me any trouble is when I haven't actually looked at the enemy's armament and then messed up badly enough to overload in the main firing arc of an enemy onslaught - at which point the reapers really just make death come a bit faster.  (Fighting enemies with combat 10 takes some getting used to - it's a whole different ball park than the same ships sans skills.  I can kill these things fairly reliably now, but my early attempts often went poorly.)

Similarly, I haven't had the same experience with maulers in vanilla - defensively, I'd much rather face maulers than HVDs, since they do basically nothing to shields.  Sure, you have to keep shields up while in range, but that's no different than anything else, and offensively, you can get a lot farther with just kinetic weapons than you can with just explosive - you only need one gun with high per-hit damage to blast through armor, while shields constantly recover.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 23, 2014, 05:16:34 PM
Huh.  I really haven't had that sort of experience with Reapers - the only times they've given me any trouble is when I haven't actually looked at the enemy's armament and then messed up badly enough to overload in the main firing arc of an enemy onslaught - at which point the reapers really just make death come a bit faster.  (Fighting enemies with combat 10 takes some getting used to - it's a whole different ball park than the same ships sans skills.  I can kill these things fairly reliably now, but my early attempts often went poorly.)

Similarly, I haven't had the same experience with maulers in vanilla - defensively, I'd much rather face maulers than HVDs, since they do basically nothing to shields.  Sure, you have to keep shields up while in range, but that's no different than anything else, and offensively, you can get a lot farther with just kinetic weapons than you can with just explosive - you only need one gun with high per-hit damage to blast through armor, while shields constantly recover.

Yes, Reapers were avoidable even with the high speed.  However, the effort required to avoid them was disproportionately high.  Take, for example, a Harpoon Rack, which has 2,250 high explosive damage and costs 5 OP.  Personally I found avoiding three Harpoons to be somewhat more difficult, on average, than avoiding one Reaper.  But a Reaper is 4,000 high explosive damage and costs 2 OP.  It does almost double the damage, is harder to shoot down, and costs less than half has much OP to mount, while the only disadvantages are that it needs a straight line to hit something and it doesn't reach quite as far.  For the four-fold increase in damage efficiency, all you really had to pay was some effort in aiming the shot and the inability to mount it on side-facing hardpoints.  With the acceleration nerf, aiming it becomes harder and so the choice is a bit less clear-cut.

Against HVDs, you can turn shields off between shots.  A Mauler fires too quickly for that to be an option, so in a standoff scenario it actually builds flux more effectively than a HVD despite being four times less efficient.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Wyvern on December 23, 2014, 06:16:08 PM
Yes, Reapers were avoidable even with the high speed.  However, the effort required to avoid them was disproportionately high.  Take, for example, a Harpoon Rack, which has 2,250 high explosive damage and costs 5 OP.  Personally I found avoiding three Harpoons to be somewhat more difficult, on average, than avoiding one Reaper.  But a Reaper is 4,000 high explosive damage and costs 2 OP.  It does almost double the damage, is harder to shoot down, and costs less than half has much OP to mount, while the only disadvantages are that it needs a straight line to hit something and it doesn't reach quite as far.  For the four-fold increase in damage efficiency, all you really had to pay was some effort in aiming the shot and the inability to mount it on side-facing hardpoints.  With the acceleration nerf, aiming it becomes harder and so the choice is a bit less clear-cut.
Or you can compare the single-shot harpoon to the harpoon rack, for roughly a 2x efficiency increase... or you can compare the situation with skills in play, where the single-shot reaper offers 12k damage for 1OP, versus 4.5k for 4OP from harpoons... I think the right take-away here is that the single-shot reaper is underpriced at 2OP, *and* could use a decrease in its damage output.  As you point out, that does mess with comparative balance for modded-in torpedo variants... but at least the mods I'm using, there'd still be good arguments for using reapers (shadowyards and templar - the shadowyards torps are strongly homing but feature submunitions for much lower effective damage against armor, for example.)

Against HVDs, you can turn shields off between shots.  A Mauler fires too quickly for that to be an option, so in a standoff scenario it actually builds flux more effectively than a HVD despite being four times less efficient.
If you're in a standoff, versus just HVDs, coming from just one direction, and either have omni shields or are facing the (single) attacker, sure.  How often does that happen to you?  I've never had it happen to me - any situation that matches the rest of the criterion isn't a stand-off and I've been able to just close and kill.

Admittedly, some of this is just my play-style; I tend towards ships with strong shields and regard armor as a last-ditch defense I'd rather not rely on; I imagine I might have a different opinion on the balance of maulers vs. HVDs if I exclusively flew low-tech ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Toxcity on December 23, 2014, 09:08:26 PM
It may just be me, but I tend to keep my shield up with both Maulers and HVDs, considering that maulers do tons of damage, and HVDs have emp damage.

I actually buffed Atropos torpedoes; only Reapers were nerfed.  The reason is because they are very hard to avoid in vanilla, due to monstrous thruster stats.  While ship-mounted Reapers aren't so bad in that regard, daggers were just disgusting.

Would it be possible to have different versions of the reaper mount for fighters and ships (like the swarmer).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on December 27, 2014, 03:09:56 PM
How do non-integrated factions work into SS+ since 0.65., if at all? I remember in 0.62 you could have non-integrated mod factions in-game, and while they wouldn't have specific fleets and/or presence in the universe, you could still find and acquire their gear from random station sales (at least, I think I remember that being how it worked).

With two of the major factions not being up-to-date yet, I would like to expand my potential fleet makeups with more modders' works, but I'm just wondering how, if at all, they figure into SS+ now that the metagame has been stepped up as much as it has.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 27, 2014, 04:15:37 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on December 27, 2014, 04:40:19 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.

So they'll still have a presence in-game, insofar as the mod authors added (whatever system(s) the modder attributed to them, fleets, etc.), they just won't benefit from stuff like having trained commanders and such?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on December 27, 2014, 05:19:07 PM
As before, there is no integration; the additional factions will behave as if SS+ was not installed.

So they'll still have a presence in-game, insofar as the mod authors added (whatever system(s) the modder attributed to them, fleets, etc.), they just won't benefit from stuff like having trained commanders and such?

Correct.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Plan9 on January 01, 2015, 09:04:46 PM
Whenever I try launching Starsector with this mod active the game crashes right at the end of the initial loading bar with the error "Fatal: Index: 0, Length: 0"
I have had a look at the log but I haven't been able to make much sense of what is causing the error.
I have attached the error from the log file to this post (because the log file in its entirety was too large to be attached). Any help would be much appreciated.


[attachment deleted by admin]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 01, 2015, 09:40:19 PM
You are either using the wrong Starsector version, or you don't have LazyLib or ShaderLib active.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Plan9 on January 02, 2015, 03:28:08 AM
You are either using the wrong Starsector version, or you don't have LazyLib or ShaderLib active.

I must have done something wrong installing LazyLib (which should be pretty hard considering it's constituted by a single folder), it worked like a charm after reinstallation.
Thanks a bunch  ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 01:47:56 AM
Quite glad I checked this out after so long of thinking "eh, it's just gonna add a ton of kitbashed ships to the pirates".


Are bounties against anything other than the pirates just not possible at the moment. Playing as a pirate, yarhar, trying to make a few allies instead of make enemies with everyone, all I can do is hope for open bounties against other factions. Can't collect any names because all the names are pirates.

The Templars are just great. I've only fought their frigates and destroyers so far. That was a 10/10. A Jesuit phase charged at me and dropped out of phase on top of my pirate battleship's shields. Donk, donk, bonk, donk, bonk, boom. Silly frigate. lower shields. O GOD. NO. BAD FRIGATE. MY EVERYTHING. OWWWW, WADDAFUG, THAT THING JUST WENT STRAIGHT THROUGH ME. I WANT ONE.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 06, 2015, 01:59:27 AM
Are bounties against anything other than the pirates just not possible at the moment. Playing as a pirate, yarhar, trying to make a few allies instead of make enemies with everyone, all I can do is hope for open bounties against other factions. Can't collect any names because all the names are pirates.

After you've done enough bounties (if I remember correctly, it's after bounty #17), assassination bounties start to pop up, and these can be on actual faction fleets.  They fetch a pretty penny, too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 06:51:39 AM
Ah well. Started as a pirate and have full co-operation with the pirates after several trades involving thousands of units of fuel and many hundreds of thousands of credits.

Something I've noticed happening with Ballistae is this wave of free missiles fired all at once whenever I start up a chase to run down some retreating ships. They're fired all at once instead of in sequence like usual and I have no ability to do it. It just happens. An image of flagship still burning onto the field with missiles already in flight from off-map (http://cloud-4.steamusercontent.com/ugc/536258467631638773/5A6CE52446DBAD2FC24C011D2EE6617E62C744E2/). Whether small, medium or large Ballista launchers, I get a free volley if I burn in with my flagship and enemies in sight. Two other ships of mine that I also use for running down fleets do not do the same as me.

It seems like peculiar behaviour but maybe it's intentional and I've missed a memo.


EDIT:
Are the Templar ships meant to be capturable, considering their habit of Halo Ghost-style meltdowns? Managed to capture a Templar destroyer that came back online after a scrap with the vanguard of their latest holy war. Picked up a small energy weapon from the fight from it too, whether it was salvaged from some ship husks or stripped from the risen-again destroyer, I don't know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: angrytigerp on January 06, 2015, 09:23:04 AM
Ah well. Started as a pirate and have full co-operation with the pirates after several trades involving thousands of units of fuel and many hundreds of thousands of credits.

Something I've noticed happening with Ballistae is this wave of free missiles fired all at once whenever I start up a chase to run down some retreating ships. They're fired all at once instead of in sequence like usual and I have no ability to do it. It just happens. An image of flagship still burning onto the field with missiles already in flight from off-map (http://cloud-4.steamusercontent.com/ugc/536258467631638773/5A6CE52446DBAD2FC24C011D2EE6617E62C744E2/). Whether small, medium or large Ballista launchers, I get a free volley if I burn in with my flagship and enemies in sight. Two other ships of mine that I also use for running down fleets do not do the same as me.

It seems like peculiar behaviour but maybe it's intentional and I've missed a memo.


EDIT:
Are the Templar ships meant to be capturable, considering their habit of Halo Ghost-style meltdowns? Managed to capture a Templar destroyer that came back online after a scrap with the vanguard of their latest holy war. Picked up a small energy weapon from the fight from it too, whether it was salvaged from some ship husks or stripped from the risen-again destroyer, I don't know.

I managed to snag a Templar frigate once and more or less equipped it per stock variant with salvaged Templar weaponry I had found throughout my game. But even with that, it died a few battles later.

I'm not sure if it's just because the Templar faction AI (does such a thing exist, factional AIs?) is smarter about using it, or if Templar ships are always generated using more OP than they should be able to (at least per the Templar Missions, they all seemed to be over OP that I saw).

Dark could easily chip in and completely blow this to ***, but my theory is that while they TRY to self-destruct, they do occasionally not-explode, so you have a chance at having a chance to capture them (what with the broken capture/boarding mechanics). Or maybe they're all supposed to blow up, full stop, and them NOT blowing up is just a broken script/code/whatever.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 10:56:11 AM
The hullmod tooltip for their reactors states that they are pretty liable to catastrophic system failure but it didn't say it's a guarantee. And as I've picked up 5 Jesuits now, I'd say it's just standard fare that they will not always blow up spectacularly. I'm just re-blowing them up now, hoping it'll provide more salvage and chances for Templar weaponry. I want me that curious yellow lightning orb thrower and the penetrating cannon. I've only fitted one Jesuit with a lightning gun which is a peashooter for the thing. I thought it'd stay out of harms way and harass but I sent it up against a Templar Jesuit and it nearly died to the combined arms of the enemy Jesuit's Sentenia and Merced weapons. Also saw one of the Templar cruisers using those Merced guns as PD. Who knew that homing yellow plasma made for good missile defense?  :P Guy was being such a killjoy shutting down my missile swarms.

EDIT:
My strange missile phenomenon is not limited to Ballistae and I've had this happen on two different ships, (pirate battleship and citadel flagship) so either game is being weird or a skill is making me do this stuff.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 06, 2015, 12:32:50 PM
That missile thing sounds like a vanilla bug to me.

Yep, templars have a chance to explode, and that chance goes up the bigger the ship is.  While Jesuits are easy to capture, the larger ships are rare prizes indeed.  If you want the large weapons, kill Paladins.  It's the only way.

I might offer Alternative bounties posted by the Pirates if you are on good terms with them... Hmm...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 06, 2015, 01:27:58 PM
I have no idea who they expected were gonna try and cash in on this (http://puu.sh/ea8HR/a65c30c2f4.png). Actually never mind, I found a guy who hasn't got the memo yet (http://puu.sh/ea9db/86e30cd233.jpg).


Are Paladins the cruisers? I've only fought a handful of those and a single Archbishop. Had to head over to Antioch and knock on their front door to play with the Archbishop. The description of the (extremely fast rotating) planet that the Templars use seems to imply either a massive power plant or some sort of planetary weapon and communications would appear to reinforce that. Was a little disappointed that hovering on top of their homeplanet didn't lead to me getting shot at from the planet. I think me playing around in their front yard is also what lead to this curious open bounty being posted by the Templars. The last Templar cruiser I fought had an even more curious weapon that fired what I could only describe as snaking energy. Sadly that particular cruiser exploded so any hope of salvaging from it was lost.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: planeswalker on January 07, 2015, 03:57:01 AM
Hi Dark Revenant, firstly thanks for making this mod, its an interesting one and is fun to play.

I have one question/request, is it possible to edit the starting amount of attributes and skill points you get at character creation?

I've been playing vanilla starfarer for a long time and usually I play an 'accelerated' start by giving my initial char extra attribute and skill points. Its not very fair but I play this game to have fun and not have to spend time 'grinding' levels. The vanilla character creation files I know how to edit but I have no idea how to modify this mods files.

Any advice would be appreciated, thanks
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 03:59:42 AM
You can do all that without save editing or file editing by grabbing LazyWizard's Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0). Load that mod up and you can just press CtrlBackspace, type in "AddAptitudePoints xx" and "AddSkillPoints xx", replacing the Xs with a number you deem appropriate and go from there.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Dark.Revenant on January 07, 2015, 05:13:01 AM
Yeah, with Console Commands you can arbitrarily boost your XP and credits: "addxp ####" "addcredits ####".
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 07:17:29 AM
I suppose now my next question is do you have a capital sized engine of destruction planned for the Templar?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Midnight Kitsune on January 07, 2015, 10:56:58 AM
I suppose now my next question is do you have a capital sized engine of destruction planned for the Templar?
If I remember correctly, he DOES have a dread in the making although I don't know when or even IF it will come out
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Silver Silence on January 07, 2015, 11:22:49 AM
Ah, then I hope and look forward to it joining the lineup because I would love to pilfer a jumbo version of the Paladin seeing as I just blew up my pilfered Paladin in a pretty chain reaction. Seems that Templar ships drop their shields at very high flux so intentionally running the ship hot to weaponise the discharges lead to me blowing up a capital ship while close enough to stare at the captain in the bridge of said capital ship. I expected to overload from tanking the explosion on the shields, instead I blew up which blew up a frigate behind me and my deathsplosion blew away a destroyer. And it took so long to salvage that damn thing.  :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: Midnight Kitsune on January 07, 2015, 12:04:35 PM
Ah, then I hope and look forward to it joining the lineup because I would love to pilfer a jumbo version of the Paladin seeing as I just blew up my pilfered Paladin in a pretty chain reaction. Seems that Templar ships drop their shields at very high flux so intentionally running the ship hot to weaponise the discharges lead to me blowing up a capital ship while close enough to stare at the captain in the bridge of said capital ship. I expected to overload from tanking the explosion on the shields, instead I blew up which blew up a frigate behind me and my deathsplosion blew away a destroyer. And it took so long to salvage that damn thing.  :(
Yeah, their "shields" won't ever overload as they fail at around 80 or so percent, losing damage mitigation all the way
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
Post by: planeswalker on January 07, 2015, 03:37:24 PM
Thanks for the console command tip, never knew it existed, hehe
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 07:12:55 PM
Big update.  Large improvements to campaign battles and named bounties.  Saves from 2.3 are compatible with 2.4, but I cannot guarantee that individual mod updates will also work.

Albatross-class Destroyer [4 Logistics]
(http://www.sc2mafia.com/Starsector/ssp_albatross_dd.png)
(http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png)
Not pictured: the enemy missile commander's delicious tears.

While the Arachne is a capable escort, useful against ships of all sizes, it never really excels in any one task.  I wanted to create a true fleet screen, specialized for wiping out missiles and taking down fighter wings, and that required a destroyer-sized ship.  Meet the Albatross: the flak drone tender.  It's armed with two medium universal turrets that offer full coverage, so it's not particularly weak from any direction, but due to its lack of secondary slots it can't perform an assault role the way a Hammerhead or Enforcer can.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.4.zip)

Download Starsector+ 2.4 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.4.zip)
Download Mirror (https://www.mediafire.com/?6fuds33i65xa581)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3g (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Drive Yards 0.6.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (not yet compatible)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.4b (http://fractalsoftworks.com/forum/index.php?topic=6442.0)

Recommended Mods
Common Radar 1.1d (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)


Version 2.4
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: angrytigerp on January 08, 2015, 07:44:53 PM
2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 08:03:10 PM
2.4 Update News

So when you say "I cannot guarantee that individual mod updates will also work.", does that mean SHI, Mayorate, and Citadel are not 100% sure to work? Not really sure what you mean with this verbiage.
All I know is that the 2.3 -> 2.4 does not break saves.  I don't know if the same applies to any other mods that update.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 09:54:12 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 10:06:57 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 08, 2015, 10:08:31 PM
Maximized Ordnance can no longer be exploited to get free OP
Oh this won't *** off anyone! nope, no one at all! /s
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 10:38:42 PM

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)

OK, I take it back on the no issues with just SS+ 2.4.  I deleted the contents of the mod folder, power-cycled the machine, and copied SS+ 2.4, ShaderLib Beta 1.03, and LazyLib 2.0b into the mods folder.  Started up the game, created a new character, and the ambient music started playing.  Docked at Jangala and the planet/station music never started; no space music after I undocked again either, and when I went to exit the game it just plain old start-the-task-manager-Nellie-we-got-us-a-problem hung.  I killed the program, reverted to SS+ 2.3, and repeated the process, and had no music or crash-on-exit problems.  Am I just a specially-cursed snowflake or is there something odd going on?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 11:08:19 PM
You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 08, 2015, 11:27:28 PM
You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.

If Alex is the one true god, then you are most surely his prophet.  Or at least a prince among men/a warrior and a poet/a gentleman and scholar (take your pick.)  That did the trick and I am restored to full Starsector happiness.

Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 08, 2015, 11:54:45 PM
Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 09, 2015, 12:48:00 AM
Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 12:58:50 AM
Ooh. Single shot missiles have a 10s cooldown? I can go ahead and unlimit their ammo as well now. I don't mind CR but I dislike how an entire ship runs out of ammo and then everyone takes a gentlemen's agreement to reload all weapons and slug it out some more. So most guns and any missile launcher with a defined cooldown has unlimited ammo. I unlimited the ammo on 1s cooldown missiles once and was punished by a wall of reapers and salamanders by the AI. So instead those get regenerating ammo and reload a missile every 40,20 or 10s depending on the "level" of the launcher. One shot launchers get a missile every 40 seconds, two/three shot racks get missiles every 20 seconds and pods get one every 10 seconds. This does have the side effect of making any Pilum-style missile pretty silly as you can get several dedicated missile boats and fill the air with said Pilums.

That seems pretty excessive.  Only a few missiles will actually have infinite or regenerating ammo in the upcoming patch.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 09, 2015, 01:51:07 AM
I don't like "I had a complete upper hand and was gonna win then I ran out of ammo, welp, time to flee. Haha, PSYCH, REMATCH" side effect of ammo constraints. Also means missiles are still useful in protracted fights instead of being good for the first or second ship and then be a waste of OP that could have been used on hullmods or caps/vents. Before I could be arsed to go into the files and do the editing, I would focus heavily on playing energy focused ships because they often had no qualms with ammo. Flux was the critical resource to keep an eye on. There was another total conversion mod out there, Fairy, which gave regenerating ammo to most weapons at like a tenth of the fire rate. I don't remember if it had regenerating missiles, though I think pilums were unlimited. I'd have to do dig it out of the mod forums and redownload it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 09, 2015, 07:24:59 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 09, 2015, 11:28:31 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 09, 2015, 11:50:50 AM
I've only ventured around Corvus so far, but there are TONS of bounty fleets active. At times there are three fleets orbiting each uninhabited planet, sometimes dipping down to one.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 12:19:30 PM
I've only ventured around Corvus so far, but there are TONS of bounty fleets active. At times there are three fleets orbiting each uninhabited planet, sometimes dipping down to one.

Ah, the current # of bounties is balanced to the # of integrated mods that produce bounties.  I'll make it smarter on the next release.


AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: McRib27 on January 09, 2015, 01:01:23 PM
Another question i have here. What is a good point defensive? Im pretty new and direcly started with this mod. (i like challenges  ;D)

But still im try to figue out what point defensive are good (small). The bigger one i got already like dual flak for example but still im running around with PD laser and well there are not so good than i want them.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 01:06:11 PM
Burst PD and Vulcans are the best of the vanilla small PD.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: McRib27 on January 09, 2015, 01:08:20 PM
Burst PD and Vulcans are the best of the vanilla small PD.
thx than i will start looking in my weapon cash maybe i have them somewhere... if not well... pirates give them for away for free :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 09, 2015, 02:18:36 PM
Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.

In that case, MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette are also officers and gentlemen, plus any of the previous compliments they'd also enjoy.  Still, there's no question that you've been on top of these several really creative and varied projects that have added an incredible amount of additional fun to the game and really stand head and shoulders above the crowd in terms of quality and balance.  So undiminished thanks again!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 09, 2015, 04:22:13 PM
No idea if has been said before, but with the most recent update, pursuing fleets is ridiculous. They start in the upper half of the map. Most of the time, I cannot catch them with a Tempest at 340+ speed.

Just thought to let you know. It's very frustrating to see 6 out of 7 frigates escape, when you have only top tier frigates chasing them, and not even catching up to shoot a single laser at them.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: jhaacke on January 09, 2015, 06:33:58 PM
I really enjoy this mod, but I have a problem with my save files not loading correctly.  I will play and then make a save file.  Next time I play it wont load the save file.  It stars to load, then gets slower and slower until it stops and then says there was an error.  Any help would be appreciated!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 09, 2015, 06:36:34 PM
I really enjoy this mod, but I have a problem with my save files not loading correctly.  I will play and then make a save file.  Next time I play it wont load the save file.  It stars to load, then gets slower and slower until it stops and then says there was an error.  Any help would be appreciated!

Are you using a 64-bit JRE?  If not, this is TOTALLY the 64-bit JRE thing.  Behold: http://fractalsoftworks.com/forum/index.php?topic=8726.0 (http://fractalsoftworks.com/forum/index.php?topic=8726.0)!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 09, 2015, 07:59:30 PM
No idea if has been said before, but with the most recent update, pursuing fleets is ridiculous. They start in the upper half of the map. Most of the time, I cannot catch them with a Tempest at 340+ speed.

Just thought to let you know. It's very frustrating to see 6 out of 7 frigates escape, when you have only top tier frigates chasing them, and not even catching up to shoot a single laser at them.

Pursuit range depends on the relative size between the pursuing and the pursued fleets.  If the fleet you're chasing is far smaller than you, they have quite the head-start; your best bet is to send fast frigates/fighters in from the left and right flanks (click the ship more than once on the deploy screen).  This is done as a mechanic to:
1. Make pursuit fights more challenging; keep super-fast ships like the Hyperion, Seski, Hound, etc. relevant the whole game.
2. Make it possible for you to retreat without losing your entire fleet if the AI has you cornered.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 10, 2015, 02:26:00 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Fixing that is good. The effect on 10/10/10 AI fleets... not so good...

I figure it'd turn out all right if it was balanced such that the three skill trees each give roughly equal OP progression for the player, and the maximum OP bonus for the AI was roughly the same as that before version 2.4.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 02:46:15 AM
AI fleets gain 1% bonus OP for each point in Combat Aptitude, Leadership Aptitude, and Fleet Logistics (good luck, suckers!)
What did we ever do to you? :'(

(don't mind me, this is just me getting mad at "unfair" AI bonuses)
Ditto... I mean, SS+ was hard enough as it was... Hell, I heard that even DR had trouble with it BEFORE those changes

These bonuses are negligible at the early game but allow AI fleets to be fairly consistent in terms of difficulty later on.  Before, a 10/10/0 fleet would be less challenging than a 0/0/10 fleet, simply because most of the leadership skills offer nothing to the AI.
Fixing that is good. The effect on 10/10/10 AI fleets... not so good...

I figure it'd turn out all right if it was balanced such that the three skill trees each give roughly equal OP progression for the player, and the maximum OP bonus for the AI was roughly the same as that before version 2.4.

By the time you get to level 40, the old AI fleets are total pushovers to the point where even a gigantic million-credit bounty is no sweat.  The extra OP is to pad out the endgame.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 10, 2015, 02:55:25 AM
Dark, I guess it makes sense what you said. But you could reduce that distance by 20% at least :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 03:24:27 AM
I've tested the new balance and found it to be just fine, both in early game when all you have is one frigate, and late when you have a minmaxed fleet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 10, 2015, 03:39:07 AM
By the time you get to level 40, the old AI fleets are total pushovers to the point where even a gigantic million-credit bounty is no sweat.  The extra OP is to pad out the endgame.
Huh. I must be a lot worse at the game than I thought then, because that's not my experience at all. I find the bounty fleets perfectly manageable for most of the game, but in a battle with the end level fleets in 2.3 and before I could generally expect to lose at least a few ships, and a complete fleet wipe was not an extraordinary scenario.

Well, I figure I can just learn to fight smarter, specifically in high-level engagements. You're the boss!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 10, 2015, 04:22:26 AM
Yep, I am aware the difficulty level in SS+ is significantly higher than in the vanilla game, as it should be.  Makes succeeding at a hard battle more rewarding, I think.

If you run iron mode, learn to know when to fold 'em.  If the battle looks like it could go badly, order a retreat and get out while you can.  Escaping is a lot more feasible now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4 Graphics glitches
Post by: samsaq on January 12, 2015, 04:29:15 AM
My game is having graphics glitches(see attachments for screenshots) and i am using the same setup(as in mods i`m using what i edited in starsector)(I increased memory) which works on another computer, but when I don`t use starsector plus I don`t have theses glitches.(there is also a glitch in which sometimes upon munitions hitting the shields a explosion bubble appears and lag occurs, when you pause you get the glitch in which the heads up display, ie. health,flux,displays over and over evenly spaced moving in a line, leaving behind its trail,. in correlation of how you move the mouse.)(i can`t attach the example screenshots because there can only be up to 192kb of attachments)Any ideas how to fix this?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 12, 2015, 04:31:35 AM
Set "enableDistortion" to false in shaderlib's shaderSettings.json.  Your computer can't handle them, apparently.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 13, 2015, 03:32:15 AM
How does the phase cloak of the Zero series in Arcade work? I need to know how to duplicate the final boss's bullet spam from hell so I can beat him.

(yeah, I can't beat the Zero even after cheating and giving myself an Omega Zero, I'm pathetic)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 03:34:15 AM
The phase cloak thing only works in the arcade.  It's scripted really heavily.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Spenz on January 13, 2015, 12:26:54 PM
Meh I'm not liking the balance changes all that much.

-Entopic Rangefinder bringing in a -50% recoil bonus instead of the range bonus?  Utterly worthless now.  It makes the early and mid games much harder than they have to be.  I fly tech ships.  I don't have recoil issues.  Instead I am forced to knife fight (tech ships dont do that too well) or wait till I get tech 7 and fit the targeting unit.  Why even make this change?  It puts energy weapons at a wild disadvantage due to the fact that ballistics will actually take advantage of the recoil bonus and outrange the energy weapons.

-All drop rates significantly reduced.  Killing fleets seems to be half as profitable as it used to be.

-Templar no longer drop templar flux cores (probably due to the nerfed drop rate) so there is no real reward to engage them.

-Boarding actions now seem to rarely, if ever, succeed.  And that is with docked boarding.  No matter how many Valks I have, my success rate on stand-off boarding is somewhere around 10%.  Didn't happen last patch.

-Bounties are WILDLY distributed.  I am getting 1 mil credit bounties mixed in with 10k credit bounties....and I am still in my starter Tempest.

-Bounties almost always have the Hegemony issuing them.  Everyone hates the Hegemony so if I want to actually do their bounties I cannot grind rep or trade with most everyone I actually want to deal with.  I hate flying Hegemony and Independent vessels.

I dunno if these changes are a result of me starting a brand new game with all the mods newly updated.  Most of these issues could be from the Templar update or the Imperium update.  I have no clue.  All I know is that the game is much harder than it was last patch, and I dunno if the changes to do so (especially the rangefinder skill) were even necessary.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 01:48:52 PM
-Entopic Rangefinder bringing in a -50% recoil bonus instead of the range bonus?  Utterly worthless now.  It makes the early and mid games much harder than they have to be.  I fly tech ships.  I don't have recoil issues.  Instead I am forced to knife fight (tech ships dont do that too well) or wait till I get tech 7 and fit the targeting unit.  Why even make this change?  It puts energy weapons at a wild disadvantage due to the fact that ballistics will actually take advantage of the recoil bonus and outrange the energy weapons.
The range bonus was utterly broken.  Range is the best stat in the game.  Even a recoil bonus is rather powerful.  If you're flying mostly high-tech ships, then just skip gunnery implants.  There are other skills to invest in.

Quote
-All drop rates significantly reduced.  Killing fleets seems to be half as profitable as it used to be.
-Templar no longer drop templar flux cores (probably due to the nerfed drop rate) so there is no real reward to engage them.
-Boarding actions now seem to rarely, if ever, succeed.  And that is with docked boarding.  No matter how many Valks I have, my success rate on stand-off boarding is somewhere around 10%.  Didn't happen last patch.
This is simply untrue.  Boarding and fleet drops have not been changed at all since the last patch.  What mods do you have active?  Perhaps one of them is overriding the SS+ version of FleetInteractionDialogPlugin.

Quote
-Bounties are WILDLY distributed.  I am getting 1 mil credit bounties mixed in with 10k credit bounties....and I am still in my starter Tempest.
Intentional.  Not everybody does bounties throughout the game, not everybody wants to grind up to get the good ones.  I feel it's a nice touch to see bounties beyond your level every now and then.  The world feels bigger.

Quote
-Bounties almost always have the Hegemony issuing them.  Everyone hates the Hegemony so if I want to actually do their bounties I cannot grind rep or trade with most everyone I actually want to deal with.  I hate flying Hegemony and Independent vessels.
Confirmation bias.  The Hegemony is no more likely than any other faction (assuming those factions are set up to give bounties in the first place).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 13, 2015, 03:32:35 PM
I have noticed the lack of Templar flux cores aswell. I basically have all the mods for 0.6.5.1.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 03:41:07 PM
I can't help you if I don't know what particular mods you have.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 13, 2015, 07:31:26 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 08:05:46 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 13, 2015, 08:16:54 PM
I didn't read the patch notes carefully and actually assumed the Gunnery Implants range bonus had been moved to level 10.

That would actually have sort of worked with the suggestion someone else had (for vanilla) to swap Missile Specialization and Gunnery Implants between their skill trees. GI being in Technology makes sense thematically, but gameplay-wise it's the odd one out as the only Tech skill that affects only the player ship. It'd also make sense for something as OP as +25% range to be a Combat level 10 perk. Meanwhile, Missile Specialization currently forces people to put three points into Combat just for Expanded Missile Racks. (Good thing I can't see much use for ECCM Package and Automated Repair Unit, the only two other hullmods tied to a Combat skill)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 13, 2015, 08:36:12 PM
I didn't read the patch notes carefully and actually assumed the Gunnery Implants range bonus had been moved to level 10.

That would actually have sort of worked with the suggestion someone else had (for vanilla) to swap Missile Specialization and Gunnery Implants between their skill trees. GI being in Technology makes sense thematically, but gameplay-wise it's the odd one out as the only Tech skill that affects only the player ship. It'd also make sense for something as OP as +25% range to be a Combat level 10 perk. Meanwhile, Missile Specialization currently forces people to put three points into Combat just for Expanded Missile Racks. (Good thing I can't see much use for ECCM Package and Automated Repair Unit, the only two other hullmods tied to a Combat skill)

The main problem with that is that Missile Specialization then becomes the odd one out as the only player-affecting Technology skill.  The Missile Specialization bonuses are simply way too strong to be fleetwide.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 13, 2015, 08:38:49 PM
Boarding actions are much more likely to succeed if you actually get in close. Get in close and send about 3/4 the enemy crew count in marines or somewhere around a quarter more crew if you've no marines. Too few and they escape, too many and you cause collateral damage. There is a sweet spot where you are pretty much gonna succeed every time and the only concern then is that the enemy crew may self destruct the ship out of spite. No concern if you use your flagship battleship for it, sustain minor damage from it. The only time I've lost my battleship to it is the spiteful destruction of another battleship. Frigate explosions do like 5-10% damage, it's negligible.


Open bounties spawn when a lot of *** stirring occurs. I managed to get the Templars to post an open bounty after marauding their homeworld for an in-game month. If the Hegemony successfully and repeatedly engage the Imperium in their home turf, for example, then the Imperium will post an open bounty that is described as being likely triggered by Hegemony activity in the area. Interception of trade fleets helps to propagate these open bounties. Named bounties are random as far as I'm aware. Anyone posts them for seemingly no reason and aside from the assassinations, no-one posts up names on each other.

Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.

I know you guys are the ones looking at the code and are most assuredly right, but I can't help feeling so SO certain that a force just slightly larger than the survivors (or a handful fewer marines with the effectiveness perk) results in captures way more often.  Confirmation bias and anecdotal evidence and all, I know, but it REALLLLLLY seems that way!  

I'll start tracking my results and be back to recant and apologize in the relatively near future, I am sure.   :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 14, 2015, 12:03:46 PM
Actually, sending in extra marines/crew does not increase the chance of "collateral damage".  The only downside is potentially more are lost in casualties/explosions.

Then by that, I should be able to just throw my flagship's entire crew complement at a ship and capture it. I never have. It always ends up destroyed by collateral damage which means the capture was successful but too much of the ship's insides was made into swiss cheese in the process. I've always assumed (and it seems intuitive) that this was due to use of excessive force.

I know you guys are the ones looking at the code and are most assuredly right, but I can't help feeling so SO certain that a force just slightly larger than the survivors (or a handful fewer marines with the effectiveness perk) results in captures way more often.  Confirmation bias and anecdotal evidence and all, I know, but it REALLLLLLY seems that way! 

I'll start tracking my results and be back to recant and apologize in the relatively near future, I am sure.   :)

As one putting together mods and digging through code regularly, Dark could definitely decrypt it. Me, I'm just going off my personal experience. Up to 1.5x survivor count in assaulting crew is tolerable though this tolerance declines as crew counts increase. 15 crew attacking 10 defenders is usually successful. 300 crew attacking 200 survivors is overkill and your crew will also get massacred in the process. Thankfully, the only ships that might have that sort of surviving crew count are Onslaughts or ships that otherwise need a lot of crew. Up to equal count of survivors in marines usually works (marines are already more effective fighters than crew so not so many are needed). Once you improve marine effectiveness, tolerance goes down and less marines should be sent in.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 14, 2015, 03:43:17 PM
As one putting together mods and digging through code regularly, Dark could definitely decrypt it.
I'm pretty sure he, or someone else, already has and even posted the lines of code talking about it but I can't find the post!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 14, 2015, 04:32:38 PM
SPOILER WARNING: VANILLA BOARDING CODE
Spoiler
Code: java
	public static final float SELF_DESTRUCT_CHANCE = 0.25f;
public static final float CIV_SELF_DESTRUCT_CHANCE = 0.05f;

public static final float ENGAGE_ESCAPE_CHANCE = 0.25f;
public static final float ENGAGE_DISABLE_CHANCE = 0.5f;
public static final float ENGAGE_DESTROY_CHANCE = 0.25f;

public static final float LAUNCH_CLEAN_ESCAPE_CHANCE = 0.5f;
public static final float DOCK_SUCCESS_CHANCE = 0.5f;
public static final float LAUNCH_SUCCESS_CHANCE = 0.25f;

public static final float DEFENDER_BONUS = 1.5f;
public static final float DEFENDER_VS_LAUNCH_BONUS = 3f;

        // snip...

DataForEncounterSide attackerSide = getDataFor(attacker);
DataForEncounterSide defenderSide = getDataFor(defender);

float attackerMarineMult = attacker.getCommanderStats().getMarineEffectivnessMult().getModifiedValue();
float defenderMarineMult = defender.getCommanderStats().getMarineEffectivnessMult().getModifiedValue();

float greenMult = 1f;
float regularMult = 1.25f;
float veteranMult = 1.5f;
float eliteMult = 2f;
float marineMult = 7f;

float attackerStr = boardingParty.getGreen() * greenMult +
boardingParty.getRegular() * regularMult +
boardingParty.getVeteran() * veteranMult +
boardingParty.getElite() * eliteMult +
boardingParty.getMarines() * marineMult;
attackerStr *= attackerMarineMult;

CrewCompositionAPI defenderCrew = member.getCrewComposition();
float defenderStr = defenderCrew.getGreen() * greenMult +
defenderCrew.getRegular() * regularMult +
defenderCrew.getVeteran() * veteranMult +
defenderCrew.getElite() * eliteMult +
defenderCrew.getMarines() * marineMult;
defenderStr *= defenderMarineMult;

if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE) {
defenderStr *= DEFENDER_VS_LAUNCH_BONUS;
} else {
defenderStr *= DEFENDER_BONUS;
}

attackerStr *= 0.75f + 0.25f * (float) Math.random();
defenderStr *= 0.75f + 0.25f * (float) Math.random();

boolean attackerWin = attackerStr > defenderStr;
boolean defenderWin = !attackerWin;

float r = (float) Math.random();

BoardingResult result = new BoardingResult();
result.setMember(member);

for (FleetMemberAPI fm: boardingTaskForce) {
float deployCost = getDeployCost(member);
fm.getRepairTracker().applyCREvent(-deployCost, "engaged in boarding action");
}

BoardingOutcome outcome = null;

if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE && (float) Math.random() < LAUNCH_CLEAN_ESCAPE_CHANCE) {
outcome = BoardingOutcome.SHIP_ESCAPED_CLEAN;
}
                if (outcome == null && defenderWin) {
outcome = BoardingOutcome.SHIP_ESCAPED;
}

boolean civ = member.getVariant().getHints().contains(ShipTypeHints.CIVILIAN);
if (outcome == null && (float) Math.random() < SELF_DESTRUCT_CHANCE && !civ) {
outcome = BoardingOutcome.SELF_DESTRUCT;
}
if (outcome == null && (float) Math.random() < CIV_SELF_DESTRUCT_CHANCE && civ) {
outcome = BoardingOutcome.SELF_DESTRUCT;
}

if (outcome == null) {
float threshold = DOCK_SUCCESS_CHANCE;
if (attackType == BoardingAttackType.LAUNCH_FROM_DISTANCE) {
  threshold = LAUNCH_SUCCESS_CHANCE;
}
if ((float) Math.random() < threshold) {
outcome = BoardingOutcome.SUCCESS;
} else {
outcome = BoardingOutcome.SUCCESS_TOO_DAMAGED;
}
}

result.setOutcome(outcome);
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 14, 2015, 07:32:31 PM
Boarding comments
Spoiler
Wait, launch from a distance gives you only half the chance to end up with a still-working ship on top of the 50% chance for the enemy ship to get away at start? That is outrageous.

I assume ENGAGE_ESCAPE_CHANCE is only used for player ships fleeing the AI? I don't think a restored enemy ship has ever gotten away after I've chosen to blow it up.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 14, 2015, 07:49:29 PM
Spoiler
I don't understand Java. Is taken me a good few minutes to try and read this with the help of a friend.

Basically, from what I can gather

If the attacking crew outnumbers the defending crew (with a +/-25% variable to either side which has no definition or limit within the code (math.random (there must be a limit to this otherwise this could add thousands of generic crew strength to either side for no good reason))), they win. The attacking crew then has a 50% chance to get the ship if they docked or a 25% chance to get the ship if they launched, with another 25% chance for the ship to explode in your face before that. Defenders also get a 50% increase in generic crew strength against a docking action or tripled crew strength against launches, meaning you must send twice as many crew/marines to launch over docking (150% vs 300%)

The code says that excessive force is not a thing and you should just launch all your crew/marines to overwhelm the defenders but my experience has not been so.
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 16, 2015, 06:31:26 AM
Does anyone use tugs? I personally found the fuel cost prohibitive for anything except capitals even in vanilla and with SS+'s doubled fuel consumption... ehhh.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 16, 2015, 07:28:15 AM
I use a small one to pull my cruiser alongside its destroyer and fast cruiser fleetmates. I don't really find SS+'s fuel to be an issue any more, with a full standard tank being enough to do a two-way trip with my combat fleet. Add in the two Astrals and at least a medium tanker is required.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Chaos Farseer on January 16, 2015, 07:42:49 AM
Silver Silence: Math.random returns a value between 0 and 1, btw.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 16, 2015, 09:26:17 PM
Bug: jump into system via stars is broken - as in, I have the skill that's supposed to grant that (Applied Physics at 7+; in my case I took it to level 10 for hardened shields), and all I get is a dialog saying "You are unable to use this jump point".

Active mods:
SS+ 2.4+
II 1.6.1
LazyLib 2.0b
Neutrino 1.80
Omnifactory 1.10b
Shadowyards 0.5.2.2
Templar 0.9.3g
Shaderlib beta v1.02
Console 2.3
Save Transfer 1.3
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 16, 2015, 10:06:28 PM
There is a bug, but it's in the Neutrino mod.  Neutrino overrides the SS+ campaign plugin with the vanilla one (for no reason), so as long as you're using that mod you will not have the new SS+ boarding/repair mechanics and you can't use star wormholes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 16, 2015, 10:31:59 PM
Hm.  Which file is being overwritten, exactly?  That sounds like the sort of thing that ought to be a fairly easy fix to hack in locally... if I knew which file was the problem.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 16, 2015, 11:18:05 PM
It's a plugin overwrite, not a file overwrite.  You have to delete "sector.registerPlugin(new CoreCampaignPluginImpl());" from neutrinoGen.java and recompile the Neutrino .jar file.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: LB on January 17, 2015, 01:50:20 AM
Noticed this elsewhere; SSP is so ubiquitous that maybe a warning is due for other mod authors regarding adding null checks for getShield() for when players use Shield Bypass? I saw some scripts for AI and unique built-ins (and probably other stuff) getting NPEs over that. Or, heh, change the return for ships without shields from null to a dummy that turns calls on it to no-ops and make everyone's life really difficult when debugging.

That, or maybe I could just take a look around and tally up which ships you can't install Shield Bypass on.

Great mod as always, by the way. What are your plans with SSP's balancing tweaks regarding the upcoming version's changes to ballistics and beams?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 02:30:33 AM
No plans.  I will decide after I've played with the new balance changes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Cyan Leader on January 17, 2015, 08:40:33 AM
I've put around 6 hours in the latest SC+ version and I often see that I have a 100k bounty on my head, but nothing happens. Not once I've seen a hunter fleet follow me. What gives?
Mind you the only faction I'm hostile towards atm are the pirates.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 17, 2015, 09:02:32 AM
I have pirate fleets intercept me in hyperspace about once a month and the occasional factionless "Bounty Hunter" chase me in-system, though much more rare.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: CrashToDesktop on January 17, 2015, 09:56:56 AM
I've actually had quiet a few bounty hunters chase me, although mainly pirates.  You can instantly tell they're bounty hunters from the fact that they're chasing you from across the map and are of equal strength, give or take.  My most recent one pitted me up against an Elite crewed Wolf pack, both in name and in ship.  It was pretty fun. :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: OOZ662 on January 17, 2015, 09:59:13 AM
You can also tell by looking closely at their fleet ring/icon color; it's white, while the closest similarity is the independent's grey.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 17, 2015, 10:26:06 AM
Pirates don't hire bounty hunters, although their regular fleets will sometimes specifically chase you.

It'd be pretty funny if there was a way to fake your own death and collect the bounty on yourself.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Silver Silence on January 17, 2015, 11:14:28 AM
I am constantly harassed by "Mercenary" fleets though I do have like a mil in bounty last I checked and half the Sector hates me for trading with pirates so, y'know.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 12:36:23 PM
Fast fleets are more likely to slip away from bounty hunters, since they won't try to chase you if you are way faster than them.  And yeah, it's meant to scale in difficulty; if you are rocking a huge fleet and have *** a lot of people off, expect to see them try to get a piece of you every couple weeks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 17, 2015, 12:46:27 PM
I'm seeing something strange with AI in SS+. Enemy ships are far too eager to vent.

That was true in vanilla too, but never to this degree. Here are some examples:

* Almost always (90-ish % of the time), Wolf frigates armed with mining blasters will vent instantly after firing a shot, even if they're still at less than 50% flux and I'm right next to them with an antimatter blaster ready. They don't even attempt to retreat to a safe distance first, and they have a teleporter!
* Almost as often as above, frigates will vent a few seconds after taking an antimatter blaster hit, even if it only got their flux up to about 30% and there are other weapons pointed at them. The vast majority of my kills with a dual-AM blaster Afflictor rely on this - shoot a Wolf in the shield, wait for it to vent, shoot it again. There's nothing I could do against them otherwise, I just don't have the DPS to crack their shield nor the speed to get behind them, but they choose to expose themselves.
* Bigger ships do this to. I just slaughtered three destroyers (Sunder, Hammerhead and a Mule) plus a few frigates in a stock Tempest with no skills because they kept venting after I got their flux up to about 25% with absolutely no regard to their own safety. If they had just kept their shields up and kept firing I would have had a very hard time cracking them with my limited firepower.

I don't like to complain about AI, because I know how hard it is to get right and some faults will always be there, but when the vast majority of my kills in SS+ rely on the AI doing something suicidally stupid - and I don't have to go out of my way at all to make it do that - I think something's definitely wrong.

Beyond the standard package, the only mods I have installed are Templars, Imperium and Console Commands.

edit: I poked a Sunder around and paid more attention to what it does. I can reliably make it vent by shooting it for a few seconds to build up a small amount of flux (20% seems to be enough), backing up a little bit (couple ship lenghts) and stopping firing with the pulse laser. That makes it vent, despite the fact that the graviton beam is still on it, the terminator drone is still shooting it, and the pulse laser can be back in range in about two seconds so the threat level is still really high.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 17, 2015, 01:20:37 PM
Saw something really weird with an afflictor today: near some enemy ships, turned on phase cloak, and suddenly I'm flying away as if something had decided "Hey, that Afflictor looks like a football!"  Went maybe five ship lengths then slowed down.  Was not able to replicate on further attempts.  I'm assuming this is likely to be a mod issue rather than a vanilla one.  Any idea what's going on?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 01:41:27 PM
Afflictor is a vanilla ship.  I can think of absolutely nothing that could cause this problem, so I'm tempted to think it's a vanilla issue.

Only affects the piloted ship.

I'm seeing something strange with AI in SS+. Enemy ships are far too eager to vent.

That was true in vanilla too, but never to this degree. Here are some examples:

* Almost always (90-ish % of the time), Wolf frigates armed with mining blasters will vent instantly after firing a shot, even if they're still at less than 50% flux and I'm right next to them with an antimatter blaster ready. They don't even attempt to retreat to a safe distance first, and they have a teleporter!
* Almost as often as above, frigates will vent a few seconds after taking an antimatter blaster hit, even if it only got their flux up to about 30% and there are other weapons pointed at them. The vast majority of my kills with a dual-AM blaster Afflictor rely on this - shoot a Wolf in the shield, wait for it to vent, shoot it again. There's nothing I could do against them otherwise, I just don't have the DPS to crack their shield nor the speed to get behind them, but they choose to expose themselves.
* Bigger ships do this to. I just slaughtered three destroyers (Sunder, Hammerhead and a Mule) plus a few frigates in a stock Tempest with no skills because they kept venting after I got their flux up to about 25% with absolutely no regard to their own safety. If they had just kept their shields up and kept firing I would have had a very hard time cracking them with my limited firepower.

I don't like to complain about AI, because I know how hard it is to get right and some faults will always be there, but when the vast majority of my kills in SS+ rely on the AI doing something suicidally stupid - and I don't have to go out of my way at all to make it do that - I think something's definitely wrong.

Beyond the standard package, the only mods I have installed are Templars, Imperium and Console Commands.

edit: I poked a Sunder around and paid more attention to what it does. I can reliably make it vent by shooting it for a few seconds to build up a small amount of flux (20% seems to be enough), backing up a little bit (couple ship lenghts) and stopping firing with the pulse laser. That makes it vent, despite the fact that the graviton beam is still on it, the terminator drone is still shooting it, and the pulse laser can be back in range in about two seconds so the threat level is still really high.
Some of those problems are unfixable.  It's not like I can make the AI retreat.

SS+ does, however, use custom venting AI because of the vanilla problem that ships don't like to vent even when it would be a very good idea to do so (hovering near max flux, unable to fire back, is worse than venting, taking damage, and then shooting at the enemy).  However, this kind of system is not designed for Frigate vs The World scenarios, where the AI believes their strength in numbers makes venting safer than it really is against a player pilot.  Furthermore, the AI isn't smart enough to make the complicated decision "I can't win because the target is too maneuverable and I won't be able to point at it with my guns, and my allies are too busy to come help, and the game designers intended me to be as annoying as possible before kicking the bucket", so rather than turtling up before finally dying it tries to get its weapons online as much as possible to try and punish you if you make a mistake.

That said, I've gone through some lengths to make the AI more conservative with how it chooses to vent, especially at low flux levels.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 17, 2015, 01:55:23 PM
Afflictor is a vanilla ship.  I can think of absolutely nothing that could cause this problem, so I'm tempted to think it's a vanilla issue.
On further reflection, this is the second time I've seen this sort of punt-on-phase happen - the first time was with a Templar Jesuit frigate, and at the time I just assumed it was the ship's "fling projectiles away from me" ability deciding that there was too much stuff nearby and it was going to fling me away instead.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 17, 2015, 03:24:58 PM
No, I've definitely seen this problem in situations lacking Templars.  Templars just phase and unphase really often (in close proximity to other ships) due to the way the priwen burst works, so they're more likely to get this sort of error.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Space Bear on January 18, 2015, 03:01:33 PM
The only thing I dislike about progress in the Starsector development cycle is not having all of my favorite factions and mods to play with.

However, as of the 65.1a update I've fallen in love with Starsector+. I've lost count of how many hours I've logged in the campaign over the past two weeks but the expanded faction standings and economy along with the few faction mods that have been updated for the latest version are more than enough to keep anyone busy.

Only thing I would like to see change (not sure if it's even a product of Starsector+) is starting smack dab in the middle of Jangala in the Corvus system regardless of what faction standings are generated in character creation.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: TartarusMkII on January 18, 2015, 03:19:40 PM
Only thing I would like to see change (not sure if it's even a product of Starsector+) is starting smack dab in the middle of Jangala in the Corvus system regardless of what faction standings are generated in character creation.

Yis, I agree with this, but if I remember right, that's not a possibility at the moment- I forget why.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 06:16:49 AM
When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 19, 2015, 08:09:59 AM
That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 09:22:47 AM
That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.

Assassinate bounties shouldn't end up like that, but they do.

And...well, when i said the bounty expire immediately, i mean the two messages pop out simultaneously like this.

somewhere:xxxxx credit bounty someone posted by someone on somebody.
bounty on somebody over.

Please forgive me for my unclear expression. It is my fault.

I just found that if this issue occurs, the portrait of the taget would must be a moded one. And I can't see Crystanitez in bounty fleets anymore so far.
Maybe there was a bug when a non-integrated faction trying to spawning some faction ships in the bounty fleet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 02:25:30 PM
When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.

That's a weird bug, but I found out what was causing it.  Thank you for pointing it out; I probably wouldn't have found it on my own.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Deathfly on January 19, 2015, 11:02:44 PM
Glad to help.

So i should disable the Junk Pirates and transfer my save one more time? Well, i think this is a chance to test out the SCY 0.87.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 11:05:32 PM
Don't disable Junk Pirates; they're integrated in the next update anyway.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Baleur on January 19, 2015, 11:11:43 PM
Could you mention which factions are safe to use without horrible bugs, before 2.5 is released?
From the posts above, i gather that Junk Pirates and Neutrino Corp is safe?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 19, 2015, 11:13:17 PM
I don't know; generally, only mods that have that mistake/bug in their world gen code will cause those issues.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: cpmartins on January 20, 2015, 03:30:03 PM
First off, thanks for the hard work you put in it for us man, really apreciate it. I`m loving it so far.

I`m looking to ease up the soft cap after level 40, but your mod apparently uses a function other than the one contained in LevelupPluginImpl inside the .jar, and for the life of me I can`t find it. Could you tell me where it is?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 20, 2015, 03:37:41 PM
It does use the LevelupPluginImpl found inside the SSP jar.  However, overwriting it is difficult.  Your best bet is to compile a new version of SSP.jar with that class changed to suit your needs.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Denebio on January 22, 2015, 01:01:20 AM
Hey guys, first let me thank all ss+ hardworking guys for great work. Secondly let me ask some annoying questions. I see info that Blackrock is updated but no such information on cycerin's blackrock post. Does it only work with SS+ on 65.1a version ?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 22, 2015, 01:07:02 AM
SOON tm
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Denebio on January 22, 2015, 01:09:41 AM
SOON tm

Okay now you are teasing ... Does it work with ss+ already or must i wait ? Cant check it next 8 hours :<
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 01:31:38 AM
He fell asleep before making the post.  Stay tuned.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Psiyon on January 22, 2015, 05:08:40 PM
Out of curiosity, do you have any intention of changing how ships in market inventory are handled? It's annoying to have to spend a ton of money on purchasing ships just so a market will restock itself with new ones. It would be super awesome to have some basic script that would just go through and randomly remove some ships from market inventory so that they're slowly but continually being restocked.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 06:18:21 PM
25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Psiyon on January 22, 2015, 07:32:35 PM
Quote
25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
That sounds absolutely perfect! You rock. And I didn't even realize that ships were being removed and restocked every month in vanilla--they always seemed to be the same to me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Recklessimpulse on January 22, 2015, 07:41:56 PM
From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 22, 2015, 07:56:37 PM
Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 22, 2015, 08:11:47 PM
Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.

The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.  That said, I was able to get to around level 45 with casual play, about two or three hours between levels at that point.

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

I checked just now with debug messages and it turns out you're incorrect; where you are located does not matter.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 22, 2015, 08:16:15 PM
The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.

I can totally understand that. But I wasn't comparing it to Vanilla. I was just asking you if you could think about increasing SS+'s Xp gain, after 40 :) It's a total drag. At least make it like it was until 40. The same progression. I would probably have to play 200 hours, killing non-stop, to make it to 50 or above. Just not realistic at this stage. My 2 cents :)

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

The way you could it (and the way I do it sometimes) is just spend a few minutes near the station I want a new inventory, save once every 4-5 days, and figure out when the station restocks. Eg. if it's on the 24th, I reload the 21st save, and speed up to 23, then save again. And keep reloading until the restock gives me the ships I need.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Histidine on January 22, 2015, 08:48:00 PM
Is the XP to next level formula moddable? I too would be happy if the soft cap went away (or at least was made much softer).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Recklessimpulse on January 22, 2015, 09:02:43 PM
Ah yeah that is a good suggestion.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 23, 2015, 08:38:57 PM
So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 24, 2015, 12:41:12 AM
So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
Good luck doing that unless you can code Java and have an IDE? like netbeans set up! If you want to see what you are up against for possibly removing the soft cap, look at ..\Starsector\starsector-core\data\scripts\plugins\LevelupPluginImpl.java.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 12:52:58 AM
Check the upcoming patch notes in the OP.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 24, 2015, 01:12:37 AM
Midknight, I guess that's a no for me. My developer team used to use Netbeans. But that was ages ago. Have no idea about programming myself.

Dark, I did see that just now. You're such a glorious bastard of a guy. Thanks  ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 24, 2015, 10:31:52 AM
Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 11:15:21 AM
Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.

No, you don't.  Look at the ship again.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Wyvern on January 24, 2015, 11:43:28 AM
Yes, you do.  Try the steps I listed.  Now, if you put maximized ordnance on, use the ordnance points, leave the refit screen or switch to a different ship and then go back and try to take maximized ordnance off, it will magically re-appear.  But if you take it off before leaving the refit screen or switching ships, it will not.

Now, it's possible that this is due to some other mod messing things up; just in case, here's the list of what I'm running right now.
Starsector+ 2.4+
Console Commands 2.3
Interstellar Imperium 1.6.1
LazyLib 2.0b
Neutrino Corporation 1.80
Omnifactory 1.10b
Save Transfer 1.3
Shadowyards 0.5.2.2
The Knights Templar 0.9.3g
ZZ Shaderlib Beta v1.02
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 24, 2015, 12:14:08 PM
I concur with what Wyvern says. This manifests exactly as he describes. I have too many mods to list here. Probably all of the 6.5.1a mods, except Save Transfer 1.3 and Console Commands 2.3. So you can rule these out.

As he says, no idea if this is about SS+ or any other mod. Haven't tried it with vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 24, 2015, 01:15:12 PM
You're right, it's not working.  I tested this scenario for 2.3 and it worked fine, and I have no idea WTF happened to make it break since then.

I managed to find some other (hackish) solution to the issue for now, though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 25, 2015, 10:56:33 AM
I'm in Tartessus Black Market, picking up a stack of 100 fuel for 45 credits each and the total cost is coming up at 453. I'm not that good at math, but I think something's not right. The fuel from the open market is priced correctly. The wrongly-priced fuel from the BM sells on the open market for the incorrect price.

I don't know if it's an SS+ issue, but I have never seen that happen in vanilla, so I'll post here first.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 25, 2015, 10:58:41 AM
I'm in Tartessus Black Market, picking up a stack of 100 fuel for 45 credits each and the total cost is coming up at 453. I'm not that good at math, but I think something's not right. The open market is working correctly.

I don't know if it's an SS+ issue, but I have never seen that happen in vanilla, so I'll post here first.
It IS an issue with vanilla actually
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: orost on January 25, 2015, 10:59:49 AM
Okay, thanks for clearing that up.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Protonus on January 25, 2015, 05:51:13 PM
Would the Industry skills be available in this mod before the Vanilla one comes in?

I think the extra Cargo, Fuel and other Campaign-related traits will come in handy for those who are willing to last longer in the open (battle-less) travels while trading goods and transporting ships.

Speaking of transporting ships, do you think this mod can accommodate Ship-trading among stations and planets in order to get decent profit (with the skills applied), while ships sold to that station can produce those ships? (i.e: Sell enough Neutrino-mod Ships into the Corvus system will apply some of the Persean fleets to use Neutrino ships)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Dark.Revenant on January 25, 2015, 07:39:43 PM
There are no plans to expand on Industry right now.

Ship-trading is not supported by the game right now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 12:22:44 PM
Hello guys,

New to the forums but ive been playing SS for a while now and I must say that Starsector+ brings the game to a whole new level :) Thank you very much for your hard work on this mod!

I have one question: How much memory does Starsector+ and all the factions added in take to run?! I updated my java to the 64 bits version, changed the memory parameters so that it can use 4 gig instead of the basic values. I was able to play the game until level 18, got back home today to continue my game, tried to load my save and it says it does not have enough memory to load my save... I read the log in the core older and it is effectively a ran out of memory problem. Now how is that even possible? I mean I was able to play the damn game till level 18, loaded my save multiple times without any problem! Why now? Is it possible that my save is corrupted? Is there a way to fix that problem?

Thank you very much for your help on this matter!

PS: English is not my first language so I am sorry for any confusion while reading my message.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Cycerin on January 26, 2015, 01:06:48 PM
Are you 100% sure you're booting the game from starsector.bat every time you play? Just checking because I forget sometimes...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 01:14:18 PM
Yes unfortunately :( Its the shortcut I use on my desktop.

Are you all able to play seemlessly? It never crashes because of an out of memory problem? How long does it take you guys to load a save game? It takes me a good 1.5/2 min everytime with the music stoping like the game is about to freeze at least a dozen times... Never thought this game could be so demanding...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 26, 2015, 01:22:02 PM
Yes unfortunately :( Its the shortcut I use on my desktop.

Are you all able to play seemlessly? It never crashes because of an out of memory problem? How long does it take you guys to load a save game? It takes me a good 1.5/2 min everytime with the music stoping like the game is about to freeze at least a dozen times... Never thought this game could be so demanding...
Wait, did you change the shortcut so that it opens the .bat file and not the .exe file? Does a command line like window pop up when you open it?
If you didn't then that is why: That shortcut is opening the .exe file which uses another file (the vmparams file) for the memory and java settings
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 01:35:52 PM
installing a 64bit java isnt enough for starsector to actually use it, you have to either tell it to use the 64bit java from your operating system( http://fractalsoftworks.com/forum/index.php?topic=8726 ) or simply copy your 64bit java folder into the starsector folder.
dont forget step5! without step5 64bit are useless. with SS+ you want at least 2GB, but even with all the updated factions it never exeeded 3GB on my pc.
so if you did everything right and have the second number in vmparameters at 4GB there shouldnt be a memoryproblem... maybe with a 32bit OS...

i never noticed long loadtimes or "freezing"... well maybe i did before i got that java stuff sorted, that was quite some time ago, my memory isnt what it used to be. ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 01:44:04 PM
installing a 64bit java isnt enough for starsector to actually use it, you have to either tell it to use the 64bit java from your operating system( http://fractalsoftworks.com/forum/index.php?topic=8726 ) or simply copy your 64bit java folder into the starsector folder.
dont forget step5! without step5 64bit are useless. with SS+ you want at least 2GB, but even with all the updated factions it never exeeded 3GB on my pc.
so if you did everything right and have the second number in vmparameters at 4GB there shouldnt be a memoryproblem... maybe with a 32bit OS...

i never noticed long loadtimes or "freezing"... well maybe i did before i got that java stuff sorted, that was quite some time ago, my memory isnt what it used to be. ;)

Yea I know that. I already did all that stuff, my game is using Java64 bit.

And yes, the command windows pops up, the shortcut is really pointing to starsector.bat :(
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 02:06:58 PM
there isnt realy a way for 64bit to work and you still run out of memory. i would say it isnt working correctly, please try the "altenative B + step 5" variant. i remember that i wasted much time with the first method until i tried this one and it worked. plus with this variant you use the .exe file like normal. ;)
you do have a 64bit OS right?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tartiflette on January 26, 2015, 02:11:44 PM
Hum, personally with most mods I need 5GB for Starsector when I reach high levels.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Julzjuice on January 26, 2015, 02:17:23 PM
Hum, personally with most mods I need 5GB for Starsector when I reach high levels.

Yea... I think this is the problem... It`s using more than 4gb of ram to run right now :S
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Venatos on January 26, 2015, 02:26:03 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Velox on January 26, 2015, 10:05:36 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Tommy on January 26, 2015, 10:17:06 PM
Just wanted to ask: any idea how far away is 2.5 ? I wanted to start a new campaign. Was wondering if I should wait for the bigger experience gains.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Midnight Kitsune on January 26, 2015, 10:20:53 PM
in that case, the solution would be odly simple: change the 2nd number in vmparams to more than 4gb....

I had a similar issue visiting the Neutrino systems (not the generator at Corvus) after a very long absence.  I could view the shipyards and such but trying to switch to the market inventory eventually ended up in a similar non-respond condition.  I tried upping -Xmx to 12GB or so and it still wasn't enough.  No idea what was going on there.

I think that is a problem with Neutrino and not SS+
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
Post by: Protonus on January 26, 2015, 10:43:28 PM
All I can say right now whenever I have high memory requirements from this game...

"You can never have too many ships."

That is all.  ;)
Title: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 26, 2015, 11:14:16 PM
Another big update.  Save compatability has been lost, which isn't much of a problem because most of you are restarting for...

BLACKRO- no, wait...

JUNK PIRATES, P.A.C.K., and ASP SYNDICATE!

Three factions in one, all integrated for your enjoyment.  We also have a couple new ships, since the Dominator was getting lonely:

Punisher-class Light Cruiser [6 Logistics / 13 FP]
(http://www.sc2mafia.com/Starsector/ssp_punisher_dd.png)
It's hammertime.

Originally intended for Pirates Plus, the Punisher is a mobile low-tech ship designed to rely on positioning to levy its firepower on the correct target.  The theme of this design is "hammer", a ship that embodies the design philosophy of getting into position and striking down the target with forward weaponry.  The Punisher makes for an excellent flagship in a mixed fleet.  Sprite by Cycerin.

Vindicator-class Cruiser [8 Logistics / 16 FP]
(http://www.sc2mafia.com/Starsector/ssp_vindicator_cc.png)
Vengeance for the fallen Achilles.

The cruiser of promised sniping.  This one has a SPMA-style main cannon that sprays high-explosive scattershot at long range.  It's an alternative to the Dominator that acts as an anvil for the Dominator's hammer; lock down a ship with a Vindicator and hammer it to dust with a Dominator.  Sprite by Psiyon.

(http://i.imgur.com/tEfwobX.png) (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.5.zip)

Download Starsector+ 2.5 (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.5.zip)
Download Mirror (https://www.mediafire.com/?a4nzkxr9nzjb9c3)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

This mod will not work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.6.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.3g (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.6 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (New!)

Recommended Mods
Common Radar 1.1d (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)

Version 2.5
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 27, 2015, 04:11:57 AM
You the man!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on January 27, 2015, 04:28:12 AM
Can't wait to try out the new ships.

BTW: Is it expected that the +relationship starting options actually lower your initial standing with many mod factions (at least Blackrock, Mayorate, Shadowyards and Templars that I noticed)?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 05:57:49 AM
  • Named bounty quantity now scales to the number of integrated mods you have enabled
  • Bounty prices improved
  • Markets refresh wares/ships more often
  • The black market refreshes more rapidly than other types of markets

So much yes! Still feel like pirate presence should be more significant though. Currently there are more bounty fleets than there are pirate fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 08:27:52 AM
I don't think the salary calculation is correct.
Spoiler
Before salary report:
(http://i.imgur.com/115WcRK.png)
After salary report:
(http://i.imgur.com/qpZIMfP.png)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on January 27, 2015, 09:00:17 AM
That's because the salaries are paid daily I believe, but you get the total paid only each month.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 27, 2015, 09:06:42 AM
Ahh, that must be it. Thank you.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: lordcronos24 on January 27, 2015, 09:11:43 AM
Hello Guys! I am new to this forum, but not so new to this mod. Must tell u guys i love it! Great job. However i am realy anoyed by the new music. Can u guys tell me how to switch it back to vanila music?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 27, 2015, 09:43:11 AM
You should ask the developer of whichever mod is changing the music, since SS+ does not change the music.  I believe it's Blackrock Drive Yards.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ValkyriaL on January 27, 2015, 10:30:25 AM
It is BRDY most likely, Exi also changes music i believe.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on January 27, 2015, 10:31:42 AM
Mayorate adds music as well, but custom music seems to break music in Starsector in my experience. It'll play music from one mod and then eventually stop playing music altogether.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on January 27, 2015, 11:41:08 AM
Yup, had this problem too, normally when I'm accessing markets. Honestly I'd just like to turn off the market music altogether.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: MesoTroniK on January 27, 2015, 01:09:34 PM
Hello Guys! I am new to this forum, but not so new to this mod. Must tell u guys i love it! Great job. However i am realy anoyed by the new music. Can u guys tell me how to switch it back to vanila music?

You should ask the developer of whichever mod is changing the music, since SS+ does not change the music.  I believe it's Blackrock Drive Yards.

It is BRDY most likely, Exi also changes music i believe.

Mayorate adds music as well, but custom music seems to break music in Starsector in my experience. It'll play music from one mod and then eventually stop playing music altogether.

Yup, had this problem too, normally when I'm accessing markets. Honestly I'd just like to turn off the market music altogether.


All right, a bit of confusion over music here right now let me see if I can clear this up.
Currently the mods that add music are Black Rock Drive Yards, The Mayorate, and Exigency (yes I am still working on this and it will be functional again very soon). The mod that is last via alphabetical order will be the custom music that is played, so The Mayorate will overwrite the other two mods that work with music.

Here is what the pertinent sections of the sound config looks like for those three mods.


Mayorate
Quote
{
   "music":
   {
      "music_campaign":[
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},
         {"file":"ambient2.ogg","source":"sounds/ilk/music/"}
      ],
 
      "music_combat":[
         {"file":"battle2.ogg","source":"sounds/ilk/music/"},
         {"file":"battle3.ogg","source":"sounds/ilk/music/"}
      ]
   },


Black Rock Driveyards
Quote
{
   "music":{
      # "source" can also be a directory
      "music_campaign":[
         {"file":"Blackrock.ogg","source":"sounds/BR/music","volume":0.65},
         {"file":"Stellar Rust.ogg","source":"sounds/BR/music","volume":0.60}         
      ],
         },


Exigency (DEV)
Quote
{
   "music":{
      "music_campaign":[
         {"file":"Spacer 20 Seconds.ogg","source":"sounds/exigency/music/campaign","volume":1.0},
         {"file":"Stellar Remnant.ogg","source":"sounds/exigency/music/campaign","volume":0.21},
         {"file":"Unknown.ogg","source":"sounds/exigency/music/campaign","volume":0.50},
         {"file":"Sovereignty.ogg","source":"sounds/exigency/music/campaign","volume":0.18},
         {"file":"Mobilization.ogg","source":"sounds/exigency/music/campaign","volume":0.20},
         {"file":"Ambush.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"Hostile Waters.ogg","source":"sounds/exigency/music/campaign","volume":0.29},
         {"file":"Fear Machine.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"StianStark-Campaign_Theme_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
      "music_combat":[
         {"file":"Spacer 15 Seconds.ogg","source":"sounds/exigency/music/combat","volume":1.0},
         {"file":"Cloak and Dagger.ogg","source":"sounds/exigency/music/combat","volume":0.29},
         {"file":"Skeleton Crew.ogg","source":"sounds/exigency/music/combat","volume":0.25},
         {"file":"Catastrophic Systems Failure.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Panic.ogg","source":"sounds/exigency/music/combat","volume":0.24},
         {"file":"Fusillade.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Exigency.ogg","source":"sounds/exigency/music/combat","volume":0.15},
         {"file":"Veiled in Dust.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Relics.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Undying Legacy.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"The Flagship.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"Condottiere.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"StianStark-Battle_Ambience_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
   },


Now here is the tricky part, it will also overwrite vanilla music unless you add it back in (currently no mods overwrite market music). I am the only author that adds the vanilla combat and campaign music back, the bold lines in each list under the quote for my mod is what every other mod should look like if they work with music.

Now if you install a mod that works with music and you do not want it at all, then navigate to mods/"mod name here"/data/config/sounds.json and delete the music section or comment it out by placing a # in front of each song. Alternatively if you want the vanilla music back in addition with the BRDY and or Mayorate music then copy paste the bold lines from my mod's music config. Or if you want all the music from every mod to be used, then you have to modify the Mayorate config to include any music you want. About the music ceasing to function after a while, I have never observed that personally.

Anyways, I hope this assists some folks :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 27, 2015, 01:50:08 PM
All right, a bit of confusion over music here right now let me see if I can clear this up.
Currently the mods that add music are Black Rock Drive Yards, The Mayorate, and Exigency (yes I am still working on this and it will be functional again very soon). The mod that is last via alphabetical order will be the custom music that is played, so The Mayorate will overwrite the other two mods that work with music.

Here is what the pertinent sections of the sound config looks like for those three mods.

Mayorate
Quote
{
   "music":
   {
      "music_campaign":[
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},
         {"file":"ambient2.ogg","source":"sounds/ilk/music/"}
      ],
 
      "music_combat":[
         {"file":"battle2.ogg","source":"sounds/ilk/music/"},
         {"file":"battle3.ogg","source":"sounds/ilk/music/"}
      ]
   },


Black Rock Driveyards
Quote
{
   "music":{
      # "source" can also be a directory
      "music_campaign":[
         {"file":"Blackrock.ogg","source":"sounds/BR/music","volume":0.65},
         {"file":"Stellar Rust.ogg","source":"sounds/BR/music","volume":0.60}         
      ],
         },


Exigency (DEV)
Quote
{
   "music":{
      "music_campaign":[
         {"file":"Spacer 20 Seconds.ogg","source":"sounds/exigency/music/campaign","volume":1.0},
         {"file":"Stellar Remnant.ogg","source":"sounds/exigency/music/campaign","volume":0.21},
         {"file":"Unknown.ogg","source":"sounds/exigency/music/campaign","volume":0.50},
         {"file":"Sovereignty.ogg","source":"sounds/exigency/music/campaign","volume":0.18},
         {"file":"Mobilization.ogg","source":"sounds/exigency/music/campaign","volume":0.20},
         {"file":"Ambush.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"Hostile Waters.ogg","source":"sounds/exigency/music/campaign","volume":0.29},
         {"file":"Fear Machine.ogg","source":"sounds/exigency/music/campaign","volume":0.23},
         {"file":"StianStark-Campaign_Theme_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
      "music_combat":[
         {"file":"Spacer 15 Seconds.ogg","source":"sounds/exigency/music/combat","volume":1.0},
         {"file":"Cloak and Dagger.ogg","source":"sounds/exigency/music/combat","volume":0.29},
         {"file":"Skeleton Crew.ogg","source":"sounds/exigency/music/combat","volume":0.25},
         {"file":"Catastrophic Systems Failure.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Panic.ogg","source":"sounds/exigency/music/combat","volume":0.24},
         {"file":"Fusillade.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Exigency.ogg","source":"sounds/exigency/music/combat","volume":0.15},
         {"file":"Veiled in Dust.ogg","source":"sounds/exigency/music/combat","volume":0.20},
         {"file":"Relics.ogg","source":"sounds/exigency/music/combat","volume":0.17},
         {"file":"Undying Legacy.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"The Flagship.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"Condottiere.ogg","source":"sounds/exigency/music/combat","volume":0.21},
         {"file":"StianStark-Battle_Ambience_part1_v2.ogg","source":"sounds/music/music.bin","volume":1.0},
      ],
   },


Now here is the tricky part, it will also overwrite vanilla music unless you add it back in (currently no mods overwrite market music). I am the only author that adds the vanilla combat and campaign music back, the bold lines in each list under the quote for my mod is what every other mod should look like if they work with music.

Now if you install a mod that works with music and you do not want it at all, then navigate to mods/"mod name here"/data/config/sounds.json and delete the music section or comment it out by placing a # in front of each song. Alternatively if you want the vanilla music back in addition with the BRDY and or Mayorate music then copy paste the bold lines from my mod's music config. Or if you want all the music from every mod to be used, then you have to modify the Mayorate config to include any music you want. About the music ceasing to function after a while, I have never observed that personally.

Anyways, I hope this assists some folks :)
Another way to look at these lists if you are confused is if they are like a playlist for SS
Also, make SURE you copy the "white space" in between the end of the song before the song you want and the beginning of the one you want. You'll know when you do it right when you paste the the song you want after the comma at the end of one of the songs and it all lines up
Example:

Spoiler
         {"file":"ambient.ogg","source":"sounds/ilk/music/"},<copy the white space from here to here
       >{"file":"ambient2.ogg","source":"sounds/ilk/music/"}
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: lordcronos24 on January 28, 2015, 12:18:01 AM
Thank you MesoTroniK, i was able to switch back to vanilla music!!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 28, 2015, 04:39:44 PM
So, you thought Starsector+ was too easy?

Think again!

Upcoming changes include:
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 28, 2015, 05:41:55 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 28, 2015, 05:46:54 PM
That's only a 25% increase.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Recklessimpulse on January 28, 2015, 09:25:19 PM
Totally enough to ruin you early game since your normalizing prices as well, usually I think people tend to stay in areas of low cost supplies until bounties are profitable enough that the high cost stuff is worth paying for, or maybe that just me but for early game that means for some of us at least that's a 3 or 4x price increase.

Edit: That said try it, and change it next patch if it bombs the only real way to test it is to put it into the wild so to say.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on January 28, 2015, 09:33:39 PM
So, you thought Starsector+ was too easy?

Think again!

Upcoming changes include:
  • Tougher bounties on the player
  • Aggressive campaign fleet AI
  • Freighters and other civilian ships attract pirates
  • Supply cost significantly normalized... and increased to ~125/unit (no more oddball planets with 300/unit, but no more super-cheap 35/unit locations either)
  • Trade fleets are better-equipped
  • Pirate, merc, and certain core faction spawns scale up with # of modded factions (depending on faction)
  • Bounty/grudge-hunting fleets are more likely to catch the player
  • Starting reputation changes are more extreme; starting Hostile with someone is a lot more common

I have yet to have been targeted by a troublesome bounty hunter, I'm around 20-30hrs in btw and the bounty on my head is around 600k I think. The only 2 factions I'm hostile towards are the Templars and the Mayorate and the latter sent a fleet to me only on their system and it was a pretty weak fleet. I'm not sure what you mean by aggressive campaign fleet, hostile fleets won't disengage anymore if they know they won't catch up? Supply cost is only going to make the early game more troublesome since you'll be rolling in cash once you are able to handle 200k+ bounties, seems unnecessary in my opinion, SS+ already makes fuel annoying as it is. Trade fleet change is an improvement. Having more fleets around is nice, especially when the Templars are around and clean an entire system with just a few frigates. Grudge fleets having more burn is an odd change, will they be composed of smaller ships then? Won't they be really easy to defeat then?

I like the changes, but if you really want to make the game harder you gotta have harder fleet spawns with lvl50+ captains and with effective variants for those levels. The random system is good for variety but I wonder how effective some fleet compositions are when compared to fleets that are more finely tuned. In other words you're increasing the difficulty of leveling up your fleet and character, not the challenge of things you actually face in the game as you level. Both are important but I do feel that even with the Templars we are still lacking on the latter.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: JohnDoe on January 28, 2015, 09:43:58 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
I have never bought supplies from market in SS+.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 28, 2015, 11:00:25 PM
I like the changes, but if you really want to make the game harder you gotta have harder fleet spawns with lvl50+ captains and with effective variants for those levels. The random system is good for variety but I wonder how effective some fleet compositions are when compared to fleets that are more finely tuned. In other words you're increasing the difficulty of leveling up your fleet and character, not the challenge of things you actually face in the game as you level. Both are important but I do feel that even with the Templars we are still lacking on the latter.
The problem though is how SS spawns fleets now... IIRC, on the mod chat Dark said that the way that the only real way to get better combat fleets is to find them, delete them and spawn in better ones but that would be REALLY hacky and resource intensive...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 28, 2015, 11:01:18 PM
Just do not make supplies the deciding factor in going broke. Or at least give us a choice. 125 is too much :)
I have never bought supplies from market in SS+.

You're a magician.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: orost on January 29, 2015, 12:13:57 AM
Why level out the prices of supplies? Varied prices add an element of strategy - do you hang out where supplies are cheap to minimize your costs, or venture out to somewhere where bounties might be better but supplies are expensive? Do you run a bunch of freighters and periodically resupply on Jangala where it's cheap, or do you get supplies locally at higher prices but saving cargo space? Now you just pick supplies up at the nearest station and that's it.

Also why does it need to be harder in the first place? Starsector, and SS+ even more so, makes it very easy to pick your level of challenge. If you feel you're doing too well you can just pick tougher fleets to fight or go harass Templars. All making it harder to survive achieves is reducing the viability of sub-optimal but maybe fun playstyles/fleet compositions/loadouts. I can pick the starting Tempest and roll over the lowest-level bounty fleets all day, but that doesn't mean they need to be made harder, they're fairly challenging if you start with something bad like the Enforcer and if you made them any harder the Enforcer start would be unplayable. It means that if you start with a Tempest you should go do something more ambitious.

Anyway, this was a comment on increasing the difficulty level in general and not completely relevant to the changes listed. They sound good other than the supplies. It's just something I've had on my mind about SS+'s difficulty for a while.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 29, 2015, 12:16:40 AM
I'm tossing out the Supplies change because it significantly impacted the economy.  So you shouldn't worry about that anymore.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 29, 2015, 01:04:39 AM
Oh goodie :D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on January 29, 2015, 10:05:10 AM
I'm tossing out the Supplies change because it significantly impacted the economy.  So you shouldn't worry about that anymore.

Glad to hear it. Artificial difficulty does not contribute to satisfying gameplay.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sefarison on January 29, 2015, 03:50:52 PM
Getting a really weird graphics glitch, like the solitaire effect or the old windows 95/98 freeze and window drag. The game still keeps going while this happens. Missions and campaign battles both. Only other mod enabled is Console Commands (and Lazylib and Shaderlib of course).

Spoiler
(http://i.imgur.com/ebx5Lu9.png)(http://i.imgur.com/Sf9fZBy.png[img][img]http://i.imgur.com/Kg3QMgB.png)(http://i.imgur.com/ExqAu9C.png)
[close]

Bonus :P
Spoiler
(http://i.imgur.com/z5705Bm.png)
[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 29, 2015, 03:52:50 PM
I've been seeing that pop up in a few games recently, but in the past I've personally had that occur from faulty drivers and GPU overheat.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 29, 2015, 04:21:44 PM
That problem occurs with some old drivers and also with certain laptops that use an alternative low-power graphics device for Starsector.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on January 29, 2015, 06:46:55 PM
Getting a really weird graphics glitch, like the solitaire effect or the old windows 95/98 freeze and window drag. The game still keeps going while this happens. Missions and campaign battles both. Only other mod enabled is Console Commands (and Lazylib and Shaderlib of course).

Spoiler
(http://i.imgur.com/ebx5Lu9.png)(http://i.imgur.com/Sf9fZBy.png[img][img]http://i.imgur.com/Kg3QMgB.png)(http://i.imgur.com/ExqAu9C.png)
[close]

Bonus :P
Spoiler
(http://i.imgur.com/z5705Bm.png)
[close]

That issue is related to shaderlib. It's related to the distortions setting I believe, and you need to turn it off.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sefarison on January 29, 2015, 10:11:18 PM

That issue is related to shaderlib. It's related to the distortions setting I believe, and you need to turn it off.

Thank you, that did the trick.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Julzjuice on January 30, 2015, 02:07:47 PM
Finally fixed my save loading problem wooooooooooot!!!!!! Thanks for the inputs Dark.Revenant, it was indeed a memory problem (still cant believe 4 gig was not enough though!).

Anyways, after seeing how some people think this game is too easy, I am curious to know how they make their money? I always find myself low on cash and in the need to find a super deal to trade and make money instead of just having fun and fighting...

So, how do you guys make your money in SS+ and how are you able to afford buying all those big shiny ships and maintaining big fleets?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 30, 2015, 03:00:17 PM
Bounties probably make up 90% of my income until a food shortage hits that I'm informed about and in position to exploit, then I rarely ever find myself in need of money.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on January 30, 2015, 03:14:49 PM
I always keep a cheap fleet of freighters in a storage somewhere. If I find myself in need of money, I dump all the expensive combat ships but the frigates in storage and take the freighters to do a couple of trade runs, sometimes food shortages, but most of the times selling all the metals I accumulated with the combat salvages: trade disruptions can raise their price up to 180 creds (compared to the usual 30-40) or 1200 for the rare ones. And in the case I loose completely a battle, having those ships and metals around allow me to get back on my feet super fast.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Saularian on January 30, 2015, 03:22:16 PM
Would love to play this mod, but when starting a campaign with it, I get the following crash to desktop error: "fatal: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI" and the usual check log for info.
Anyone know how to fix this? Got lazylib, lazyshader installed and running with latest 64bit java, so those should not be the problem
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on January 30, 2015, 03:23:33 PM
Have you redownloaded the archive and reinstalled it? A file may have been corrupted.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 30, 2015, 03:33:29 PM
Would love to play this mod, but when starting a campaign with it, I get the following crash to desktop error: "fatal: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI" and the usual check log for info.
Anyone know how to fix this? Got lazylib, lazyshader installed and running with latest 64bit java, so those should not be the problem
Yeah, try redownloading the mod and if that doesn't do it then if you could get us the last lines of the log. It is named starsector.log BTW.
If you have trouble opening the log because of the size, Go out and download the program baretail as it is a free program that can open these large logs with ease
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Saularian on January 30, 2015, 04:00:40 PM
Yup, tried that, and again, crash happens when it's stabilizing the economy at dec 6... Trying to figure out what could be the problem, but I'm kinda out of suggestions  ???

Found out it was still using 32 bit java, solved that, but the problem still persists...

Last lines of the log:

107963 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 8 for market [Sindria] (volume: 38570)
107994 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 109 point trade fleet from [Sindria] to [Volturn]
108259 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.SectorAPI.getPlayerPerson()Lcom/fs/starfarer/api/characters/PersonAPI;
   at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:395)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startPersonBountiesIfN eeded(SSP_EventProbabilityManager.java:451)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:113)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.Oôo000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 30, 2015, 04:39:43 PM
Update Starsector.  Your version is old.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on January 30, 2015, 09:23:31 PM
Hi D.R,

I'm finally playing the game again after a bunch of updates, and right away I want to let you know that it is possible that in some instances, (in this example, an independent mercenary) the starting option to take connections with high-ranking officials is spelled "connetions". Just wanted you to know! If your mod doesn't add the extra options then I'm very sorry for forgetting =(

I wanted to add that for the first time, when I was unable to pay a toll, I was actually attacked. Between SCY's Hax defenders and the extreme taxes in this game, I still, just like months ago, cannot find a way to play this game further than having my one ship and then losing it at some point. I just thought I'd leave the feedback.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 31, 2015, 03:24:16 AM
Are you really bad at combat or something?  9 times out of 10 I'm able to make do with just a starting Tempest, make about 100,000, and get a destroyer.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on January 31, 2015, 03:28:33 AM
Yea I seem to be having better luck fighting first before trading, but it's just luck. I am still in no shape to actually take on actual bounty missions. Right now I have my wolf and two escorts and a SCY freighter, my burn speed is decent and I've been winning larger fights vs crap pirates in Corvus, and when I can, I will try to use SCY ships for trade. But I am pretty disappointed, not in SS+, but just in the experience in general. For example, since I am using all of the faction mods that are up to date, it's very hard to have any reason to bother with factions that use older ships when I can get these better nearly OP faction ships. Burn speed especially. Thats like, the biggest issue to me. I can have a big lumbering fleet, but I can't afford it- I can't even find enough fuel for such a venture let alone afford it. (not to imply I should be able to do this right away of course.)

I was talking to my Skype group about it, and a lot of people are telling me that the game (SS+) sounds far too difficult. With so many factions having locked content like capital ships so far away, the rogue like being so difficult, how am I supposed to ever make use of any of that content? I'm having extreme problems finding and affording fuel and supplies in my game. I know you said in the past that this can be related to the balance of markets, but what about the tolls? Why is it that when I trade, I make a profit only to have it removed by the guards? This is vanilla, yes, but did you consider it when making SS+ more difficult?

I love this game, but my friends who listen to me play it are right, and all I ever really talk about is how stunted I am and how I have to constantly restart so early. I can't seem to /have/ a play through.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: orost on January 31, 2015, 04:47:59 AM
Tartarus: try going Tri-Tachyon -> climbed corporate ranks -> acquired ship upgrade. This will give you a Tempest, which is so much better than a Wolf that it's not even funny. You should be able to mow down bounties up to 20k with it. Or Tri-Tachyon -> something else, I don't remember -> ship upgrade will get you an Afflictor, which is also top-tier.

Alternatively, start as a trader and do food runs from Eos to whereever there is a shortage. This is a bit cheesy, but I started my most recent playthrough that way, and when I started actually fighting bounties I had 1.5 million credits and Technology maxed out. It didn't take much time either.

But I agree that generally SS+ is too hard, what's the point of having all these starting options and various playstyles if the only viable ones are the most optimized ones because it's just so damn punishing? When I first started playing SS+ I was feeling just like you, repeatedly running into a brick wall. I couldn't beat even the smallest random pirate scout with a Wolf because they were all armed to the teeth with high-end weapons and probably had more skill points than me. (Alastors armed with AM blasters were the biggest nightmare. Untouchable with their deep flux pool and wide shield, fast enough to keep up with a Wolf and use their burst jets to get in an AM shot, with a longer CR timer than a Wolf... I never figured out how take one out, and seemed like ever other fleet had at least one) Then I learned that you have to either min-max or cheese - either take the Tempest or Afflictor, or farm up cash and XP trading.

I also straight-up cheated in a couple playthroughs, giving myself effectively infinite money or starting at character level 20. That was fun, because I was able to try out things that are normally just unviable, like flying low-tech ships.

I don't know, maybe I suck at the game and a decent player doesn't have these problems, but that was my experience.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on January 31, 2015, 05:01:42 AM
Afflictor is bounty hunter -> ship upgrade (should be accessible from any background).

Some of the starting options are probably noob traps, like the Hammerhead one (see this thread (http://fractalsoftworks.com/forum/index.php?topic=8514.0)) and probably Lasher as well. Even Alastor is more difficult than it should be (ship is great, but 3x IR Pulse Laser is yuck once it starts chewing through your flux).

For the early frigate game there are often smugglers with 1-2 weak ships (Hound (D), Cerberus (D), shuttle) to pick on. Much safer than trying to fight the combat fleets.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on January 31, 2015, 07:42:36 AM
I'd say go Wolf + weapon upgrade. It gives you a Heavy Blaster which is excellent for the early game. Then equip the rest of the ship like this:

2 Harpoon MRM for the small missile slots (to be used when their shields are down)
1 Antimatter Blaster for the forward energy slot
2 point defense energy weapons for the remaining two energy slots

Get the missiles rack upgrade ASAP and you'll be defeating most early game pirate fleets with no problems, just avoid the ones with cruisers. The other starts give you better ships, yes, but getting some effective weapons can take time. Antimatter Blasters are a common find in pirate fleets and the Heavy Blaster provided by this start is a real deal breaker.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 31, 2015, 08:27:54 AM
TBH, I find Starsector+ too easy. I always start with the Tempest, and I take on fleets as large as 2-3 destroyers and several frigates from second 1. If I start with bonus bounty, in 10 minutes I have 100k. I just grab a few haulers, keep at it with just the tempest, and sell the loot aswell. Then it's just easy from there.

When I say it's too easy, I mean there's no real challenge end-game. When you're level 40+ you can just steam-roll everything. I keep setting personal objectives to make it harder. Maximum 50 FP, all frigates, no missiles, all fighers (killing Templares with fighters only is probably the biggest challenge, because of Priwen Bursts that decimate 15 squadrons in one go), stuff like that.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 31, 2015, 12:11:36 PM
For the record, I have no problem beating Pirate fleets with lasher + advanced weapons.  You have to pick and choose your targets, which you have the ability to do because of your high burn speed compared to pirates which usually have (D) ships.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on January 31, 2015, 06:12:37 PM
Tartarus: try going Tri-Tachyon -> ...

Thanks for the advice Orost, I am glad to hear that someone else does sort of see what I'm saying.

Afflictor is bounty hunter -> ship upgrade (should be accessible from any background).

Some of the starting options are probably noob traps, like the Hammerhead one (see this thread (http://fractalsoftworks.com/forum/index.php?topic=8514.0)) and probably Lasher as well. Even Alastor is more difficult than it should be (ship is great, but 3x IR Pulse Laser is yuck once it starts chewing through your flux).

For the early frigate game there are often smugglers with 1-2 weak ships (Hound (D), Cerberus (D), shuttle) to pick on. Much safer than trying to fight the combat fleets.

For some reason, maybe having to do more with the amount of factions I have rather than SS+, pirate spawns are very hit or miss in my play-throughs. Many systems simply don't have any, and if there is a very large military presence between both pirates and the faction's military, both will end up only spawning very large fleets to fight eachother, leaving nothing for little 'ol me to fight.

I'd say go Wolf + weapon upgrade. It gives you a Heavy Blaster which is excellent for the early game. Then equip the rest of the ship like this:

2 Harpoon MRM for the small missile slots (to be used when their shields are down)
1 Antimatter Blaster for the forward energy slot
2 point defense energy weapons for the remaining two energy slots

Get the missiles rack upgrade ASAP and you'll be defeating most early game pirate fleets with no problems, just avoid the ones with cruisers. The other starts give you better ships, yes, but getting some effective weapons can take time. Antimatter Blasters are a common find in pirate fleets and the Heavy Blaster provided by this start is a real deal breaker.

A few months ago someone gave me great advice for how to fly the Wolf with the Heavy Blaster properly and I tend to use that, but I don't think I'd have any use for the AM blaster. The beam PD you start with with the advanced weapons are awesome though. I am not so skilled with missiles though as my harpoons routinely miss. I usually hold off on the missile racks. Thanks for the advice!

TBH, I find Starsector+ too easy. I always start with the Tempest, and I take on fleets as large as 2-3 destroyers and several frigates from second 1. If I start with bonus bounty, in 10 minutes I have 100k. I just grab a few haulers, keep at it with just the tempest, and sell the loot aswell. Then it's just easy from there.

When I say it's too easy, I mean there's no real challenge end-game. When you're level 40+ you can just steam-roll everything. I keep setting personal objectives to make it harder. Maximum 50 FP, all frigates, no missiles, all fighers (killing Templares with fighters only is probably the biggest challenge, because of Priwen Bursts that decimate 15 squadrons in one go), stuff like that.

I appreciate your look into the game- I consider that sort of thing to be more cheesey, but for my benefit, I'd love to know how you fly the Tempest and survive against so many destroyers before your battle readiness gets to 0 =P

For the record, I have no problem beating Pirate fleets with lasher + advanced weapons.  You have to pick and choose your targets, which you have the ability to do because of your high burn speed compared to pirates which usually have (D) ships.

But then as soon as you take a ship that moves slightly slower, you are at huge risk to being caught out. You're forced to only use ships with high burn speeds, IE, never destroyers and god forbid anything larger. If you can even afford the fuel+supplies

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on January 31, 2015, 09:09:40 PM
I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 31, 2015, 09:23:52 PM
I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.
Like what?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 31, 2015, 09:42:57 PM
Quote
I appreciate your look into the game- I consider that sort of thing to be more cheesey, but for my benefit, I'd love to know how you fly the Tempest and survive against so many destroyers before your battle readiness gets to 0 =P

Hey there. Here ya' go:

https://www.youtube.com/watch?v=9VbfQMcdkIo

(was just uploaded, give it a few minutes to get to 1080p)

I can sometimes take on more, sometimes less. This is just a run I just did in the simulator to prove a point.

At the start of the game, I always go for +1 missiles (5 points), more speed, and extended logistics.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on January 31, 2015, 10:20:19 PM
Spoiler
https://www.youtube.com/watch?v=9VbfQMcdkIo
[close]
Hey, that's quite impressive. I didn't expect a double beam build to actually work against destroyer or larger targets; I generally go Graviton Beam + some kind of pulse weapon like Pulse Laser, Heavy Blaster, CEPC or Belial PPC (the last one is hilarious if you can get a hull hit).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 31, 2015, 10:25:05 PM
Graviton is useless against everything, or at least that's my experience. Pulse is better at breaking shields, but no so efficient with flux and you would have issues with accuracy so that DPS is actually at most half of it's stated one. Phase beam is very weak against shields (you have to let the other ship build flux by shooting at you), but it's king at armor and hull, and disables engines in a jiffy.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on January 31, 2015, 10:41:50 PM
I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.

What do you refer to?  I've been putting stuff in the settings file lately but I don't really know what parts people don't like.  I know about the fuel change's "popularity", but that's in the settings file already.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on January 31, 2015, 10:43:44 PM
-snip-
The only reason WHY you can get away from this is because of the AI's fixation for shooting at drones and not the parent ship.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on January 31, 2015, 10:48:40 PM
True, part of the reason. But I am 84.23% sure that I can re-do that fight without my drone out, and I would still win. Sure, will have a much harder time, but I'll win :)

Also, part of what makes the Tempest such a successful ship is that drone, with the current way the AI works. But it's a very good ship without the drone aswell. I would not trade it for an Afflictor or Hyperion.

So, I threw in another frigate and a destroyer, up to 4 destroyers and 5 frigates, and NO drone :). I totally missed with that last Reaper or it would've been over sooner.

Here it is:

Spoiler
https://www.youtube.com/watch?v=YYS2bWYsO_s
[close]

PS: @Dark, if these posts are out of context here, let me know :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 01, 2015, 01:31:03 AM
D.R I hate to sound pushy, I am just very curious- do you have any feedback or response to my own feedback? And thanks a lot Tommy, I am surprised, and it helps to see, but it seems like your Tempest has a crazy hard flux capacity that I just don't seem to have.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 01, 2015, 01:45:55 AM
No, I do not.  I don't have the perspective to be able to make a judgement based on your experience, given that the current dev iteration of SS+ has numerous sweeping changes to balance.  The difficulty seems fine to me when I play right now, at least.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 01, 2015, 01:48:00 AM
Oh okay, that's fine. I can't wait to see!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 01, 2015, 05:53:20 AM
*showed videos of pwning*

Also, what weapons did you have on your Tempest? I don't recognize them and they are not what you'd start with. It doesn't really help to show me how to fly the tempest so well in the beginning of a game ^^;
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on February 01, 2015, 06:14:01 AM
Vanilla weapons. You get them right in the system you are starting (if you pick Try-Tachion all the way, to get Tempest as a starting ship) from second 1 in any Try-Tachyon station, 90% of the time.

2 x Phase beam (12 fitting points each)+ 1 x Reaper (2 fitting points)

If I were to show you real pwnage, I would've done it with a Longinus laser. Unstoppable  ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 01, 2015, 06:16:49 AM
The only medium beam weapons I found in that area were pulse lasers of the type I already had, and graviton beams =c

Also, I am noticing that for me, for some reason, music never plays during battle, and I do not know why.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 01, 2015, 09:56:58 AM
Here it is:

Spoiler
https://www.youtube.com/watch?v=YYS2bWYsO_s
[close]
Holy crap, my old tempest build. You have good taste sir :P

I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.
Like what?
Without any more testing and right off the top of my head, the AI seems really really iffy currently. It feels like a lot of the fights are way too easy, simply because instead of managing its flux, the AI dumps everything it has on you then vents while you're still shooting it. Like I'm talking about cruisers going down to wolves with beam weapons because the cruiser vents right in front of the wolf, with full missile racks. Its kinda ruining the experience for me.

I like what this mod adds, as well as most of the balance changes, especially the character specs, but everything feels too fast and too easy. Don't get me wrong, I'm not saying the mod is bad, its objectively very good. I just don't like a lot of the changes, but others I like very much. If I could pick and choose with a settings file, that would make me very happy.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on February 01, 2015, 10:45:08 AM
@Heart, that was my ideea aswell, that I started on the previous page. By saying it's still quite easy (vs. vanilla which is even easier) is that winning fights is just too easy. We need a better AI I guess :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: cpmartins on February 01, 2015, 11:03:44 AM
Hey Dark, thanks for the last tip. I modified the .java , recompiled it and it worked like a charm.

Since, I don`t know, two days ago, if I try and use the simulator the game crashes with this message:

java.lang.RuntimeException: Ship hull variant [exported_variant_brdy_mantis_eee182aa-820a-4e05-baff-73ebeb015875] not found!

Is it fixable on my end, or is the simulator a no go for me anymore?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on February 01, 2015, 01:34:04 PM
So I've been wanting to write this bug for a while, but I keep forgetting. Even though I have Applied Physics to 7, I cannot warp to warmholes. Eg. Achaman exit (Try-Tachion).
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on February 01, 2015, 01:36:12 PM
So I've been wanting to write this bug for a while, but I keep forgetting. Even though I have Applied Physics to 7, I cannot warp to warmholes. Eg. Achaman exit (Try-Tachion).
Have you switched to the reuploaded Neutrino and Diable? They used to overwrite some parts of SS+'s code.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Wyvern on February 01, 2015, 01:43:06 PM
So I've been wanting to write this bug for a while, but I keep forgetting. Even though I have Applied Physics to 7, I cannot warp to warmholes. Eg. Achaman exit (Try-Tachion).
Have you switched to the reuploaded Neutrino and Diable? They used to overwrite some parts of SS+'s code.
Just to complicate matters further, even if you are using the fixed versions now, the fix isn't save-compatible - you'll need to use the save transfer mod and make a new character.  (Warning: make sure that you're right over someplace with storage before copying in the old data - it puts everything in your fleet, which can result in doom if you're as much of a packrat as I am.)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: AudaciousBS on February 01, 2015, 01:57:16 PM
Hey DR (or anyone else who might know),
Any idea what could be causing starsector to blur (looks like previous frames don't get deleted and only the changes to the new frame get added) with ss+ installed? I've narrowed the problem down to this mod but I can't for the life of me figure out the actual cause.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 01, 2015, 02:00:00 PM
Hey DR (or anyone else who might know),
Any idea what could be causing starsector to blur (looks like previous frames don't get deleted and only the changes to the new frame get added) with ss+ installed? I've narrowed the problem down to this mod but I can't for the life of me figure out the actual cause.

Go back a couple pages (default forum settings put it at the top of page 59) and see if that's the same issue.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 01, 2015, 02:05:53 PM
Hey DR (or anyone else who might know),
Any idea what could be causing starsector to blur (looks like previous frames don't get deleted and only the changes to the new frame get added) with ss+ installed? I've narrowed the problem down to this mod but I can't for the life of me figure out the actual cause.

That's caused by distortions in shaderlib, likely because of some issue with your graphics device or drivers.  Are you sure your laptop is using its higher-powered card (if any)?  If you don't find success with that, turn distortions off in shaderSettings.json.


java.lang.RuntimeException: Ship hull variant [exported_variant_brdy_mantis_eee182aa-820a-4e05-baff-73ebeb015875] not found!

Is it fixable on my end, or is the simulator a no go for me anymore?

That's because one of the variants you have in your save file is invalid.  Not sure how to fix that, since it never happens to me.


Without any more testing and right off the top of my head, the AI seems really really iffy currently. It feels like a lot of the fights are way too easy, simply because instead of managing its flux, the AI dumps everything it has on you then vents while you're still shooting it. Like I'm talking about cruisers going down to wolves with beam weapons because the cruiser vents right in front of the wolf, with full missile racks. Its kinda ruining the experience for me.

I don't see how I could possibly fix that.  Yes, the AI vents more often in SS+.  However, in vanilla, the AI would just let itself overload in the same situation, which is even worse.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sirboomalot on February 01, 2015, 02:47:30 PM
When the ship is about to be overloaded it is better for it to vent, but I've been seeing some ships vent with only 20% or so flux built up, in-range of enemies. Seems like silly damage that could have been avoided sometimes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: cpmartins on February 01, 2015, 03:05:24 PM
I had one of my Mimir battleships vent at 30% in range of about 10 ships, and get blown up in 5 seconds. If its captain wasn`t dead, Id`ve killed him myself after the battle.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 01, 2015, 03:12:28 PM
I've seen weird venting things happen with Hounds as well. It seemed like their main weapon perhaps required too much flux to fire even one salvo, so for weapons that have a long firing sound it would play part of the "wind up" and the Hound would vent before even firing (which was funny because the "pewpew" sound of the shot plays while nothing actually happens). Sometimes on the heavier one-shot weapons they'll fire and immediately vent, which is really weird considering they have no shield. I guess it's just a quirk of having random loadouts on an AI that ought not become too complex.

On a somewhat similar note, could the random loadout maker be set up to not put extended shields on ships that already have 360deg coverage? Was looking at an opponent before a battle and had a WTF moment when it said he had 420deg of shield coverage. ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 01, 2015, 03:37:43 PM
On a somewhat similar note, could the random loadout maker be set up to not put extended shields on ships that already have 360deg coverage? Was looking at an opponent before a battle and had a WTF moment when it said he had 420deg of shield coverage. ;D

There is no function to get the arc of a shield from the context of the variant randomizer.  I'll ask Alex to have one added.


I'll try to improve the vent AI but I can't make many promises.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on February 01, 2015, 06:07:18 PM
java.lang.RuntimeException: Ship hull variant [exported_variant_brdy_mantis_eee182aa-820a-4e05-baff-73ebeb015875] not found!
Mission variants can be found in [Starsector directory]/saves/variants. I imagine campaign variants are stored somewhere similar in /saves/[character_dir]/(either here or in campaign.zip). Anyway, try deleting the listed Mantis variant if it exists in either of those places, or if it doesn't try copypasting an existing Mantis variant and editing it to match.

That's my best guess anyway. Sorry if it doesn't help!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tommy on February 01, 2015, 11:03:32 PM
Spoiler
If its captain wasn`t dead, Id`ve killed him myself after the battle.
[close]

Tales of a spaceship flotilla commander. I laughed  ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 02, 2015, 05:06:30 PM
I don't see how I could possibly fix that.  Yes, the AI vents more often in SS+.  However, in vanilla, the AI would just let itself overload in the same situation, which is even worse.
Well, in my experience the vanilla AI only does that when its very close to death, and yours does too. Is there some way I could remove the AI from the mod, and use the vanilla one? Or could you make it toggle-able in the settings file?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 02, 2015, 05:33:18 PM
Turns out a recent change to the Vent AI actually broke it, causing it to ignore the threat rating of nearby ships/weapons, except for projectiles already in motion.

Obviously, this has caused problems.  It's been resolved for 2.6.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 03, 2015, 07:50:24 AM
Turns out a recent change to the Vent AI actually broke it, causing it to ignore the threat rating of nearby ships/weapons, except for projectiles already in motion.

Obviously, this has caused problems.  It's been resolved for 2.6.
Ah good to know, guess I'll hold off on my new game :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: orost on February 03, 2015, 09:07:42 AM
it's so nice to know my whining about the AI had some actual basis in reality

Anyway, looking at the changelog, really excellent job you're doing! Thank you so much for improving the Starsector experience!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Julzjuice on February 04, 2015, 02:26:28 PM
Hello everyone,

Just wanted to know how much allocated memory you guys are using to run the game? I posted not long a ago having problems with loading saves after a certain time had elapsed in the campaign. I first had 4 gig of ram allocated and it seemed fined up to a certain point where I could no longer load my saves. So I changed it again to 5 gig and thought that it had solved my problem because I could finally load my saves again!! So I played some more up until the point where, AGAIN, I can't load my save anymore EVEN with 5 gig of ram allocated in java.

Am I the only one having that problem?!? This is getting so old now... And quite frankly, I don't even feel like playing anymore...

So yea, has anyone encountered that problem?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: MesoTroniK on February 04, 2015, 02:30:23 PM
What mods are you using Julzjuice?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 04, 2015, 02:32:14 PM
Hey Julz I recently had a similar issue- I use 3g to start and 6g max. But it turns out, that for a long time, I thought it was working and it was not at all. If your game still tells you youre not using enough RAM when you start a new game, then you have not done it right- the .bat file may not be enough, and you may need to use option B like I did.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 04, 2015, 02:42:23 PM
Turns out a recent change to the Vent AI actually broke it, causing it to ignore the threat rating of nearby ships/weapons, except for projectiles already in motion.

Obviously, this has caused problems.  It's been resolved for 2.6.
Hey, good stuff. Thanks for looking into it, I appreciate it. Eagerly awaiting the update.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Wyvern on February 04, 2015, 03:04:05 PM
Turns out a recent change to the Vent AI actually broke it, causing it to ignore the threat rating of nearby ships/weapons, except for projectiles already in motion.

Obviously, this has caused problems.  It's been resolved for 2.6.
Hey, good stuff. Thanks for looking into it, I appreciate it. Eagerly awaiting the update.
Also eagerly awaiting... stopped playing for now; now that I know what's going on this is just too obvious - and avoiding exploiting it requires seriously suboptimal play; you have to basically never stop firing, because if you do the enemy will vent.  (And once they vent, you're in a bind - you can shoot them while they're vulnerable, taking advantage of the AI flaw, or you can let them vent, at which point you're making no progress towards winning the battle.)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 04, 2015, 03:13:25 PM
You can disable the vent AI with a one-line change: delete the Vent AI's line from the "plugins" list in settings.json.  Forgot to mention this.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Deathfly on February 04, 2015, 11:29:02 PM
You can disable the vent AI with a one-line change: delete the Vent AI's line from the "plugins" list in settings.json.  Forgot to mention this.

or..can I replace vent AI with 2.4 ver?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 04, 2015, 11:39:20 PM
You can disable the vent AI with a one-line change: delete the Vent AI's line from the "plugins" list in settings.json.  Forgot to mention this.

or..can I replace vent AI with 2.4 ver?

May very well be borked, too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Creepin on February 05, 2015, 12:59:03 AM
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 05, 2015, 01:52:21 AM
Do note the game does this if you press Z.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Denebio on February 05, 2015, 07:32:09 AM
Hey guys, is there a plan to add more starting options ? Like from modded factions (BRD, MAY, SRA) or sindrian diktat ?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 05, 2015, 07:53:06 AM
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.

Due to the weapon's unusually long range (you can't pan that far away) it focuses on the target.


Hey guys, is there a plan to add more starting options ? Like from modded factions (BRD, MAY, SRA) or sindrian diktat ?

Adding more factions to the start is a huge pain, especially because I'd have to program a nested menu structure into rules.csv just to show all the options.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Creepin on February 05, 2015, 01:22:59 PM
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.
Due to the weapon's unusually long range (you can't pan that far away) it focuses on the target.
Thank you for the reply. I see how it might be beneficial to those who play manually, but it's equally harmful to those who play on autopilot. If you're sure to prefer the former over the latter, could you please hint on how to disable it manually on my end?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: AMDAMK on February 05, 2015, 01:41:54 PM
Spoiler
833101 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

After Playing veeryy veeeryyy much .62a, i have take another look in .65a, this time, everthing new ( mods was 30 min ago dl and installt,) started SS, take the randommission with the boss's, and after 10 min or so i got this crashed, have searched a similiar or the same error as i have, but nothing found. Or can you see mod-non-campatible here, what i cant see?


Mods
Spoiler

BRDY
Citadel
Crystanite
Diable Avionics
Flu-X ( disabled, becaul tc)
Interstellar IMperium
junkpirates
Lazylib
mayorate
neutrino corp
omnifactory
ori
Patria
Scy
Shaderlib
Shadow ships
Simulator overhaul
SS+
Templars
Twiglib

[close]
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 05, 2015, 02:23:25 PM
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.
Due to the weapon's unusually long range (you can't pan that far away) it focuses on the target.
Thank you for the reply. I see how it might be beneficial to those who play manually, but it's equally harmful to those who play on autopilot. If you're sure to prefer the former over the latter, could you please hint on how to disable it manually on my end?

Edit the weapon in weapons.csv.


After Playing veeryy veeeryyy much .62a, i have take another look in .65a, this time, everthing new ( mods was 30 min ago dl and installt,) started SS, take the randommission with the boss's, and after 10 min or so i got this crashed, have searched a similiar or the same error as i have, but nothing found. Or can you see mod-non-campatible here, what i cant see?

I'd be careful of Crystanite, Flu-X, ORI, and Patria.  I have not checked those mods myself.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on February 05, 2015, 02:27:04 PM
Spoiler
833101 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

After Playing veeryy veeeryyy much .62a, i have take another look in .65a, this time, everthing new ( mods was 30 min ago dl and installt,) started SS, take the randommission with the boss's, and after 10 min or so i got this crashed, have searched a similiar or the same error as i have, but nothing found. Or can you see mod-non-campatible here, what i cant see?


Mods
Spoiler

BRDY
Citadel
Crystanite
Diable Avionics
Flu-X ( disabled, becaul tc)
Interstellar IMperium
junkpirates
Lazylib
mayorate
neutrino corp
omnifactory
ori
Patria
Scy
Shaderlib
Shadow ships
Simulator overhaul
SS+
Templars
Twiglib

[close]
I don't know if ORI is updated for 65 or not
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: AMDAMK on February 05, 2015, 03:13:41 PM
Spoiler
833101 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
java.lang.ClassCastException: com.fs.starfarer.loading.specs.D cannot be cast to com.fs.starfarer.loading.specs.interfacesuper
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

After Playing veeryy veeeryyy much .62a, i have take another look in .65a, this time, everthing new ( mods was 30 min ago dl and installt,) started SS, take the randommission with the boss's, and after 10 min or so i got this crashed, have searched a similiar or the same error as i have, but nothing found. Or can you see mod-non-campatible here, what i cant see?


Mods
Spoiler

BRDY
Citadel
Crystanite
Diable Avionics
Flu-X ( disabled, becaul tc)
Interstellar IMperium
junkpirates
Lazylib
mayorate
neutrino corp
omnifactory
ori
Patria
Scy
Shaderlib
Shadow ships
Simulator overhaul
SS+
Templars
Twiglib

[close]
I don't know if ORI is updated for 65 or not


It is.
Because, it said:
[0.65.1a] ORI faction v0.2.1 Exerelin compatible « 1 2 »
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Locusthorde300 on February 05, 2015, 09:33:57 PM
How does one integrate a mod with SS+? Specifically a ship or weapon mod, is that something you do after picking through other mods?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 05, 2015, 10:02:26 PM
It's not really something that you do.  Integration is a lot of work, and it's not documented.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Locusthorde300 on February 05, 2015, 10:20:25 PM
It's not really something that you do.  Integration is a lot of work, and it's not documented.

I'm assuming only certain mods work with SS+. Or can new ones be created in a certain format to work with SS+?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 05, 2015, 11:45:09 PM
You can run just about any mod with SS+, it just won't have SS+ feature's unless I integrated it.

Some mods are just broken, though, and have bugs that cause crashes.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lucian Greymark on February 06, 2015, 02:17:59 AM
How much additional strain does this mod put on a cpu? The game only just runs smoothly on my toaster and I've found that some of the larger mods make it completely unplayable, can anyone give me an idea?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on February 06, 2015, 02:34:17 AM
How much additional strain does this mod put on a cpu? The game only just runs smoothly on my toaster and I've found that some of the larger mods make it completely unplayable, can anyone give me an idea?
If you can run vanilla, you should be able to run this if you turn off shader lib
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 06, 2015, 05:03:41 AM
So I've been doing a game as mid-line tech, and I guess I have feedback?


P.S. I've yet to see the Storm Needler for sale anywhere, and I'm lvl 45 ...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 06, 2015, 08:18:41 AM
So I've been doing a game as mid-line tech, and I guess I have feedback?

  • I love the locomotive! But I'm loving the upcoming reduction in global fuel usage more. Most markets don't have enough fuel for me to go back to my home system (its about 1000-1500 units for the average 1-way trip) which probably makes sense lore-wise but its pretty dull gameplay, especially with the running costs of a 60-logistics fleet.
  • The Archon looks & mounts weapons like an Expansions ship, but says its Core in the description. As a side note, it only really shines with medium energy weapons from a mod, since most vanilla front-line medium energy weapons are pretty blah. It would be unusable if I couldn't put flare launchers in the outriggers.
  • I am unconvinced by the Kestrel. The Sunder has 2 other energy weapons besides the oversize that get the ship system bonus, but this doesn't, and you feel it - it never feels like a worthwile use of LP compared to another eagle, especially since I have to use the middle medium energy for PD or get punked by any bomber that wander my way; I do about the same damage in a Falcon, but with lots of cherries on top.
  • The Alastor and Phalanx are great! I've always loved Expansion ships but the frigates were always blah. Well, the stock ones are still blah, but now I don't have to use them!
    Still missing something fast for capping nav buoys and chasing after drams in pursuit though - I feel the need for a robberfly/seski/hound analogue.

P.S. I've yet to see the Storm Needler for sale anywhere, and I'm lvl 45 ...

The Archon is late Core.  Take it up with Cycerin, I guess; he made it.

The Kestrel doesn't require as much in the way of logistics as most full cruisers.  Furthermore, it packs a good punch; even with PD it has two medium energy turrets and a large ballistic doing the work of two large ballistic slots.  Unlike the Vanguard, the Kestrel has the flux reserves to fire a large ballistic weapon at 2x speed continuously.  This gets really nasty if you have a weapon that can chew through ships, like the Gauss Cannon, Hellbore, or Mjolnir.  The main thing to remember is it has two medium missile mounts, so you can nuke a ship with Harpoons if it overloads, cripple the engines of ships with Salamanders, break open shields with Sabots, etc.  I find it to be quite effective.

The Alastor is really quite fast.  Remember, its top speed is about 25 higher overall than what's stated on the ship description because of the maneuvering jets.

No vanilla ship mounts the Storm Needler, so it rarely appears on markets.  Same goes for the Gauss Cannon and Plasma Cannon.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 06, 2015, 08:50:57 AM
The Kestrel doesn't require as much in the way of logistics as most full cruisers.  Furthermore, it packs a good punch; even with PD it has two medium energy turrets and a large ballistic doing the work of two large ballistic slots.  Unlike the Vanguard, the Kestrel has the flux reserves to fire a large ballistic weapon at 2x speed continuously.  This gets really nasty if you have a weapon that can chew through ships, like the Gauss Cannon, Hellbore, or Mjolnir.  The main thing to remember is it has two medium missile mounts, so you can nuke a ship with Harpoons if it overloads, cripple the engines of ships with Salamanders, break open shields with Sabots, etc.  I find it to be quite effective.
I'll give it a try again when I have the skills to give it burn 7 without augmented engines, I guess.

The Alastor is really quite fast.  Remember, its top speed is about 25 higher overall than what's stated on the ship description because of the maneuvering jets.
Yeah, it is, but the AI is always somewhat conservative with the jets (when I switch to an Archon for a pursuit the other one in my fleet always lags behind by a fair bit) and its expensive to keep around as something I only use in pursuits.

No vanilla ship mounts the Storm Needler, so it rarely appears on markets.  Same goes for the Gauss Cannon and Plasma Cannon.
Hmm, fair enough, I have the other 2, guess I'll keep keeping an eye out.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Locusthorde300 on February 06, 2015, 11:57:39 AM
You can run just about any mod with SS+, it just won't have SS+ feature's unless I integrated it.

Some mods are just broken, though, and have bugs that cause crashes.

What all needs integration? Factions?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lopunny Zen on February 06, 2015, 01:00:21 PM
Citadel doesnt even want to be a part of this...it crashes the moment you go the their wormhole....updated my left foot :|
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 06, 2015, 01:23:11 PM
Citadel's been working fine for me, though the Mako fighters really annoy me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: MesoTroniK on February 06, 2015, 03:02:52 PM
Citadel doesnt even want to be a part of this...it crashes the moment you go the their wormhole....updated my left foot :|

Are you sure you are using the latest version of Citadel? Foxer updates it quite often, and the Version Checker mod is quite useful :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FasterThanSleepyfish on February 06, 2015, 05:24:49 PM
Lopunny: The Citadrl system changed this time around. My guess is if you have an old save with the old system + the new version with the new system, it will crash.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lopunny Zen on February 06, 2015, 11:51:29 PM
No its a brand new game and I just got this starsector++ mod so I dont know whats up
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Midnight Kitsune on February 07, 2015, 12:08:08 AM
No its a brand new game and I just got this starsector++ mod so I dont know whats up
Why don't you post your mod list and their versions? That way we can be sure
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 08, 2015, 10:52:44 PM
is there some sort of event that happens in the game that "spawns" other factions. I'm not seeing half of the ones that are integrated in this compilation.

EDIT: I have to download them desperately don't I?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: TartarusMkII on February 08, 2015, 10:58:35 PM
They are integrated functionally, but not INCLUDED.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 08, 2015, 11:47:21 PM
SO do i just download them and unzip them into the mods folder along side the lazylib and the rest of the mods or is there something else i need to do?

If so i did that and im encountering a crash to desktop whenever i visit any planet.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 09, 2015, 12:06:16 AM
You have to start a new character when you add/remove faction mods.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 09, 2015, 04:01:13 AM
You have to start a new character when you add/remove faction mods.

Ah that was It. Thanks, everything by seems to be working great now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ratheden on February 09, 2015, 11:44:44 AM
First of all, thanks again for a great mod.

Is it possible to reduce the salaries ? If so how does this newb go about it?

Thanks,
Rath
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 09, 2015, 12:07:28 PM
It's not possible to change salaries currently.  Even if it was possible, the tooltip wouldn't change.

It's not like crew costs that much, unless you've got hundreds of elite crew or something.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on February 09, 2015, 12:16:00 PM
It's not possible to change salaries currently.  Even if it was possible, the tooltip wouldn't change.

It's not like crew costs that much, unless you've got hundreds of elite crew or something.

I do, and my crew salaries definitely make profitable operation more difficult. If I'm running a capital fleet with ~500 or so elite crew and several hundred more veteran, the rate at which my credits drop is pretty remarkable. Hunting templars and high value bounties are the only way to sustain at that point. Which is the only reason I field a capital fleet in the first place, but still.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 09, 2015, 12:39:43 PM
unless you've got hundreds of elite crew or something.
That's pretty trivial if you're playing with mid/low-tech ships and fighters (+XP% to train up the replacements faster), you can get there with a handful of ships - Falcon skeleton is 100, Heron is 150, a Sunder and a Hammerhead at 50 each and you're at 350 skeleton crew, add 4 fighter wings, a phaeton, a tarsus, a locomotive and the spares for the fighter jocks who get croaked and you're looking at ~450-500 crew who are constantly leveling to elite and turning your profits into a loss.

You shouldn't have to be constantly popping off to a station to trade your elites in for vets to stay profitable. I'm greatly enjoying my current neutrino game just for the very low crew counts.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 09, 2015, 01:08:04 PM
Quick question regarding the Nevermore Cruiser from Blackrock Driveyards...

I have not seen this thing in any blackrock fleet or shipyard, so i must wonder is it in the itemlists?

Im lvl 32 now in this playtrough and by now i should have seen at least one.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 09, 2015, 02:48:27 PM
I've seen it around.  It's just luck, mostly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cycerin on February 09, 2015, 02:51:05 PM
You're just really unlucky. It's fairly rare, though. Check different black markets, it can show up in Tri-Tachyon black markets and probably others too.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 09, 2015, 02:53:30 PM
I assumed it was lore-based that I never see the Nevermore in fleets; the ship is decently fragile when flux is mismanaged and very susceptible to flanking, not to mention its massive deployment cost (high CR Per Deployment with massive Supplies to Fully Repair). I figured it's a "special ops" ship. But, I've also yet to fight against Blackrock, so I haven't paid much attention to their fleets specifically. That said, my Blackrock tends to wobble between 0 and 4 in stock pretty regularly.

When I played low-tech (and even on higher techs to a lesser degree) I felt the crew salaries made me use a more "thinky" procedure; my flagship and special ships get elite crew and any extras that get promoted get plopped in storage for future replacements in case one of said ships gets dunked and they get replaced with greens. Crew rotation becomes part of the routine when docked at home for a resupply and refuel, and I think that's pretty cool instead of just slapping in the most elites possible. You can even make a tidy profit from selling the elites instead.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 10, 2015, 04:52:37 AM
Finally found one at lvl 34. As good as ever.

On a side note i got another question.

Is it normal to see no battleships or any other absolute top tier ships in AI fleets?

Seems like cruisers and large carriers are as high as they go.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on February 10, 2015, 05:17:45 AM
They spawn bigger stuff only when attacked repeatedly, because you know: it's costly to maintain a fleet of battleships!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Histidine on February 10, 2015, 05:54:02 AM
The only time I actually noticed crew salaries was when I'd just spent all my money on goods for a high-value trade run and it started spamming me with "can't pay" messages.

You'll be paid when we get there; quit complaining FFS!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 10, 2015, 06:27:33 AM
Since we have Templars who are obnoxious but fun to fight, are there any plans to add other OP factions such as Neutrino Corp?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ahne on February 10, 2015, 05:52:03 PM
Awesome Mod/Mod compilation!

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Velox on February 10, 2015, 09:10:48 PM

I assume that there's no expectation that this works with 0.65.2a-RC1 yet, right?  Trying to launch the new release with SS+ (with prereqs) enabled results in the following kerplooie at the end of the log:

....
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Tartessus]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added pirate fleet spawning script to market [Tartessus]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Baetis]
69357 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added pirate fleet spawning script to market [Baetis]
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 0 out of a maximum 150 trade fleets in play
69364 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Hesperus] to spawn trade fleet from
69366 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Tartessus]
69367 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Organics], bringing back [Food,Domestic Goods,Recreational Drugs]; volume: 8877
69372 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 4 for market [Hesperus] (volume: 8877)
69378 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 43 point trade fleet from [Hesperus] to [Tartessus]
69817 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
69817 [Thread-11] INFO  sound.H  - Playing music with id [music-miscallenous_main_menu.ogg]
70010 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
   at data.scripts.variants.SSP_FleetRandomizer$1.compare(SSP_FleetRandomizer.java:83)
   at data.scripts.variants.SSP_FleetRandomizer$1.compare(SSP_FleetRandomizer.java:20)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.campaign.SSP_FleetFactory.finishFleet(SSP_FleetFactory.java:1043)
   at data.scripts.campaign.SSP_FleetFactory.createTradeFleet(SSP_FleetFactory.java:1035)
   at data.scripts.world.SSP_FleetInjector.injectFleet(SSP_FleetInjector.java:173)
   at data.scripts.world.SSP_FleetInjector.advance(SSP_FleetInjector.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.i.o00000(Unknown Source)
   at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 10, 2015, 09:27:51 PM
I assume that there's no expectation that this works with 0.65.2a-RC1 yet, right?
Nope.
70010 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
Bugfixing:
  • The ostensibly-removed logistics priority button no longer shows up on the fleet screen while docked

Guessing that's the deal. Though trying to play an "outdated" mod on a brand new release won't work in a variety of ways. You can still get the compatible version (http://fractalsoftworks.com/2014/11/03/starsector-0-65-1a-release/) if you want to play in the meantime.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Velox on February 10, 2015, 09:31:27 PM
I assume that there's no expectation that this works with 0.65.2a-RC1 yet, right?
Nope.
70010 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
Bugfixing:
  • The ostensibly-removed logistics priority button no longer shows up on the fleet screen while docked

Guessing that's the deal. Though trying to play an "outdated" mod on a brand new release won't work in a variety of ways. You can still get the compatible version (http://fractalsoftworks.com/2014/11/03/starsector-0-65-1a-release/) if you want to play in the meantime.

Ah, of course, the logistical priority thing makes total sense but somehow didn't connect.  I'm not surprised to run into a problem, was just hoping against hope that this was a minimally-changed-enough release that things wouldn't crater.  :)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 10, 2015, 10:22:06 PM
I'm not surprised to run into a problem, was just hoping against hope that this was a minimally-changed-enough release that things wouldn't crater.  :)
Even if it did "work", nearly all the SS+ weapons need updating, and all the destroyers and cruisers - and SS+ also rebalances many many vanilla weapons and ships, so you'd have unpredictable mixes of .1a/.2a ship and weapon behaviours :)

.2a is not a particularly intensive update for modders as far as code goes (most things should work, afair, though ill readily admit its been 15 years since I've worked with Java in any professional capacity) but ships and weapons are something else entirely.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Protonus on February 10, 2015, 10:32:46 PM
Since we have Templars who are obnoxious but fun to fight, are there any plans to add other OP factions such as Neutrino Corp?

Templars are purposely OP since Starsector actually lacks a boss faction that should be considered at least some endgame content, for those who have already reached levels 70+.

Not exactly obnoxious, unless of course you provoked the faction to fight you.

As for the factions to fight against the Templars, it was my previous plan, but then it was straight "unfun" even for me. Since normally you need to get powerful not too quickly than others and also Protonian Technologies just simply wanted a decent slice of the cake, but not all of it.

Neutrino Corp... use their nasty Hammer to smash some ships and take screenshots for me, would you? ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 10, 2015, 10:37:17 PM
There will be a massive SS+ in the next few days.  Until then, play vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 10, 2015, 11:23:52 PM
Until then, play vanilla.

The heresy! Makes me wanna throw a tantrum. ;D
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Protonus on February 11, 2015, 12:12:53 AM
There will be a massive SS+ in the next few days.

I misread SS+ over Screenshots, due to my partner's avid liking to take pictures. Apologies.

Until then, play vanilla.

Well, never I play Vanilla due to the logistics requirements of playing this game with a mod every chance I do so.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ambient on February 11, 2015, 06:53:01 AM
Since we have Templars who are obnoxious but fun to fight, are there any plans to add other OP factions such as Neutrino Corp?

Templars are purposely OP since Starsector actually lacks a boss faction that should be considered at least some endgame content, for those who have already reached levels 70+.

Not exactly obnoxious, unless of course you provoked the faction to fight you.

As for the factions to fight against the Templars, it was my previous plan, but then it was straight "unfun" even for me. Since normally you need to get powerful not too quickly than others and also Protonian Technologies just simply wanted a decent slice of the cake, but not all of it.


Neutrino Corp... use their nasty Hammer to smash some ships and take screenshots for me, would you? ;D

I meant obnoxious in a good way. I just want more targets for me to blow up (+ some of the Neutrino capital ships look sexy)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lopunny Zen on February 11, 2015, 10:15:57 AM
I am using only Citadel alone so its definitely them
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: MesoTroniK on February 11, 2015, 12:55:45 PM
Lopunny, lets break this down.

Citadel doesnt even want to be a part of this...it crashes the moment you go the their wormhole....updated my left foot :|

Are you sure you are using the latest version of Citadel? Foxer updates it quite often, and the Version Checker mod is quite useful :)

Lopunny: The Citadrl system changed this time around. My guess is if you have an old save with the old system + the new version with the new system, it will crash.

No its a brand new game and I just got this starsector++ mod so I dont know whats up

Why don't you post your mod list and their versions? That way we can be sure

I am using only Citadel alone so its definitely them

Please stop avoiding questions! If you want help then please help us help you :)

What version of Citadel are you using? What version of SS+ are you using? Do you have the LazyLib and ShaderLib library mods installed and what versions are they? What other mods are you using if any? And what exactly is the error message that the log records when it crashes?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Cyan Leader on February 12, 2015, 03:23:36 PM
In the light of the new SS update I'd like to suggest something.

This big incoming update for SS+, I believe it's wise to release for 65.1a first. The parity update for 65.2 would probably force a lot of balance changes would it not? I think it's better to take one step at a time.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: CrashToDesktop on February 12, 2015, 03:33:19 PM
Erm, the mod's been update for 65.1a for a long time now.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 12, 2015, 03:35:13 PM
He means to release the big SS+ update that was already set to come out soon for 0.65.1a, then patch it later for 0.65.2a. I'm guessing by now the devbuild is beyond that being feasible by now though.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Tartiflette on February 12, 2015, 03:45:09 PM
Why would it be better? Two updates means twice the work in checking if any error slipped through. Besides, it has been prepared for the current version of SS anyway, and the changes between 0.65.1 and 0.65.2 are rather easy to emulate from vanilla.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 12, 2015, 03:59:33 PM
The 0.65.2a conversions are already done.  The real time is going into content.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on February 12, 2015, 04:00:44 PM
The 0.65.2a conversions are already done.  The real time is going into content.
Ships and weapons? New/Modified gameplay mechanics?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: nemonaemo on February 12, 2015, 04:37:46 PM
The 0.65.2a conversions are already done.  The real time is going into content.

Woohoo!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: CrashToDesktop on February 12, 2015, 06:06:44 PM
Awesome.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Psigun on February 12, 2015, 06:18:07 PM
The 0.65.2a conversions are already done.  The real time is going into content.

looking forward to it with eager anticipation
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: AMDAMK on February 13, 2015, 04:22:27 AM
Spoiler

(http://www.myimg.de/?img=screenshot00061056.png)

( In case if broken > Rightclick > open in a new tab )

[close]

The only mission i've played. It was not easy, but a really gooooooood mission.  :) :D ;D 8)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ahne on February 13, 2015, 06:26:16 AM
Will the "Neutrino Corporation" join starsector+?

I hope so, they look very polished and have fitting lore, i would love to see them.

greetings
Ahne
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ahrenjb on February 13, 2015, 08:52:20 AM
Will the "Neutrino Corporation" join starsector+?

I hope so, they look very polished and have fitting lore, i would love to see them.

greetings
Ahne

I like Neutrino Corp too, but in all honesty the entire faction needs a thorough work-through. It's not well balanced to the current game and has a good number of issues presently (economy, etc). It could also use a clean-up, honestly. There are some ships and wings that could be removed to help bring it in line.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lopunny Zen on February 13, 2015, 09:40:14 AM
No Trust me man Neutrino Corp is broken...you do NOT want to see them appear...they look nice yes but when it comes to having to fight them and their ships then just give up...the only way I was able to beat them effectively was with the Titan in the Interstellar Federation.....they are gone now so their weakness is easily not seen :|.

PS....Revenant....has to go. A teleporting phase ship is LITERALLY unkillable...even more so if a player uses it. I was able to demolish a fleet thousands of times my size with it and fighting it makes you want to staple your nuts to a burning log. I can understand if its an Exotic ship but its not...everyone seems to have it despite its "High Price". Phase or teleporting....you may only choose one :P
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 13, 2015, 10:08:05 AM
The 0.65.2a conversions are already done.  The real time is going into content.
Ballpark? I need it. Gotta have it.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sirboomalot on February 13, 2015, 10:36:09 AM
No Trust me man Neutrino Corp is broken...you do NOT want to see them appear...they look nice yes but when it comes to having to fight them and their ships then just give up...the only way I was able to beat them effectively was with the Titan in the Interstellar Federation.....they are gone now so their weakness is easily not seen :|.

The neutrino aren't that powerful, you just have to put them up against multiple ships. Their weakness is and always was their low shield-arcs which causes them to only be able to block a single ship at a time. Two frigates can generally kill a single neutrino destroyer, assuming they are refitted properly, and a frigate in the hands of the player can generally kill a neutrino frigate just by shooting around the tiny shield.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Creepin on February 13, 2015, 11:22:33 AM
No Trust me man Neutrino Corp is broken...you do NOT want to see them appear...they look nice yes but when it comes to having to fight them and their ships then just give up...the only way I was able to beat them effectively was with the Titan in the Interstellar Federation.....they are gone now so their weakness is easily not seen :|.
I used to farm Neutrino in my SS+ on regular basis starting from level 10 or so, luckily now I know that it is impossible! ;)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Lopunny Zen on February 13, 2015, 05:43:56 PM
yeah but if its a large Nuetrino ship or a carrier one your just ***...more *** then you would be if they did a normal fleet :|
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Taverius on February 13, 2015, 08:26:29 PM
yeah but if its a large Nuetrino ship or a carrier one your just ***...more *** then you would be if they did a normal fleet :|
Those are also fine, the only issue is the built-in weapon on the Jackhammer, which is a beam with a 16k burst.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Spenz on February 14, 2015, 02:41:17 AM
Personally I don't think the Neutrino are OP, but even if they were, so what? Judging by the success of the Templar faction, OP is good and we could use more of it.  Besides, with the somewhat messed up economy the Neutrino have they might as well be Templar considering how hard it is to get their stuff.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: ValkyriaL on February 14, 2015, 02:48:57 AM
the difference is that Neutrino are OP because zeroes, Templars are OP becuase of the abilities and powers they have, like an actual boss.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ahne on February 14, 2015, 06:14:01 AM
Ok i have to admit i have not played the neutrino corp and the templar but i don't want too op faction in the mod so i don't use templar because of the tip that they are designed to be a boss faction.

I have also to say that especially the medusa-destroyer from tri-tachyon and the citadel rotunda-frigates are way too strong. Especially the the frigates for its insanely low price off ~11k.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: sirboomalot on February 14, 2015, 06:46:22 AM
The medusa destroyer from tri-tachyon is a vanilla ship, it is in the game even if you have 0 mods installed. Generally the ships in vanilla are what mods base their balance around...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Aklyon on February 14, 2015, 07:34:35 AM
I'm not seeing lopunny's point either. Neutrino can be strong, but the have really tiny shield arcs.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FasterThanSleepyfish on February 14, 2015, 10:59:56 AM
citadel rotunda-frigates are way too strong. Especially the the frigates for its insanely low price off ~11k.

Sorry Anne, though I'll let you know a major rebalance is underway. Turret types, turret sizes, stats and more.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ahne on February 14, 2015, 01:53:39 PM
wow nice!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FabianClasen on February 15, 2015, 12:24:43 PM
Hello.

Today is the first time i try to use some of the mods in this forum.
I already tried several others, none of which worked.

So i tried this one, since it was mentioned in the ozmoz thread as compatible.
At least i can start the game with this mod enabled and see the overhauled character creation. Which by the way looks very promising.

Sadly i get the following Exception as soon as i finish character creation and start the "real" game.
I only used the Factions marked as updated or without comment from the opening post. Both Libs are installed.
Is this a known thing, or am i doing smth. wrong?

Quote
ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
   at data.scripts.variants.SSP_FleetRandomizer$1.compare(SSP_FleetRandomizer.java:83)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ahne on February 15, 2015, 12:34:42 PM
You really need to use the for the mods defined game version. Most of the mods are for the 0.65.1a version of the game or even for an older version and not updated yet for the 0.65.2a.

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FabianClasen on February 15, 2015, 12:53:13 PM
You really need to use the for the mods defined game version. Most of the mods are for the 0.65.1a version of the game or even for an older version and not updated yet for the 0.65.2a.



Thanks for the tip. I downgraded to 0.651a and the game loads just fine.
And here i thought "better update the game before installing mods, so you are not outdated". Silly me.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FabianClasen on February 16, 2015, 01:06:22 PM
I have another question, maybe someone here ran into the same problem, who knows.
Even though i now am able to run the mod(s) - which are awesome and should really be considered to be put into the core game - i now struggle to load my saves. It takes about one to two minutes to load a savegame, and sometimes it just outright fails to load. In the latter case i usually close the game about 5 minutes in.
First i thought i may have not given the jvm enough memory, but the problem stayed the same after i assigned 4gb. Any ideas?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on February 16, 2015, 01:13:13 PM
I have another question, maybe someone here ran into the same problem, who knows.
Even though i now am able to run the mod(s) - which are awesome and should really be considered to be put into the core game - i now struggle to load my saves. It takes about one to two minutes to load a savegame, and sometimes it just outright fails to load. In the latter case i usually close the game about 5 minutes in.
First i thought i may have not given the jvm enough memory, but the problem stayed the same after i assigned 4gb. Any ideas?
http://fractalsoftworks.com/forum/index.php?topic=8726

You need to use 64bit Java as well.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Shyguy on February 16, 2015, 01:24:56 PM
Is it a bad thing that I would love to see what SS+ and Vacuum would look like if they were merged together?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Aklyon on February 16, 2015, 04:03:54 PM
Is it a bad thing that I would love to see what SS+ and Vacuum would look like if they were merged together?
It'd probably look like a normal-scale version of Project Titan, if I remember how Vacuum played right.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: FasterThanSleepyfish on February 16, 2015, 04:42:30 PM
Is it a bad thing that I would love to see what SS+ and Vacuum would look like if they were merged together?

http://gfycat.com/WetAstonishingIberianemeraldlizard  :-X

Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 16, 2015, 06:00:04 PM
http://gfycat.com/WetAstonishingIberianemeraldlizard  :-X
Dude what
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 17, 2015, 12:23:19 AM
Teaser.

(http://giant.gfycat.com/BouncyFoolhardyFlounder.gif)
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Uomoz on February 17, 2015, 01:22:13 AM
Hype.gif
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 17, 2015, 03:23:48 AM
It hurts my soul enough not having the usual stuff, teasing me with fancy midline capital ships doesn't help! :P

Though I can't tell if there's also new weapons in there or just a showing of the gross inferiority of my GPU...
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: OOZ662 on February 17, 2015, 04:20:25 AM
I play on a 5 year old Dell laptop with a 9300M GS.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Silver Silence on February 17, 2015, 04:46:32 AM
For the past year or two years, I've been playing Starfarersector  on integrated graphics, barely able to push 30fps with the HUD and range indicators turned off. It's so much fun to play at 60. Though even with an R9 290 (which I was told was a good card :L), I can dip down to 30 or lower when a lot of guns are on the field. Or when I forget to bind all 40 something weapons on my ship to actual groups so it's this big stacked mess on group 1.

I'm pretty sure the integrated users outnumber the gfx card users, though. Any of the big adventurous mods have had pages and pages of people being unable to play from out-of-memory errors, whether that be too many textures to load into the gfx or too many textures to load into RAM.


EDIT:
Also, Dark, use the gfy link. It loads so much faster, even if people have to click it instead of it being an inline image. You can make enormous gifs quite confidently instead of having to keep them small for the sake of relatively fast loading. And did I spy medium Ion weapons on that midline ship? Have I never found those or are they new?
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: DefiasOne on February 17, 2015, 05:07:40 AM
For the past year or two years, I've been playing Starfarersector  on integrated graphics, barely able to push 30fps with the HUD and range indicators turned off. It's so much fun to play at 60. Though even with an R9 290 (which I was told was a good card :L), I can dip down to 30 or lower when a lot of guns are on the field. Or when I forget to bind all 40 something weapons on my ship to actual groups so it's this big stacked mess on group 1.

I'm pretty sure the integrated users outnumber the gfx card users, though. Any of the big adventurous mods have had pages and pages of people being unable to play from out-of-memory errors, whether that be too many textures to load into the gfx or too many textures to load into RAM.


EDIT:
Also, Dark, use the gfy link. It loads so much faster, even if people have to click it instead of it being an inline image. You can make enormous gifs quite confidently instead of having to keep them small for the sake of relatively fast loading. And did I spy medium Ion weapons on that midline ship? Have I never found those or are they new?

I was thinking of buying a R9 290, what is your opinion about the card? From what I've seen its the best price/performance ratio card for high end GPUs.
What is your cpu load when you dip to 30 fps? I usually start to lose frames when my CPU gets to 0-2% idle.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Silver Silence on February 17, 2015, 05:38:43 AM
I couldn't tell you much, this is my first PC built ever, I've been playing on consoles for like a decade. It plays pretty much any game I've wanted it to at 60fps and maxed graphics but that doesn't say much as I haven't played any recent triple As and most of my games are indie titles that I hoped my craptop could manage. If it doesn't play smooth 60 at maxed graphics, pulling back a little on the graphics usually does the trick. The only game that's brought my fps below 30fps regularly is X3 but that's because you can run the game 10x faster than normal whenever you please and it's more to do with the fact that my cpu is trying to run the game at 10x as well. My CPU is notably weaker, a stock AMD [email protected].

TL:DR
Am console peasant, is gud card, very stronk, much fidelity, wow.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: DefiasOne on February 17, 2015, 06:49:05 AM
I couldn't tell you much, this is my first PC built ever, I've been playing on consoles for like a decade. It plays pretty much any game I've wanted it to at 60fps and maxed graphics but that doesn't say much as I haven't played any recent triple As and most of my games are indie titles that I hoped my craptop could manage. If it doesn't play smooth 60 at maxed graphics, pulling back a little on the graphics usually does the trick. The only game that's brought my fps below 30fps regularly is X3 but that's because you can run the game 10x faster than normal whenever you please and it's more to do with the fact that my cpu is trying to run the game at 10x as well. My CPU is notably weaker, a stock AMD [email protected].

TL:DR
Am console peasant, is gud card, very stronk, much fidelity, wow.
That was my impression of the card for the most part, that it will run any current game just fine.
Aaaaand Totalbiscuit fan ?
Last offtopic for a while.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 17, 2015, 09:20:22 AM
Also, Dark, use the gfy link. It loads so much faster, even if people have to click it instead of it being an inline image. You can make enormous gifs quite confidently instead of having to keep them small for the sake of relatively fast loading. And did I spy medium Ion weapons on that midline ship? Have I never found those or are they new?

GFY links don't work with mobile devices.  Plus I made this gif intentionally small (under 15 MB) to avoid it being too gratuitous.

That medium weapon has been around for a while; it's called the Heavy Ion Blaster.

The R9 290 is good, but your CPU isn't, and is holding back your gaming experience.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Agalyon on February 17, 2015, 10:26:32 AM
Teaser.

(http://giant.gfycat.com/BouncyFoolhardyFlounder.gif)
Jesus DR stop messing with me and release the mod already. You're killing me slowly.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Silver Silence on February 17, 2015, 12:20:44 PM
The R9 290 is good, but your CPU isn't, and is holding back your gaming experience.

I was building something budget at first and then I found myself with a fair bit more money to work with, by which time most parts had already arrived and I was just like what the heck and built it with a better card. It really doesn't hold me back too much, given my previous primary gaming platform for many years has been the 360.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Drone_Fragger on February 17, 2015, 01:46:08 PM
Any idea when the 65.2a version will be ready? I really can't stand stock starsector anymore without my precious stockalike ship and weapon selections :<
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Nanao-kun on February 17, 2015, 01:47:30 PM
I just realized the SS+ Ship image in the OP has been changed with new ships I've never seen before!
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Toxcity on February 17, 2015, 02:26:01 PM
Fingers crossed the update is released today!
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Dark.Revenant on February 17, 2015, 07:22:17 PM
HUGE CONTENT UPDATE!

Twelve new ships, two new built-in weapons, a new skin, and a ton of updated features.

(http://i.imgur.com/Kk9HYTF.jpg) (http://imgur.com/ra63QTN)

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?dxs5q1ez8mhndqc)

Download Starsector+ 2.6 (https://www.mediafire.com/?dxs5q1ez8mhndqc)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.6.zip)
- or -
Download Starsector+ 2.6 (Vanilla Music Only) (https://www.mediafire.com/?h7z95jc6i11nt9q)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Vanillamusic%202.6.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.04 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.4 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Drive Yards 0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (not yet updated)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (not yet updated)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (not yet updated)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (not yet updated)

Recommended Mods
Common Radar 1.1e (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)

Version 2.6
  • Updated for Starsector 0.65.2a
  • Added Scythe-class Phase Frigate
  • Added Venom-class Combat Freighter
  • Added Venom-X-class Frigate
  • Added Nautilus-class Combat Freighter
  • Added Hecate-class Corvette
  • Added Boar-class Destroyer
  • Added Camel-class Combat Freighter
  • Added Beholder-class Destroyer
  • Added Stalker-class Cruiser
  • Added Dragon-class Battlecruiser
  • Added Victory-class Battleship
  • Added Cronus-class Light Battlecruiser
  • Added Vindicator (O)
  • Updated art for Vulture, Barbarian, and Infernus
  • Stats/layout/weapons overhaul for Infernus
  • Starsector+ now overrides vanilla and modded music, and includes every track by default -- alternative "vanilla music" download available, which overrides modded music with the vanilla defaults
  • Exigency integration updated
  • Various weapons changes reverted to fit 0.65.2a
  • Xyphos flux dissipation increased to 250 from 180
  • Small Unit Tactics refactored to Unit Tactics
  • Having extra crew grants bonuses to Logistics Rating and CR recovery rate
  • Fuel consumption reduced to 150% from 200%; price etc adjusted accordingly
  • Beam armor hit strength reverted to 50% from 100%, due to the changes to range/OP
  • Command Experience redone
  • Engine Power Limiter removed
  • Weapon rebalance pass
  • Mjolnir Cannon now uses clips
  • Phase Lance range increased to 650 from 600
  • Arbalest damage and flux cost increased by 50%; fire rate decreased by 33%
  • Renegade OP reduced to 230 from 250
  • Certain graphical plugins can be reduced or disabled to improve performance (see data/config/performanceSettings.json)
  • XP rate, skill strength, and AI fleet levels can now be adjusted (in settings.json)
  • Ship explosions improved, white-out removed
  • Tougher bounties on the player
  • Aggressive campaign fleet AI
  • Patrols can range significantly higher in size/power; now scale better with market size
  • Freighters and other civilian ships attract pirates
  • Trade fleets are better-equipped
  • Pirate, merc, and certain core faction spawns scale up with # of modded factions (depending on faction)
  • Bounty/grudge-hunting fleets are more likely to catch the player
  • Refits in the field use four times more CR; use a drydock!
  • Overdrive Shunt hullmod added (Helmsmanship 3)
  • Starting reputation changes are more extreme; starting Hostile with someone is a lot more common
  • Weapon grouper and randomizer improvements
  • Vent AI improved
  • Faction ship/weapon choice is more partisan
  • Crew salaries reduced from 100/200/400/800 to 100/200/300/400
  • Trading with faction enemies can no longer make them openly hostile with you
  • At least half of bounties are guaranteed to be within the player's difficulty range (taking into account level and fleet size)
  • Increased chance of non-vanilla-present weapons appearing in markets (currently, Gauss Cannon, Storm Needler, and Plasma Cannon)
  • Bounties are improved in general; small bounties are more likely to involve fleets that are hiding out nearby the hosting market, while large bounties will usually be posted by big markets only -- side effect is smaller bounties are somewhat more common
  • Mission icons added
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Nanao-kun on February 17, 2015, 07:23:55 PM
I look away for 10 seconds to check the Modding subforum, and then BAM.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: OOZ662 on February 17, 2015, 07:25:33 PM
Was wondering what I'd be spending my evening doing.

Here come the buckets.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: TartarusMkII on February 17, 2015, 07:25:57 PM
Congrats on 2.6, D.R, thank you so much for giving us such an awesome mod!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Cycerin on February 17, 2015, 07:28:16 PM
(http://i.imgur.com/TnIKfAe.gif)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Mazuo on February 17, 2015, 07:29:30 PM
What a great time for my internet issues to resolve themselves!  Now to get all these great updates before it decides to be terrible again.  Thanks DR!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: OOZ662 on February 17, 2015, 07:53:47 PM
*smashes giant red shiny panic button*
Spoiler
BRDY, Radar, II, LazyLib, ShaderLib, SS+, Version Checker; completely fresh downloads and install
Code
62443 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: MesoTroniK on February 17, 2015, 07:56:01 PM
*smashes giant red shiny panic button*
Spoiler
BRDY, Radar, II, LazyLib, ShaderLib, SS+, Version Checker; completely fresh downloads and install
Code
62443 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

You need the newest version of Starsector that just came out yesterday.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: OOZ662 on February 17, 2015, 07:56:55 PM
*smashes giant red shiny panic button*
Spoiler
BRDY, Radar, II, LazyLib, ShaderLib, SS+, Version Checker; completely fresh downloads and install
Code
62443 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

You need the newest version of Starsector that just came out yesterday.

What? I swear I was supposed to get emails about these things. Argh.

EDIT: Or at least he could call it 0.65.2b instead of taping "RC2" to the end of the filename. ::)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: orost on February 17, 2015, 08:24:11 PM
There's a typo on line 30 of settings.json:

Code
    "savlageCargoFraction":0.65, 
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Dark.Revenant on February 17, 2015, 08:30:57 PM
Not a typo.  That's how it's spelled in vanilla.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Cycerin on February 17, 2015, 08:44:41 PM
Hahahahha.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Dark.Revenant on February 17, 2015, 08:44:54 PM
PSA: Clear out outdated saves from your save folder: the game can crash when you open the dialog that shows your save files if an outdated SS+ save is in there.  I have no idea why, that's just what happens.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: EI on February 17, 2015, 08:46:16 PM
Ooo.

New presents to salvage... I mean, play with. :3
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Protonus on February 17, 2015, 08:49:46 PM
Ooo.

New presents to salvage... I mean, play with. :3

Good lord, EI. Please don't take whatever new ships appeared in there.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: orost on February 17, 2015, 08:52:28 PM
I met a Pirate Attack Fleet in Magec that had no weapons whatsoever (except for builtins) on any of its ships. Pacifist pirates?

Composition:

* Condor (flagship)
* Bull
* Enforcer (D)
* Longbow wing
* Dipteron wing
* Talon wing
* Buffalo
* Dram

very soon after starting a new game.

SSP + Templars + II + Blackrock + Omnifactory

Edit: another one, this time a bounty fleet.
Edit: Hah, this actually makes them more difficult to kill. All they want to do is run away, and most of that low-tech trash has burn drive systems.
Edit: Every bounty fleet (saw four) and about one in two-three other random fleets, pirate or not, appears to have been declawed.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: EI on February 17, 2015, 08:52:46 PM
Good lord, EI. Please don't take whatever new ships appeared in there.

But the Victory and Cronus... they look so... sexy~ @p@
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: zsguy on February 17, 2015, 09:25:52 PM
i cant open up.pls help to see what happen

Code
28966 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_MegaPulseHoming.init(SSP_MegaPulseHoming.java:103)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.O?o000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Dark.Revenant on February 17, 2015, 09:26:52 PM
I met a Pirate Attack Fleet in Magec that had no weapons whatsoever (except for builtins) on any of its ships. Pacifist pirates?

Composition:

* Condor (flagship)
* Bull
* Enforcer (D)
* Longbow wing
* Dipteron wing
* Talon wing
* Buffalo
* Dram

very soon after starting a new game.

SSP + Templars + II + Blackrock + Omnifactory

Edit: another one, this time a bounty fleet.
Edit: Hah, this actually makes them more difficult to kill. All they want to do is run away, and most of that low-tech trash has burn drive systems.
Edit: Every bounty fleet (saw four) and about one in two-three other random fleets, pirate or not, appears to have been declawed.

Fleets spawned during the 30-day economy stabilization timelapse period apparently don't have weapons.  I have no idea why as of yet.  Expect a hotfix at some point.

Edit: Now I can't reproduce it.  What the hell?

Edit 2: Oh, hell.  Variants aren't saved.

@zsguy update the game; a hotfix was released yesterday.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: zsguy on February 17, 2015, 09:34:11 PM

@zsguy update the game; a hotfix was released yesterday.
[/quote]

oooh....rc2 just come up.....i just see it ..thanks for ur mods!!!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Agalyon on February 17, 2015, 09:48:37 PM
Fleets spawned during the 30-day economy stabilization timelapse period apparently don't have weapons.  I have no idea why as of yet.  Expect a hotfix at some point.

Edit: Now I can't reproduce it.  What the hell?

Edit 2: Oh, hell.  Variants aren't saved.

@zsguy update the game; a hotfix was released yesterday.
So thats not a lasting issue right? Im super pumped to play this, lol
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Dark.Revenant on February 17, 2015, 10:00:55 PM
Wait 30-60 minutes for my hotfix; then you can play.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
Post by: Agalyon on February 17, 2015, 10:05:11 PM
Well if its only for the first crop of enemies it doesn't really matter. But hell, I guess I'll just wait in-case it breaks it...
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 17, 2015, 10:41:21 PM
Hotfix!

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?gld8ulus8bbu5ra)

Download Starsector+ 2.6.1 (https://www.mediafire.com/?gld8ulus8bbu5ra)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.6.1.zip)
- or -
Download Starsector+ 2.6.1 (Vanilla Music Only) (https://www.mediafire.com/?wj4df77d527ztkw)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Vanillamusic%202.6.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.04 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.4 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download Blackrock Drive Yards 0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (not yet updated)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (not yet updated)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (not yet updated)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (not yet updated)

Recommended Mods
Common Radar 1.1e (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)

Version 2.6.1
  • Hotfix to make sure AI fleets actually saved their variants
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 17, 2015, 10:50:28 PM
Aww shoot, I came here all ready to report a fleet 5x my size that had previously kicked my face in proceeding to only deploy their fighter wing then flee like the wind when re-engaged after loading, but I see it's due to the same glitch. Thanks for the quick fixin', DR.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Agalyon on February 17, 2015, 10:54:07 PM
Thanks for the super fast fix DR, much appreciated.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Ratheden on February 18, 2015, 12:55:21 AM
First of all, thanks again for a great mod.

Is it possible to reduce the salaries ? If so how does this newb go about it?

Thanks,
Rath

It's not possible to change salaries currently.  Even if it was possible, the tooltip wouldn't change.

It's not like crew costs that much, unless you've got hundreds of elite crew or something.

Yes indeed my fleets are often maxed out on elite crew.

I hope for the day i may edit it.


Thanks for a great mod,
ratheden
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Ahne on February 18, 2015, 06:58:33 AM
Thanks for the update revenant!

Now i have only to wait for all the factions to update, btw. can i add other factions who are not listed as integrated factions to the mod?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Frelus on February 18, 2015, 07:20:53 AM
Scy seems to work, and I heard Neutrino does, too.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 18, 2015, 07:27:35 AM
Non-integrated factions will operate just fine, but they won't "interact" with the universe; their ships won't appear in fleets and markets that don't belong to the faction and such.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Tartiflette on February 18, 2015, 07:47:27 AM
Actually they do a bit more than that: they interact with the universe sending/receiving response fleets against Templars Crusades, hunt you down if you have a bounty on your head or spawn assassination missions... The most notable things they won't have are leveled captains and random variants, and their weapons won't appear on random variants either (but they will spawn in markets). Dark.Revenant really tried to make SS+ the most non-integrated-mod friendly possible. Integration also means all factions scripts perfectly works with each other: For example right now the Exigency Repulsor Beam is useless against Scy Armored Ships because of how Twig works.
Title: Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
Post by: Dark.Revenant on February 18, 2015, 08:11:21 AM
First of all, thanks again for a great mod.

Is it possible to reduce the salaries ? If so how does this newb go about it?

Thanks,
Rath

It's not possible to change salaries currently.  Even if it was possible, the tooltip wouldn't change.

It's not like crew costs that much, unless you've got hundreds of elite crew or something.

Yes indeed my fleets are often maxed out on elite crew.

I hope for the day i may edit it.


Thanks for a great mod,
ratheden

You know elite salaries are halved since last update, right?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Sabaton on February 18, 2015, 10:26:10 AM
Absolutely no one to say how cool the new ships are? Fine I will: the new ships are cool.
I love the Victory,its a beast(more ships with integrated big spanker guns are always good),same can be said about the new Infernus(and I thought the Cathedral was nuts).
The pirate reverse engineered ships are also good looking and do their job fine(thou with their addition ships like the Shark may become redundant).
Having two Vindicators also seems redundant to me(especially since they are differentiated by only 1 gun).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 18, 2015, 01:12:35 PM
Experiencing a repeatable crash; might be II's siege system? Save file and instructions available upon request. Will take it over to the general bugs section if it isn't SS+/some other mod.

BRDY, Radar, II, LazyLib, ShaderLib, SS+, Version Checker

Code
99985 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [new_maxios_ii_perinthus_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
100241 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [ceyx_new_maxios]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
100628 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  -
100628 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [Ceyx]
100628 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Maximum number of 2 pirate/merc fleets already in play for market [Ceyx]
101936 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 18, 2015, 01:36:18 PM
Well, at least it isn't a SS+ bug.  Will release an II update later today but unfortunately your save might be hosed if it crashes consistently.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 18, 2015, 01:40:02 PM
Well, at least it isn't a SS+ bug.  Will release an II update later today but unfortunately your save might be hosed if it crashes consistently.

It takes about the time to travel from Corvus to Eos at burn 11 to keel over; ought to be enough time to use Save Transfer if it comes to that.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: senor on February 18, 2015, 04:44:37 PM
Im getting a crash at the end of the initial loading bar while running the lastest ShaderLib, LazyLib and SS+ on 65.2a that reads:

Fatal:
com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()L.java/util/Map;

The end of the starsector log looks like this:
Spoiler
32191 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 493.29 MB of texture data so far
32192 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
32335 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
32637 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If I turn on off those mods the game loads fine.  Any ideas?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 18, 2015, 04:46:03 PM
I believe you're the third person to vocally not realize that a new version of 0.65.2a (RC2) (http://s3.amazonaws.com/fractalsoftworks/starsector/starsector_install-0.65.2a-RC2.exe) came out not long ago. I got to be first.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: senor on February 18, 2015, 07:29:48 PM
I believe you're the third person to vocally not realize that a new version of 0.65.2a (RC2) (http://s3.amazonaws.com/fractalsoftworks/starsector/starsector_install-0.65.2a-RC2.exe) came out not long ago. I got to be first.

oh man, i wondered about some new release of vanilla, but then i sorta checked and thought "nah... i think i have the right one".  thanks, ill try it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 18, 2015, 07:35:51 PM
Hey guys, I've had a weird problem that I can not recreate, but I wanted to report it here.

After playing a short while, I found that when I went to a certain station from the mod Scy (their HQ Hephaistos), I would get all the normal options like to trade and repair, but if I pressed trade, the UI would not continue to load. I would get a blank menu screen and no ability to leave or go back.

After leaving, going to another station, then going back to Hephaistos, everything seems to be fine.. I can't figure out why that had happened for just one moment in time. What I DO notice though, is that despite my 5 frigate fleet of some Tachyon frigates, A Blackrock frigate, and an Exigency frigate, there are two medium sized bounty-spawned mercenary fleets following me, and I am unsure if they were spawned 'properly'.. They just seem overkill for a little group like mine, and they are too slow to catch me by any means. It makes me wonder if, perhaps, their spawning had something to do with my inability to access the market properly.
 
Like I said, I just wanted to give this report, I'm not really sure what to make of it.

My mods:

SS+ 2.6+
LazyLib 2.0b
TwigLib 0.6.5p
ZZShaderLib Beta 1.04
Blackrock 0.7.1
Common Radar 1.1e
Console Commands 2.3
Exigency Inc. 0.7
Imperium 1.7
Neutrino Corp 1.80
Oculian Berserks 0.1.1 (Red vs Blue)
Protonian Tech 0.5.1 (Red vs Blue)
Omnifactory 1.10c
Scy 0.8.9
K. Templar 0.9.4
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 18, 2015, 08:10:27 PM
This is not the only report that has been made on Scy's markets.  You should take up mod-specific problems on their individual threads.

Those bounties are intentional; sometimes, they're there to keep you moving, not to give you a guaranteed fight.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 18, 2015, 08:38:36 PM
I actually came here after posting in Scy's own thread about it. Tartiflette said that I was the only one with this problem, which sounds unlike what you just said... XP.. *holds onto D.R..* "halp me.."
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: DefiasOne on February 19, 2015, 12:04:41 AM
Certain commodities like metal or volatiles or small arms seem to have a problem when I sell them, the calculation of the total credits given seems to be off... For example lets say I buy some small arms for 100$ (with tariff) and go and sell them at another station which states they go for 120$ (with tariff), the total amount of credits I receive is less than what I paid for them. I don't know maybe I'm missing something but I've noticed this happening with certain commodities, as a result all I ever trade in is food, fuel and supplies (these seem to be ok...).
Anyone else noticed this or am I just imagining things?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 01:36:44 AM
(http://i.imgur.com/nSIEUz0.png)

(http://i.imgur.com/pcQutbf.png)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: DefiasOne on February 19, 2015, 01:51:53 AM
Is that an improved starmap with random system positions?  :o
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Talkie Toaster on February 19, 2015, 05:21:09 AM
Certain commodities like metal or volatiles or small arms seem to have a problem when I sell them, the calculation of the total credits given seems to be off... For example lets say I buy some small arms for 100$ (with tariff) and go and sell them at another station which states they go for 120$ (with tariff), the total amount of credits I receive is less than what I paid for them. I don't know maybe I'm missing something but I've noticed this happening with certain commodities, as a result all I ever trade in is food, fuel and supplies (these seem to be ok...).
Anyone else noticed this or am I just imagining things?
For shallow markets the price per unit falls off pretty fast- each unit you sell reduces demand, which reduces the price. There's large markets for food, fuel & supplies everywhere, so you wouldn't notice this as much.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 19, 2015, 05:45:17 AM
I wanted to comment on what you said about the mercenaries, D.R.

If they already do this, then please disregard, obviously; I feel like it is really oddly artificial to have these fleets follow you constantly, because it's as if they have infinite supplies, their crews have no qualms about chasing this evasive fleet for, well, ever. They could have a variable time they will chase you for, before ditching.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: stormbringer951 on February 19, 2015, 06:12:46 AM
Running latest Starsector (RC2), SS+ 2.6.1, BRDY, Radar, Console, Exigency, Imperium, LazyLib, Save Transfer, ShaderLib, Simulator Overhaul and Version Checker. Checked that everything is up to date.

I seem to be getting Pirate fleets spawning out of other people's stations. I noticed this while waiting around outside New Maxios, and seeing pirate fleets periodically spawn out of it, spend a short while orbiting it as if preparing for a mission, before suddenly noticing and attacking the smaller Independent shipping orbiting alongside.

These seem to be the relevant lines of the log:

1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [New Maxios]
1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - 0 out of a maximum 3 pirate/merc fleets in play for market [New Maxios]
1144900 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Spawned pirate fleet [pirate Armada] from market New Maxios

Ctrl+F'd through the log using "Checking whether to spawn pirate or merc fleet for market [" to check, pirates seem to be spawning out of pretty much every station.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Silver Silence on February 19, 2015, 06:57:40 AM
Were they smugglers? Smugglers initially spawn as pirates and prepare for their trip in orbit before changing IFF to independant and going off smuggling.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 19, 2015, 06:58:49 AM
The ones I've see magically appearing from Blackrock before being stomped to oblivion are Pirate Attack Fleets as I recall.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 07:48:52 AM
I wanted to comment on what you said about the mercenaries, D.R.

If they already do this, then please disregard, obviously; I feel like it is really oddly artificial to have these fleets follow you constantly, because it's as if they have infinite supplies, their crews have no qualms about chasing this evasive fleet for, well, ever. They could have a variable time they will chase you for, before ditching.

They do give up after a few weeks.


Running latest Starsector (RC2), SS+ 2.6.1, BRDY, Radar, Console, Exigency, Imperium, LazyLib, Save Transfer, ShaderLib, Simulator Overhaul and Version Checker. Checked that everything is up to date.

I seem to be getting Pirate fleets spawning out of other people's stations. I noticed this while waiting around outside New Maxios, and seeing pirate fleets periodically spawn out of it, spend a short while orbiting it as if preparing for a mission, before suddenly noticing and attacking the smaller Independent shipping orbiting alongside.

These seem to be the relevant lines of the log:

1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [New Maxios]
1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - 0 out of a maximum 3 pirate/merc fleets in play for market [New Maxios]
1144900 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Spawned pirate fleet [pirate Armada] from market New Maxios

Ctrl+F'd through the log using "Checking whether to spawn pirate or merc fleet for market [" to check, pirates seem to be spawning out of pretty much every station.

A bug slipped into the code; they're supposed to start as mercs before turning to pirates.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 09:38:02 AM
The leading pip from Gunnery Implants 5 stopped working with 2.6, just doesn't show up any more.  Playing on Linux if it's relevant. On 2.4 and 2.5 I had to restart the game after reaching GI 5 before it showed up but after that it worked fine, now it doesn't show up at all.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Aklyon on February 19, 2015, 09:52:13 AM
Are you using a weapon that would need a leading pip in the first place?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: zoe_zucchini on February 19, 2015, 10:15:09 AM
Can confirm that it's gone, hasn't shown up at all with a wide variety of ships/weapons
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 10:23:03 AM
I just noticed that it shows up when the game is paused, under the pause menu. Odd.

edit: Same for the Priwen Burst indicator on Templar ships, only shows up when the game is paused. I'm not sure where to post about it, it could be a ShaderLib issue... well, DR will know.

edit 2: both also show up when the tactical map is up.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: EnderNerdcore on February 19, 2015, 12:17:35 PM
I'm encountering an error that is starting to happen pretty consistently (though it's clearly from a random event):

Code
268628 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm running Starsector+ with Blackrock, Exigency, Templars, Imperium, and over course the shaderlib and lazylib. The time on the game is Day 11, Month 3, Cycle 207.

Anyone know where I might go to fix this in the code? Starsector really needs better error handling than just crashing out all the time...

EDIT: I've been looking around myself and I'm not entirely sure this is a Starsector+ error, it might be a bug in Starsector itself...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Sproginator on February 19, 2015, 12:34:18 PM
Halp:

102388 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 493.29 MB of texture data so far
102388 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
102704 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
104316 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 12:51:31 PM
The leading pip from Gunnery Implants 5 stopped working with 2.6, just doesn't show up any more.  Playing on Linux if it's relevant. On 2.4 and 2.5 I had to restart the game after reaching GI 5 before it showed up but after that it worked fine, now it doesn't show up at all.
A vanilla method must have changed unexpectedly.  Will fix it for the next release.

I'm encountering an error that is starting to happen pretty consistently (though it's clearly from a random event):
I'm running Starsector+ with Blackrock, Exigency, Templars, Imperium, and over course the shaderlib and lazylib. The time on the game is Day 11, Month 3, Cycle 207.

Anyone know where I might go to fix this in the code? Starsector really needs better error handling than just crashing out all the time...

EDIT: I've been looking around myself and I'm not entirely sure this is a Starsector+ error, it might be a bug in Starsector itself...

Update the Interstellar Imperium to 1.7.1.

Halp:

102388 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 493.29 MB of texture data so far
102388 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
102704 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
104316 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Update starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Midnight Kitsune on February 19, 2015, 12:52:38 PM
-snip-
You aren't using the latest SS. Go and do a fresh install of the latest SS release, .65.2 RC-2
Damn, ninja'd
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: EnderNerdcore on February 19, 2015, 02:10:40 PM
I'm encountering an error that is starting to happen pretty consistently (though it's clearly from a random event):
I'm running Starsector+ with Blackrock, Exigency, Templars, Imperium, and over course the shaderlib and lazylib. The time on the game is Day 11, Month 3, Cycle 207.

Anyone know where I might go to fix this in the code? Starsector really needs better error handling than just crashing out all the time...

EDIT: I've been looking around myself and I'm not entirely sure this is a Starsector+ error, it might be a bug in Starsector itself...

Update the Interstellar Imperium to 1.7.1.

Doh, must have missed that version by a few hours.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 02:20:08 PM
Crash while docking at Sindria. No clue if it's SS+, but I'll post here since it's become the de facto bug report thread for heavily modded games. I wasn't able to reproduce it.

SSP + II + BRDY + Omnifactory + Templars

Code
4078864 [Thread-5] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.IllegalStateException
at java.util.ArrayList$Itr.remove(ArrayList.java:844)
at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.float.String(Unknown Source)
at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
at com.fs.starfarer.ui.O0OO.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.ui.O0OO.private.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.O0OO.private.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.D.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:110)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:142)
at com.fs.starfarer.ui.O0OO.private$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.OOO0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.private.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 02:30:36 PM
Sounds like a vanilla issue.  I'd repost that in bug reports if I were you.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 04:27:15 PM
Can someone explain a step by step how to install this? Because I have vanilla, decompressed the mod, loaded the mod into the mod folder, and I get a crash. Please advise the step by step
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Mazuo on February 19, 2015, 04:29:36 PM
Quote
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.04) (Updated!)

And make sure your Starsector version is the RC2 updated one.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 04:44:10 PM
When I copy paste the starsector plus folder into the starsector mod folder it says "fatal: Index:0, Size:0 Cehck starsector.log for more info"
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: MesoTroniK on February 19, 2015, 04:44:51 PM
Can you please copy the pertinent part of the crash log here so we can help you?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 04:47:06 PM
Where is the log
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 04:49:57 PM
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Toxcity on February 19, 2015, 05:01:15 PM
I had a bug like that before. Make sure you have the latest versions of Shaderlib and Lazylib.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 06:51:09 PM
Do you think you could include all the mods required to play this mod in a single download bundle? Efficiency...streamlining...all these things are good things...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 19, 2015, 06:53:02 PM
Do you think you could include all the mods required to play this mod in a single download bundle? Efficiency...streamlining...all these things are good things...
Not without wasting server disk space and massive bandwidth for both the publisher and the end user when one requires/deserves an update while the others don't.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 07:06:18 PM
The leading pip from Gunnery Implants 5 stopped working with 2.6, just doesn't show up any more.  Playing on Linux if it's relevant. On 2.4 and 2.5 I had to restart the game after reaching GI 5 before it showed up but after that it worked fine, now it doesn't show up at all.

I can't reproduce this problem.  It's very odd that you would have to restart the game in the first place.  Can your computer run ShaderLib?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 19, 2015, 07:25:04 PM
Not without wasting server disk space and massive bandwidth for both the publisher and the end user when one requires/deserves an update while the others don't.

Uh...what? Just bundle them in one zip file, it doesn't "cost" anymore free bandwidth (massive...what?), assuming your internet isn't transferred through potato

What is the difference between "integrated faction" and "faction download?" Are the factions included in the download? Or does each faction have to be individually downloaded? (uuuuuggggggghhhh)  
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: CrashToDesktop on February 19, 2015, 07:32:27 PM
There's a reason why the "faction download" links are provided in the OP - you have to DL them individually and enable them all with SS+ when you start up the game.  Which I very greatly enjoy, for these three reasons:

1. SS+ does not have to wait for the rest of the mods to update before he can update this mod (Uomoz's Sector suffered from this hugely).  Means much faster updates.

2. We can pick and choose what factions we want.  Sometimes I just don't want to play with Exigency, or Interstellar Imperium, or Blackrock, or any other faction.  So I can choose to leave them out (or include them).

3. Probably most importantly, you can choose to save on memory with the extra factions.  The last major update solved most of that on my end, but that was one of the reasons why I liked this mod over Uomoz's Corvus (no offense, Uomoz - ;)) - I could actually run the game without setting aside a massive hunk of memory by just playing with one or two modded factions.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 07:44:01 PM
@Dark.Revenant

I have ShaderLib on, but with everything except basic lighting disabled, since I'm running a fairly pathetic Intel HD3000. However, I don't think my GPU is the problem - I can see the leading pip when the pause screen is up, so my computer is capable of rendering it, something is just wrong with when it gets drawn.

Before 2.6/0.65.2a, I played with ShaderLib disabled completely, since memory was so much scarcer. I was surprised that the pip worked without it, but it did.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 08:02:31 PM
Not without wasting server disk space and massive bandwidth for both the publisher and the end user when one requires/deserves an update while the others don't.

Uh...what? Just bundle them in one zip file, it doesn't "cost" anymore free bandwidth (massive...what?), assuming your internet isn't transferred through potato

What is the difference between "integrated faction" and "faction download?" Are the factions included in the download? Or does each faction have to be individually downloaded? (uuuuuggggggghhhh)  

How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.


@Dark.Revenant

I have ShaderLib on, but with everything except basic lighting disabled, since I'm running a fairly pathetic Intel HD3000. However, I don't think my GPU is the problem - I can see the leading pip when the pause screen is up, so my computer is capable of rendering it, something is just wrong with when it gets drawn.

Before 2.6/0.65.2a, I played with ShaderLib disabled completely, since memory was so much scarcer. I was surprised that the pip worked without it, but it did.

If anything, ShaderLib would interfere with it rather than enable it.  In any case, I strongly suspect it doesn't show up because you ran out of video memory.  Weird things happen when textures unload themselves to free up memory, and ShaderLib/etc don't try to reload unloaded textures when that happens; it just lets the game crash and burn.  I might change this in the future, but all that means is it will make the game chug even more for people with poor cards.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 08:12:39 PM
I don't think I'm running out of memory. Why would just two specific UI elements (the Templar Priwen Burst indicator also malfunctions in exactly the same way, I think I've mentioned that) be affected, not anything else? And if the necessary resources get unloaded, how can it suddenly start working when I pause the game?

I started a new save with only SS+ and Console Commands (to quickly cheat myself to GI 5) enabled, and the exact same thing happens, and I'm definitely not low on memory - Java is using 700MB out of allowed 2GB, and total system usage is 1GB out of 4.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 08:14:52 PM
I don't think I'm running out of memory. Why would just two specific UI elements (the Templar Priwen Burst indicator also malfunctions in exactly the same way, I think I've mentioned that) be affected, not anything else? And if the necessary resources get unloaded, how can it suddenly start working when I pause the game?

I started a new save with only SS+ and Console Commands (to quickly cheat myself to GI 5) enabled, and the exact same thing happens, and I'm definitely not low on memory - Java is using 700MB out of allowed 2GB, and total system usage is 1GB out of 4.

I'm talking about video memory.  Also, both those UI elements use the same type of renderer.  Have you tried the Exigency UI elements (which also do the same thing, code-wise)?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 08:31:43 PM
I know you mean video memory, but this is an integrated GPU that uses main RAM for video memory, and I believe this particular GPU can grab up to 2GB of memory for this purpose as long as it's available (and I was showing that it was available).

I installed Exi and the indicator (which I assume is the small rectangle next to the ship system display - I've never used the mod before, so I'm not sure what to look for) behaves the same way. Not visible normally, appears when the Esc menu or the tactical map is up.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 19, 2015, 09:01:05 PM
You tested this with shaderlib off, right?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 19, 2015, 09:08:47 PM
Both on and off, no difference.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: DefiasOne on February 20, 2015, 01:13:49 AM
I want to try my hand at modding by converting Hiigaran Descendants but so far I've only managed to read up the starsector API. Ideally I want to to be able to make it so it balances out with SS+. Could anyone recommend any information that might be useful in this sense and would help me better understand how to add it to 0.65.2a? I've been digging around the forum but haven't found a lot of information about adding new systems and how to manipulate the new market. (or I need to dig further)

I have some programming experience just not in Java, but I don't see that becoming a significant issue.  Could anyone help me out a bit with what to get started?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Alphascrub on February 20, 2015, 01:43:22 AM
Its the mods in this pack plus updates that keep me coming back to this game every few months. Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Creepin on February 20, 2015, 02:06:19 AM
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?

Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.
As a matter of fact, all mods that were updated to 0.6.51 works fine: I'm currently running SS+ with (updated) Interstellar, Templars, Exigency; (not updated) Shadowyards, Mayorate, Citadel, Junk Pirates; (unsupported officially) Neutrino & Diable - everything works fine. I may be missing some more intricated interdependencies, but planets are there, fleets are flying, markets are trading, what's not to like!? :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Agalyon on February 20, 2015, 03:24:58 AM
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?

Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.
As a matter of fact, all mods that were updated to 0.6.51 works fine: I'm currently running SS+ with (updated) Interstellar, Templars, Exigency; (not updated) Shadowyards, Mayorate, Citadel, Junk Pirates; (unsupported officially) Neutrino & Diable - everything works fine. I may be missing some more intricated interdependencies, but planets are there, fleets are flying, markets are trading, what's not to like!? :)
You can actually fix most of the changes to the outdated mods by editing the ships and weapons files too, if you're up for it.

I think someone said it already, but theres a bug where you get locked in trade/station UIs. I have no idea whats doing it, it happened at a vanilla station (whatever the main Diktat station is) but I figured I might as well bring it here incase you had any insight. Not game breaking, reloading fixed it fine and it hasn't happened again.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: OOZ662 on February 20, 2015, 04:12:26 AM
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?

When you pay for webhosting, you get a specific amount of bandwidth (read:amount transferred) per billing period (generally monthly). When that runs out, your service is disabled until the next billing period. That's why sometimes DR's links are dead near the end of the month.
Uh...what? Just bundle them in one zip file, it doesn't "cost" anymore free bandwidth (massive...what?), assuming your internet isn't transferred through potato
Even ignoring the hosting concerns, say a tiny bug pops up in ShaderLib that causes the game to crash. With all the requisites of the mod bundled together, instead of a 36.75MB archive, you have to download the entire 183.4MB package.
On the other hand, LazyLib isn't developed by Dark.Revenant. What happens if a glitch appears in it and DR isn't around to repackage it all? A whole lot of people confused why their mod doesn't work with what they assume is the most up-to-date package, that now have to download two copies (one inside the big broken merged package and the second fixed version from the other developer). And all that's not even touching why the factions aren't merged into one package and the fact that many of us don't play on computers capable of running all of them at once. Plus many of them work on their own without SS+, so tha'd mean keeping two forum threads maintained.

Or, you could just take the time to read the first post, note what it requires and what are optional downloads, and take a minute or two to open all the threads and click the big download link.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Aklyon on February 20, 2015, 06:15:09 AM
This is pretty much why I have two kinds of object in my mods folder, compressed files, and unzipped folders. If I need to clean out the mods folder for some reason, I have both a list of mods I had before and a pile of mods that I don't need to redownload if theres no update and are working.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 20, 2015, 08:22:01 AM
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?
I mirror the files on a VPS I own.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Unfolder on February 20, 2015, 09:09:22 AM
Well this is awesome, I finally figured out how to run it and it's very cool, so thanks to all parties. I would definitely recommend someone compiling a "plug and play" download, where all the required things are already in, all or at least the best integrated factions are already in, so all's one has to do is unzip the file into mod and press "play starsector." You can put a disclaimer "if your computer is garbage toaster, don't download this." I just say this because having to download seven different things to play a single mod is very autistic and kind of an unintentional barrier to entry to people that are not usually digging through their c drives to modify things. Just my two cents  
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: orost on February 20, 2015, 09:17:40 AM
Putting together a "plug and play" download means you have to keep track of updates of multiple mods, do work to maintain it when the updates happen, you have to obtain permission from every mod author (because you're redisitributing their work), you have to host it which can start costing significant amounts if your download gets popular. Is downloading and unpacking a few .zip files really difficult enough to justify all that?

And... autistic? Seriously?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Cycerin on February 20, 2015, 09:59:33 AM
Just my two cents  

Thank god two cents isn't a lot of money, so even if you see it lying on the ground you don't really have to go out of your way to pick it up.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Histidine on February 20, 2015, 10:07:25 AM
A general mod manager/download tool would be nice, but you know what they say about wishes and horses.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Tartiflette on February 20, 2015, 10:15:15 AM
Stuff about being too lazy to click on 5 links
And maybe mod authors want to keep control on how their mod is distributed, knowing how many people are playing it, having the liberty to take it down if they feel so... And even more importantly, not forcing Dark.Revenant to play the bug report call-center for other people's mods (and have to upload a new version every-time any mod have a new version available).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: senor on February 20, 2015, 12:46:47 PM
Well this is awesome, I finally figured out how to run it and it's very cool, so thanks to all parties. I would definitely recommend someone compiling a "plug and play" download, where all the required things are already in, all or at least the best integrated factions are already in, so all's one has to do is unzip the file into mod and press "play starsector." You can put a disclaimer "if your computer is garbage toaster, don't download this." I just say this because having to download seven different things to play a single mod is very autistic and kind of an unintentional barrier to entry to people that are not usually digging through their c drives to modify things. Just my two cents  

Guffah!  get a grip, man.  7 files?  wow, ever add mods to skyrim or fallout 3/NV?  this is way easier to install, both in number of files to download (7!!!) and simplicity.  all you have to do is dump it all into a folder.  the only way i wish this was easier would be if windows would let me select multiple zip files and let me extract all of them to the same location in one go.  Unless im doing it wrong, i can highlight them all and then it just extracts the first one i highlighted.  slightly annoying, but only because literally everything else about this modding process is super easy.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 20, 2015, 12:55:57 PM
My method for installing mods: Open one tab with the mods forum in it. CTRL+Click on the threads for each mod I want to download. Seek to each that I know has special requirements like Scy's TwigLib. Download LazyLib and shader lib from the links from any of the threads, again ctrl clicking. Now, I have tabs open for each mod I want to download. One by one, I download each and x out the windows they generate, and narrow it down.

That is my process for updating mods on SS.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Tartiflette on February 20, 2015, 01:07:44 PM
My method for installing mods: Open one tab with the mods forum in it. CTRL+Click on the threads for each mod I want to download. Seek to each that I know has special requirements like Scy's TwigLib. Download LazyLib and shader lib from the links from any of the threads, again ctrl clicking. Now, I have tabs open for each mod I want to download. One by one, I download each and x out the windows they generate, and narrow it down.

That is my process for updating mods on SS.
And if you are using Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0), you only have to do this ONCE per Starsector Update. :o
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 20, 2015, 01:25:37 PM
I did not bother with version checker because I am so used to the landscape of Minecraft mods, where people never follow conventions. I just assumed mod-makers don't actually register with the version checker.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Aklyon on February 20, 2015, 01:26:37 PM
I did not bother with version checker because I am so used to the landscape of Minecraft mods, where people never follow conventions. I just assumed mod-makers don't actually register with the version checker.
Well mayorate doesn't seem to work with it, but otherwise its relatively useful as a modlist.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: TartarusMkII on February 20, 2015, 02:01:46 PM
I'll probably try it, thankyou!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 20, 2015, 02:34:24 PM
Getting nullpointer exception after 1-2 mins of gameplay constantly:. Ofc using 64 bit JDK
By BAT file which I use to run the game:
Code
java -Djava.library.path=native\windows -Xms3g -Xmx3g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
THe exception:
Code
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.?ôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 20, 2015, 03:13:20 PM
Getting nullpointer exception after 1-2 mins of gameplay constantly:. Ofc using 64 bit JDK
By BAT file which I use to run the game:
Code
java -Djava.library.path=native\windows -Xms3g -Xmx3g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
THe exception:
Code
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.?ôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

You have to start the game with SS+ or weird stuff happens.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Creepin on February 21, 2015, 01:10:23 AM
Spoiler
482746 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Could this be related to me using unsanctioned mods (Shadowyards, Mayorate, Citadel, Junk Pirates, Neutrino & Diable) or it's just some generic random bug? I mean, is there any chance that a new game might avoid it, or my current set up of mods is doomed? :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 21, 2015, 01:33:02 AM
You have to start the game with SS+ or weird stuff happens.
What does this mean? I have the mod enabled.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Tartiflette on February 21, 2015, 01:38:34 AM
What does this mean? I have the mod enabled.
I think he meant create a new game.

Could this be related to me using unsanctioned mods (Shadowyards, Mayorate, Citadel, Junk Pirates, Neutrino & Diable) or it's just some generic random bug? I mean, is there any chance that a new game might avoid it, or my current set up of mods is doomed? :)
Same thing I suppose, if it's not a new game since you updated Interstellar Imperium, it's unlikely to function.
Btw SS+ is coded in a way that makes all faction mods play nicely along, only not using all the new feature. (and on that list only Neutrino and Diable aren't integrated)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Creepin on February 21, 2015, 01:46:04 AM
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Deathfly on February 21, 2015, 03:52:02 AM
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)

Update your Interstellar Imperium to 1.7.1, ver 1.7 WILL crash during a siege.

Change Log
Version 1.7.1 (February 18, 2015):
- Fixed Siege crash
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Deathfly on February 21, 2015, 03:55:07 AM
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)

Update your Interstellar Imperium to 1.7.1, ver 1.7 WILL crash during a siege.

Change Log
Version 1.7.1 (February 18, 2015):
- Fixed Siege crash

BTW, seen like this update will not broke save.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Creepin on February 21, 2015, 04:18:42 AM
Thanks Deathfly, this looks exactly like my case! Updating right away :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 21, 2015, 05:15:52 AM
Another crash :(
Code
773105 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 
773105 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Checking whether to spawn patrol for market [Ceyx]
773106 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Maximum number of 2 patrols already in play for market [Ceyx]
774922 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [StellarRemnant.ogg]
774951 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [StellarRemnant.ogg]
775540 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.?ôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So I have to restart the game? I am using a vanilla save game converted to SS+ which was copied with the Save Transfer Mod. Seems like I play like 1-2 min and I get an exception :(. Im always starting the game with the starsector-core/starsector.bat since the .exe stopped functioning.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 21, 2015, 11:48:18 AM
Another crash :(
Code
773105 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 
773105 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Checking whether to spawn patrol for market [Ceyx]
773106 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Maximum number of 2 patrols already in play for market [Ceyx]
774922 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [StellarRemnant.ogg]
774951 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [StellarRemnant.ogg]
775540 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.?ôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So I have to restart the game? I am using a vanilla save game converted to SS+ which was copied with the Save Transfer Mod. Seems like I play like 1-2 min and I get an exception :(. Im always starting the game with the starsector-core/starsector.bat since the .exe stopped functioning.

As I said before, you have to start a new character file to run SS+.  Save Transfer is to grab your stats/ships/etc from the old save and put them in the new one.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 21, 2015, 01:00:08 PM
As I said before, you have to start a new character file to run SS+.  Save Transfer is to grab your stats/ships/etc from the old save and put them in the new one.
Well I did start a new then used the safe transfer on the new. Isnt that enough?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 21, 2015, 01:19:50 PM
You have to start the new character while SS+ is enabled.

That crash can only happen if SS+ was not on when you started the character.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 21, 2015, 01:45:36 PM
You have to start the new character while SS+ is enabled.

That crash can only happen if SS+ was not on when you started the character.
Yea I am not sure I have done it this way. Will try it again!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Agalyon on February 21, 2015, 02:43:36 PM
I have to say, the sheer volume of fleets pursuing you when your bounty gets around a couple hundred thousand is a little obnoxious. I haven't messed with full combat late game much, but its already bugging me. Really hope this lets up at some point, or all these mercs learn their lesson and back off for a while.

EDIT: Yeah, this is really getting just silly. A fleet every 30 seconds? Is there something I'm missing here?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 21, 2015, 03:23:48 PM
There was an oversight in the new values; it's being toned down significantly in the coming update.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Lprsti99 on February 21, 2015, 03:30:32 PM
Any chance that more start options could be set up for the campaign, so I could start with Exigency, for example?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Dark.Revenant on February 21, 2015, 03:53:03 PM
That would be very time-consuming.  Like several-days-of-work time-consuming.  The start game menu structure is really awkward to work with and was never designed for this sort of thing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: KopiG on February 21, 2015, 04:14:24 PM
You have to start the new character while SS+ is enabled.

That crash can only happen if SS+ was not on when you started the character.
I think this was the issue and I mixed the steps up. Game running perfectly so far with the brand new save game! Cheers mate for a LEGENDARY mod. Thank you very much!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: MesoTroniK on February 21, 2015, 04:15:32 PM
Lprsti99, I would also like to add that starting as ExigencyCorp really would not work out right now as they have no base of operations quite yet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Aklyon on February 21, 2015, 07:04:40 PM
While I'd love to have the sort of 'Start with a faction' thing Lprsti99 suggests (and I think Exerelin had?), I can see DR's point.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Agalyon on February 21, 2015, 09:07:10 PM
There was an oversight in the new values; it's being toned down significantly in the coming update.
I see. I'm still getting pirates and mercs trying to intercept me even having lost the bounty. Is that normal?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
Post by: Deathfly on February 22, 2015, 01:43:16 AM
Hey DR, I just found that I can install Logistical Conservation mod on Rook, and... well, you know what will happen, right? :)
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Dark.Revenant on February 22, 2015, 02:23:36 AM
A number of improvements and new features!  Combat (skill tree) is reworked!

You should try out the new starting options, which include things like random system placement, rarer ships, and easier boarding.

Special mention goes out to the system randomizer: it uses a smart algorithm that places each system in a relative zone.  The zones are Core Worlds, Middle Systems, Outer Territories, and Far Rim.  Systems in the database (includes most currently-released mods) are profiled to prefer certain zones; Corvus, for example, is usually Core, Askonia is Middle, Eos is usually Outer, and Antioch will appear in the Far Rim.  The algorithm will also try to cluster factions together, adding extra shape and structure to the star map.

If you were looking for a more hardcore experience, rare ships mode is for you.  Buying ships becomes difficult because your options are severely limited.  On the flip-side, you can turn on easier boarding, so you can capture the ships you want.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?j329ys58amp7yop)

Download Starsector+ 2.6.5 (https://www.mediafire.com/?j329ys58amp7yop)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.6.5.zip)
- or -
Download Starsector+ 2.6.5 (Vanilla Music Only) (https://www.mediafire.com/?nj90y6cuddnbsf8)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Vanillamusic%202.6.5.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.4 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (slightly out-of-date)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)

Recommended Mods
Common Radar 1.1e (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Version 2.6.5
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: TartarusMkII on February 22, 2015, 02:29:22 AM
Congrats! Thank you so much!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: FabianClasen on February 22, 2015, 12:16:07 PM
What does "slightly out-of-date" mean? Can you run the game with those factions or not?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Aklyon on February 22, 2015, 01:01:15 PM
What does "slightly out-of-date" mean? Can you run the game with those factions or not?
They work fine in the game.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Creepin on February 22, 2015, 01:02:47 PM
Is it as intended that under 2.6.5 neutrals lose their "Neutral" prefix, fielding "Mercenary Patrol" instead of "Neutral Mercenary Patrol", "Fast Picquet" instead of "Neutral Fast Picquet" and so on?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Dark.Revenant on February 22, 2015, 01:09:55 PM
Because if anything shows "Neutral" it's a bug because the "Neutral" faction doesn't exist.  You're most likely thinking of the Citadel system, which used to have that bug.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Creepin on February 22, 2015, 01:15:22 PM
Because if anything shows "Neutral" it's a bug because the "Neutral" faction doesn't exist.  You're most likely thinking of the Citadel system, which used to have that bug.
Just checked vanilla and neutral fleets indeed doesn't had any prefix, be it "Neutral" or "Independent". Guess my memory playing tricks then, sorry for that and thanks for the fast response :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: TheKillerWolf on February 22, 2015, 01:53:09 PM
I was looking for the easier boarding option and cant seem to find it.  Do i have to pick certain choices or just go hard mode?

EDIT ignore me im blind it seems
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Shoat on February 22, 2015, 01:56:32 PM
I was looking for the easier boarding option and cant seem to find it.  Do i have to pick certain choices or just go hard mode?

It's in the startoptions.json file in the mod folder.
As has been mentioned before on this very page of the thread, the in-game start options thing is not easy to work with, so it should be understandable why new options don't immediately (or ever?) put in there.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Dark.Revenant on February 22, 2015, 02:05:04 PM
It's more just that there will be so many options (and already are, basically), that putting it in that limited menu is impractical.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
Post by: Agalyon on February 22, 2015, 04:07:19 PM
Is it just me or are engines made of glass now? Like 25 damage is enough for a full burnout if it lands in the right spot. Its ridiculous. Like it doesn't even feel proper, number wise. 50% isn't enough to do that. Honestly, I like most of these changes, pretty much except for the Evasive Action tree, and Precision Fire. I don't think any of that needs to be fleet wide. Not only does Precision Fire cancel with Evasion, but it also adds a huge gap between those with 5 combat and those without, not to mention it makes EMP damage far less appealing, seeing as literally everyone now has 50% damage to weapons. Doesn't seem very well thought out to me.
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Dark.Revenant on February 22, 2015, 07:55:11 PM
A number of improvements and new features!  Combat (skill tree) is reworked!

You should try out the new starting options, which include things like random system placement, rarer ships, and easier boarding.

Special mention goes out to the system randomizer: it uses a smart algorithm that places each system in a relative zone.  The zones are Core Worlds, Middle Systems, Outer Territories, and Far Rim.  Systems in the database (includes most currently-released mods) are profiled to prefer certain zones; Corvus, for example, is usually Core, Askonia is Middle, Eos is usually Outer, and Antioch will appear in the Far Rim.  The algorithm will also try to cluster factions together, adding extra shape and structure to the star map.

If you were looking for a more hardcore experience, rare ships mode is for you.  Buying ships becomes difficult because your options are severely limited.  On the flip-side, you can turn on easier boarding, so you can capture the ships you want.

Fixed some stuff!  If you haven't made a new save for 2.6.5+, you should do so now since several features/fixes won't apply to an existing save.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?xpkk3aafwcnal72)

Download Starsector+ 2.6.6 (https://www.mediafire.com/?xpkk3aafwcnal72)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.6.6.zip)
- or -
Download Starsector+ 2.6.6 (Vanilla Music Only) (https://www.mediafire.com/?e6a6c0z59bq88fz)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Vanillamusic%202.6.6.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.4 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1e (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Version 2.6.6
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Mazuo on February 22, 2015, 07:59:27 PM
Was just starting to save transfer over when Version Checker said 2.6.6 was up, might have grabbed first download before thread was updated, heh.

Good work.

Edit:  Expensive ships may be on by default unless I've somehow mixed up files from editing the last version.
Final Edit:  Increasing combat skill does reduce deployment cost CR, but the tooltip in the character window doesn't seem to reflect this.  Just stays at a flat 2%.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Dark.Revenant on February 22, 2015, 08:08:05 PM
Was just starting to save transfer over when Version Checker said 2.6.6 was up, might have grabbed first download before thread was updated, heh.

Good work.

Edit:  Expensive ships may be on by default unless I've somehow mixed up files from editing the last version.

Whoops.  I'll re-upload with that off.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: EI on February 22, 2015, 08:21:44 PM
  • Fixed Evasion causing engines to take 5000% damage

Goodbye Anti-Engine weapons... TwT
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: try666 on February 23, 2015, 12:07:14 AM
hello ,how can i find  faction main base?  ???
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: FabianClasen on February 23, 2015, 02:39:47 AM
hello ,how can i find  faction main base?  ???

I guess by exploring.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: DefiasOne on February 23, 2015, 03:27:21 AM
Hello, quick question: What do I need to do to integrate Hiigaran Descendants with SS+ in the future if at all possible or desirable?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: TartarusMkII on February 23, 2015, 03:32:14 AM
Hello, quick question: What do I need to do to integrate Hiigaran Descendants with SS+ in the future if at all possible or desirable?

YES PLEASE
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Agalyon on February 23, 2015, 03:35:24 AM
Version 2.6.6
  • Fixed Evasion causing engines to take 5000% damage
  • Evasion is now piloted ship only
  • Precision Fire is now piloted ship only; raised back to +100%
Well dang. Not to sound snotty, but thanks for listening to the feedback. I know I post a lot, usually complaining, but its nice to know you take it into account (if you actually did. Doesn't really matter either way.) Its a great mod, and I want to say I really do appreciate the work that goes into it. As always, great job.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Tartiflette on February 23, 2015, 03:39:06 AM
Hello, quick question: What do I need to do to integrate Hiigaran Descendants with SS+ in the future if at all possible or desirable?
Simple answer, you can't. It's SS+ that need to be adapted to other mods.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: DefiasOne on February 23, 2015, 04:04:58 AM
Hello, quick question: What do I need to do to integrate Hiigaran Descendants with SS+ in the future if at all possible or desirable?
Simple answer, you can't. It's SS+ that need to be adapted to other mods.

I know, I meant something more along the lines of ship balance and content for it to be compatible for integration. It's nowhere near finished but just something to consider while I'm making the modifications.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Dark.Revenant on February 23, 2015, 07:39:26 AM
Integration is generally contingent on whether I have the time to do it.

Beyond that, there are some minimum expectations in terms of art quality, balance, polish, and content.  If I get around to it, be prepared for intense discussions, balance changes, code analysis, etc.  No mod has escaped integration without changes.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: DefiasOne on February 23, 2015, 07:55:43 AM
Sounds good  ;D Hit me up whenever you have time.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: try666 on February 24, 2015, 05:09:13 PM
most Missile such as mrm and srm cann't regenerate? ???
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Dark.Revenant on February 24, 2015, 05:34:18 PM
No, only some LRMs and support missiles can regenerate.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: try666 on February 24, 2015, 08:43:53 PM
where can i find Exigency Corporation port? i cann't find anyport at tasserus star system. ???
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Linnis on February 24, 2015, 08:49:48 PM
I have a problem where alot of large AI fleets dont spawn with weapons... not using any other mods.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: OOZ662 on February 24, 2015, 08:51:11 PM
where can i find Exigency Corporation port? i cann't find anyport at tasserus star system. ???

That's kinda like calling the neighbors to ask where you left your keys. Asking questions about mods in their specific threads generally works best.

I have a problem where alot of large AI fleets dont spawn with weapons... not using any other mods.

Update SS+. There was a glitch where variants weren't being saved, so loading the game deleted all weapons on all non-player ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Dark.Revenant on February 24, 2015, 09:36:59 PM
For those of you who don't believe the "easier boarding" option, assuming you have enough marines:

Base hard docking chance of success: 37.5% normal, 65.6% with easierBoarding.
Max hard docking chance of success: 78.8% normal, 89.1% with easierBoarding.

Base assault teams chance of success: 18.8% normal, 49.2% with easierBoarding.
Max assault teams chance of success: 70.9% normal, 84.6% with easierBoarding.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: orost on February 25, 2015, 01:32:38 PM
What affects the chances of success, besides the option? I. e. what gives you the difference between base and max chance?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: Nanao-kun on February 25, 2015, 01:55:26 PM
What affects the chances of success, besides the option? I. e. what gives you the difference between base and max chance?
Number of Valkyries and/or Construction Rigs used, I believe.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: JohnDoe on February 25, 2015, 06:21:59 PM
Can't wait to see how 2.6.7's range change will affect large scale fleet combat.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: try666 on February 25, 2015, 07:16:25 PM
i get a crash

242438 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

need help
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
Post by: MesoTroniK on February 25, 2015, 07:36:18 PM
Update Interstellar Imperium, also I recommend that you look into the Version Checker (http://bit.ly/1wSPmKE) mod.
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on February 25, 2015, 10:37:30 PM
New features, new jazz.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?q9n85xkoi6w0dho)

Download Starsector+ 2.6.7 (https://www.mediafire.com/?q9n85xkoi6w0dho)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.6.7.zip)
- or -
Download Starsector+ 2.6.7 (No Music) (https://www.mediafire.com/?f17fvv4xe7bdn4b)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.6.7.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.4 (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.5 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1e (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Version 2.6.7
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Cycerin on February 25, 2015, 11:36:22 PM
  • Changed Dedicated Targeting Core bonuses to 0%/0%/20%/25% from 0%/0%/35%/50%
  • Changed Integrated Targeting Unit bonuses to 10%/15%/20%/25% from 10%/20%/35%/50%
  • Added free range bonuses to all ships, amounting to 0%/5%/15%/25%

Really curious how this pans out. It's an idea I had to see if outfitting bigger ships would be more interesting once ITU is less powerful, because the ITU/ITC is basically mandatory on bigger ships. DR offered to try it in SS+ so we'll see. Ideally it should make it attractive to pass up ITU in order to get more strength elsewhere, but range is still one of the best stats in Starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 26, 2015, 05:31:44 AM
Had the BRDY market music cut out upon leaving the market and no music returned throughout the session. Given it isn't a crash, dunno if there's something I can dig out of the logfile.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on February 26, 2015, 07:52:02 AM
Had the BRDY market music cut out upon leaving the market and no music returned throughout the session. Given it isn't a crash, dunno if there's something I can dig out of the logfile.

The vanilla music player has some issues.  Did you mess with the audio channel count, by chance?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 26, 2015, 07:53:33 AM
Only settings I've changed are in ShaderLib, easier boarding on, and changing from fullscreen to undecorated window.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: bob2ball on February 26, 2015, 04:26:26 PM
help. ???

http://imgur.com/C2BXhX7

51686 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 494.22 MB of texture data so far
51686 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0060.PNG (using cast)
51707 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
51707 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
51707 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
51707 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
51709 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
51711 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 494.22 MB of texture data so far
51711 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
51956 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
52788 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOOdasd??0(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: JohnDoe on February 26, 2015, 04:28:34 PM

The latest version is Starsector 0.65.2a RC2
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: bob2ball on February 26, 2015, 10:41:02 PM
stupid rc2  :P
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 26, 2015, 11:22:23 PM
Had the BRDY market music cut out upon leaving the market and no music returned throughout the session. Given it isn't a crash, dunno if there's something I can dig out of the logfile.

Just realized I never actually enabled the MusicLib majig. So that might've been the issue.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nanao-kun on February 27, 2015, 02:04:16 PM
Had the BRDY market music cut out upon leaving the market and no music returned throughout the session. Given it isn't a crash, dunno if there's something I can dig out of the logfile.

Just realized I never actually enabled the MusicLib majig. So that might've been the issue.
The what?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 27, 2015, 02:06:11 PM
The what?

My 2.6.7 download came bundled with a mod called MusicLib.
Version 2.6.7
  • Music split to a separate mod file called "ZZ Music Lib" so it correctly overrides other mod music
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nanao-kun on February 27, 2015, 02:07:00 PM
The what?

My 2.6.7 download came bundled with a mod called MusicLib.
Oh right, that.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: MesoTroniK on February 27, 2015, 02:39:12 PM
It is very handy, finally merging the music of all three faction mods that add it together along with vanilla music in a conflict free manner :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Deathfly on February 27, 2015, 10:31:26 PM
Hey DR, I just found that the recently change on ITU don't work well with the Neutrino.

NE modded ITU for some reason and it will override SS+'s one. So if you install ITU, it will result a 50%+25%=75% range bonus (OMG!) on capitals.

Dedicated Targeting Core seen like OK because NE didn't moded this mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: MesoTroniK on February 27, 2015, 10:57:42 PM
FlashFrozen just released a hotfix to correct that issue.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on February 27, 2015, 11:10:57 PM
Hey DR, I just found that the recently change on ITU don't work well with the Neutrino.

NE modded ITU for some reason and it will override SS+'s one. So if you install ITU, it will result a 50%+25%=75% range bonus (OMG!) on capitals.

Dedicated Targeting Core seen like OK because NE didn't moded this mod.

Nice to know that if I hadn't caught this by chance when looking at Nemo's video, you'd have warned me anyway.  Bug reports are always helpful, never forget.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: TMPhoenix on February 28, 2015, 01:55:42 AM
Well in the spirit of bug reporting:
I am having trouble with the Stellar Navigation perk... It doesn't seem to work anymore in the 0.65.2 release. I'm fairly certain that it worked in 0.65.1 though.
It still shows up, but the option to drop out of hyperspace that I'm pretty sure was there no longer shows up.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on February 28, 2015, 11:16:45 AM
Well in the spirit of bug reporting:
I am having trouble with the Stellar Navigation perk... It doesn't seem to work anymore in the 0.65.2 release. I'm fairly certain that it worked in 0.65.1 though.
It still shows up, but the option to drop out of hyperspace that I'm pretty sure was there no longer shows up.

Works for me.  What mods are you using?  One of them could be screwing something up badly.  Chances are if it overwrites the star jump plugin it overwrites every other plugin, so you'll lose quite a lot of SS+ features that way.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Deathfly on February 28, 2015, 06:22:24 PM
Well in the spirit of bug reporting:
I am having trouble with the Stellar Navigation perk... It doesn't seem to work anymore in the 0.65.2 release. I'm fairly certain that it worked in 0.65.1 though.
It still shows up, but the option to drop out of hyperspace that I'm pretty sure was there no longer shows up.

Works for me.  What mods are you using?  One of them could be screwing something up badly.  Chances are if it overwrites the star jump plugin it overwrites every other plugin, so you'll lose quite a lot of SS+ features that way.

Another Neutrino problem IIRC. It had been fixed.

So TMPhoenix, please re-download Neutrino Corp and re-install it. And when I said re-install, I mean delete the old folder first.

Well... FlashFrozen had done a lot of minor changes on Neutrino Corp 1.8 but he never update that build number. So please consider Neutrino Corp 1.8 is a WIPDEV ver.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 07:10:16 PM
im having a reoccurring loading screen crash with the latest version of SS+. ima try re downloading 0.65.2a, SS+ and utility mods, try again with all fresh files. if it still crashes, ill post the log file. it doesnt seem to be a graphical error, but ill still try disabling some effects if necessary.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 07:25:31 PM
well... damn. i dont know what to do.
list of mods active at the time of this crash: lazy lib, music lib, shaders lib and SSP
Spoiler
79912 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
79913 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
79913 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
79913 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
79926 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
79933 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 494.22 MB of texture data so far
79933 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
79955 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
79956 [Thread-11] INFO  sound.H  - Playing music with id [music-miscallenous_main_menu.ogg]
80368 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
80967 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on February 28, 2015, 07:42:24 PM
This is about the sixth time I've had to post this, but you need to update Starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nanao-kun on February 28, 2015, 07:44:33 PM
Did you reinstall over your old installation? I'm not quite sure, but I always uninstall before reinstalling in order to avoid any problems.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 07:56:49 PM
i reinstalled the latest version of starsector (0.65.a2) in an entirely different location, so it's about as clean a slate as you can get.
i even tried disabling shaders (which has caused me problems in the past) but no effect. one thing i did notice about the latest SSP release was that there appears to be an entirely different set of shader/ graphical settings conveniently located in the primary SSP folder. the change log seems to suggest that a few things were moved around, is there any chance that these could cause trouble if shader lib is disabled (via shader settings) even if the shader mod itself is enabled?
i can confirm that the 3 lib mods do work, the problem seems to be with SSP. am i the only one with this problem?
36755 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 28, 2015, 07:58:29 PM
You omit which Release Candidate you're using. 0.65.2a-RC2 is the current version.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 08:01:10 PM
ah... there's the problem. thanks.
now i feel like an idiot, but this should work (hopefully.)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on February 28, 2015, 08:03:40 PM
We really need to petition Alex to prefer rolling over the version letter (2a -> 2b) instead of the release candidate (RC1 -> RC2). :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 08:08:33 PM
agreed, less confusing for simple minded fellows like myself who only pay attention to the first few numbers and letters of a release.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on February 28, 2015, 08:15:38 PM
idk how to ask this, but... i'd kinda like to contribute to the modding community in a small way, but have java script skills comparable to your average hamster. would whoever it is who primarily runs and updates SS+ have any use for fighter/ frigate sprites if i could make any that are of quality and style consistant with the rest of SS+? it's been a while since ive sprited, but if i might be of use, ill give it a go.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dragar on March 01, 2015, 05:35:09 AM
Get an error whenever I try to load a save:
139832 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.õ0Ò000(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on March 01, 2015, 05:38:28 AM
Was the save you're trying to load initially created with SS+ enabled? If not, it won't work.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dragar on March 01, 2015, 11:03:06 AM
Yeah it was an SS+ save.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: TMPhoenix on March 01, 2015, 11:08:17 AM
...
...

Another Neutrino problem IIRC. It had been fixed.

So TMPhoenix, please re-download Neutrino Corp and re-install it. And when I said re-install, I mean delete the old folder first.

Well... FlashFrozen had done a lot of minor changes on Neutrino Corp 1.8 but he never update that build number. So please consider Neutrino Corp 1.8 is a WIPDEV ver.

Thanks, that does indeed seem to have fixed it, even though I already had 1.8.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 01, 2015, 01:34:14 PM
Get an error whenever I try to load a save:

You have to delete your old saves from the save folder.  It's a weird vanilla bug.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nizzo on March 03, 2015, 05:53:15 AM
Hi, I have a few questions about the skills:
  Perk Autoloader reprogramming (5) Missile Spec. does not provide additional missile and even if given, one charge for some rockets is + 50%, while for others - 10%.
Also, some skills there is only one perk on the fifth level (almost all in the Leadership). Will there be another upgrade skills in your wonderful mode? Sorry for Google Translate :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 03, 2015, 08:40:49 AM
The +1 ammo thing is from vanilla.

The skills that have missing perks are generally very strong even without them.  I might add more in the future though.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nizzo on March 03, 2015, 11:14:08 AM
The +1 ammo thing is from vanilla.

Is not this mod Vanilla ???
The skills that have missing perks are generally very strong even without them.  I might add more in the future though.
Leadership auxiliary likely, therefore maximize its early stage of the game no sense, it is not yet to be similar values, as compared with other branches, in which more use while maximizing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: sirboomalot on March 03, 2015, 06:28:51 PM
The +1 ammo thing is from vanilla.

Is not this mod Vanilla ???

This mod is a vanilla Enhancement where vanilla generally refers to the unmodded game.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Delta7 on March 03, 2015, 08:33:14 PM
am i the only one that thinks that maybe the flux management needs a 1% buff per level? the 10% can be ok for your entire fleet, and 30% or more at max lvl would be overkill, but you rarely see a noticeable difference even at maximum of 10% total.
2% per skill level would feel worthwhile. yes, flux is an extremely important stat, but we need a noticeable difference here.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: EvilWaffleThing on March 04, 2015, 01:49:53 AM
So this may seem like a dumb question but what do the letters next to the ships mean in that large image showing all the hulls?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nizzo on March 04, 2015, 01:52:57 AM
This mod is a vanilla Enhancement where vanilla generally refers to the unmodded game.
it has to justify the failed content? Informing about it, i was hoping for an answer like "we fix it" or "it is imbalanced, we will remove" ;)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Tartiflette on March 04, 2015, 03:13:58 AM
So this may seem like a dumb question but what do the letters next to the ships mean in that large image showing all the hulls?
It's the first letter of the name of the spriter(s).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Aklyon on March 04, 2015, 06:16:13 AM
This mod is a vanilla Enhancement where vanilla generally refers to the unmodded game.
it has to justify the failed content? Informing about it, i was hoping for an answer like "we fix it" or "it is imbalanced, we will remove" ;)
It is a mod that modifies and adds to vanilla gameplay, including changing the skill perks.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 04, 2015, 07:59:33 AM
I once removed the perk but, oddly enough, it didn't feel right.  So I put it back.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: frogbones on March 04, 2015, 09:42:33 AM
hey I was watching Nemonaemo vid, and he mentioned something about a rule set with high ship prices? I saw your comment on the rare/expensive rules set. How do I apply that?

Thanks
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Shoat on March 04, 2015, 09:44:19 AM
hey I was watching Nemonaemo vid, and he mentioned something about a rule set with high ship prices? I saw your comment on the rare/expensive rules set. How do I apply that?

Thanks

startOptions.json
"rareShips":false -> "rareShips":true
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: frogbones on March 04, 2015, 10:04:58 AM
sweet
 8)

ok forgive me for being dense...but how do I "uncomment" the expensive ships...I removed the # in front of the "expensive ships" but nothing changed in game. Then I removed both the # (front and rear) and the game would'nt start. so I put them back game works.....so how do I get that working?

Never mind....reread it all good!!

Thanks
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: cpmartins on March 04, 2015, 02:06:42 PM
Just posting to thank Dark.Revenant for the update, loving the startoptions thing. It lets me customize my play through quite extensively.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Nanao-kun on March 04, 2015, 02:22:52 PM
sweet
 8)

ok forgive me for being dense...but how do I "uncomment" the expensive ships...I removed the # in front of the "expensive ships" but nothing changed in game. Then I removed both the # (front and rear) and the game would'nt start. so I put them back game works.....so how do I get that working?

Never mind....reread it all good!!

Thanks
You don't uncomment the line that says # Expensive Ships #, that's just the name of that section of code. You edit out the #'s from the following lines; they should go from this:
Code
	# Expensive Ships #
#"nonEconItemBuyPriceMult":2.5,
#"nonEconItemSellPriceMult":1.0,
#"shipBuyPriceMult":2.5,
#"shipSellPriceMult":1.0,
to this:
Code
	# Expensive Ships #
"nonEconItemBuyPriceMult":2.5,
"nonEconItemSellPriceMult":1.0,
"shipBuyPriceMult":2.5,
"shipSellPriceMult":1.0,

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: frogbones on March 04, 2015, 05:30:47 PM
Yeah thanks

I reread the instruction and had a AHAH!! moment... ;)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Silver Silence on March 09, 2015, 08:27:38 PM
Spoiler
Code
39277 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 537.15 MB of texture data so far
39278 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/stations/hii_station_large.png (using cast)
39278 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/city_from_above.jpg] as texture with id [graphics/illustrations/city_from_above.jpg]
39279 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
39279 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side00.png] as texture with id [graphics/stations/station_side00.png]
39280 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/urban00.jpg] as texture with id [graphics/illustrations/urban00.jpg]
39787 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/illustrations/urban00.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/illustrations/urban00.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Is this a memory error? Just thought I'd go update to 0.65.2 and start over. Deleted all my mods, redownloaded 0.65.2 versions of all of them, replaced 32bit with 64bit and gave it 2-4gb of memory to play with. I think I've cocked up somewhere....

EDIT: As it lists every single one of the mods I enabled, I don't know which one is messing up. Gonna go around and try to start up with more and more turned off till I start up.

DOUBLE EDIT: Not SS+. Not BRDY. Not Common Radar. Not Exigency. Not Hiigarans. Got to the menu with II disabled. Immediately crashed on the menu with a new error.
Spoiler
Code
91128 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Aklyon on March 09, 2015, 08:46:30 PM
Do you have the RC2 version of .65.2a?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Deathfly on March 09, 2015, 09:20:42 PM
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;

This is a typical error when you run some .65.2a-RC2 mod on .65.2a-RC1.


java.lang.RuntimeException: Error loading [graphics/illustrations/urban00.jpg] resource, not found in [anywhere]

Strange, the missing file is an Starsector-core file. Have no idea about this one.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 09, 2015, 10:02:25 PM
Both errors are from not having RC2.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Silver Silence on March 10, 2015, 12:15:31 AM
I must not have reinstalled Starsector and was still holding onto the version with magazine-fed ballistics. Lemme just fix that.  :D


java.lang.RuntimeException: Error loading [graphics/illustrations/urban00.jpg] resource, not found in [anywhere]

Strange, the missing file is an Starsector-core file. Have no idea about this one.
That would explain why I couldn't find the file by searching all the mods. The last time I had an "Error loading (insert image file here)" get thrown at me was playing on my craptop and loading up Ascendancy. The high res textures for planets and backgrounds were too much for integrated gfx and threw a crash, but Psiyon released them at half or quarter size or something like that to more easily load on low end tech.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Ranakastrasz on March 10, 2015, 03:36:52 PM
I've observed an enemy fleet with a Paragon, which has Extended shields hull mod. This gives it an impressive 420 Degree protection Presumably this makes sure that attacks from above or below on the spacial plane are also blocked :p
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: OOZ662 on March 10, 2015, 03:40:32 PM
I mentioned that before; apparently there's no way for the load out generator to ask the game what a ship's shield coverage is yet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Ranakastrasz on March 10, 2015, 03:41:53 PM
I mentioned that before; apparently there's no way for the load out generator to ask the game what a ship's shield coverage is yet.
Hmm. If the loadout generator could see the ship-name instead, then it would probably be possible to exclude Paragon or Similar.

Still, not a huge deal. Just makes the target ship weaker after all :p

I've tried out the Plasma Flamer. It doesn't seem particularly competitive. It's damage isn't much better than alternatives with more range, so the risk required to use it seems too high. If anyone else uses them, what builds make it effective?

The new Skill designs are pretty impressive. All three trees have a lot of things I want BADLY.
I could list all the examples, but I wont.
Most notably however is that the skills which used to be purely to benefit the Player's Flagship now all have at least one effect that effects the whole fleet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: CrazyDave on March 10, 2015, 05:21:45 PM

I've tried out the Plasma Flamer. It doesn't seem particularly competitive. It's damage isn't much better than alternatives with more range, so the risk required to use it seems too high. If anyone else uses them, what builds make it effective?

i haven't used them in a while, so this is purely from my shotty memory, but i believe i had a fairly effective setup at one point using them on my ships (brawlers mainly i think, but i might be wrong). I'm pretty sure that it worked well on both front-heavy ships for a finisher, and faster, flanking ships to utterly destroy engines.

i could also be totally wrong, but i do know i ran with them for a while on at least a couple of my ships, although maybe it was just for the appeal of burning space-scum with giant flamethrowers. That should be reason enough though right?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 10, 2015, 05:30:14 PM
Hmm. If the loadout generator could see the ship-name instead, then it would probably be possible to exclude Paragon or Similar.

That causes extra maintenance because I have to manually check, i.e. myself, in person, with each update, the shield arcs of every hull.  No.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Lucian Greymark on March 10, 2015, 06:41:54 PM
Well, ostensibly shield arc changes would be important enough to be included in the patch notes. So after doing the entire fleet once you would only ever have to check the patch notes of each update and adjust the file accordingly. It's probably still too much work for something so minor even then though, and that solution doesn't help for player made ships from other mods in ss+... It really would be convenient if you could simply ask the code to check the 'SHIP.data shield arc' stat and return a value below or above a certain point and that would determine whether it used extended shields etc. I honestly have no idea how you'd do that though I'm no code monkey, which is mostly the reason why the Scion collective is still only usable in 0.6.1(ish)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 10, 2015, 07:30:32 PM
Well, ostensibly shield arc changes would be important enough to be included in the patch notes. So after doing the entire fleet once you would only ever have to check the patch notes of each update and adjust the file accordingly. It's probably still too much work for something so minor even then though, and that solution doesn't help for player made ships from other mods in ss+... It really would be convenient if you could simply ask the code to check the 'SHIP.data shield arc' stat and return a value below or above a certain point and that would determine whether it used extended shields etc. I honestly have no idea how you'd do that though I'm no code monkey, which is mostly the reason why the Scion collective is still only usable in 0.6.1(ish)

The reason I haven't done that is because I can't "ask the code" what the shield arc is, for some reason.  I doubt I ever will be able to.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Lucian Greymark on March 10, 2015, 07:48:15 PM
You can't just make it search the file and find a result?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 11, 2015, 04:22:49 PM
You can't just make it search the file and find a result?

That's not scalable to things like built-in hullmods etc.  For example, Neutrino ships would show up as 0 degrees.  There are other ways around that, in turn, but then we're talking about a large mess of code for something that's really a pointlessly small feature.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Richyread on March 12, 2015, 01:07:45 AM
Encountered a game freeze and had to end task the game to restart it.

Captured the below from the log files

Spoiler
2513346 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.IllegalStateException
   at java.util.ArrayList$Itr.remove(Unknown Source)
   at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.øÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.ui.D.I.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:142)
   at com.fs.starfarer.ui.D.O00O$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Has only happened once, is this an issue?

Richy.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Pushover on March 12, 2015, 01:14:12 AM
Did you encounter it when trying to open a trade screen? (Reach an outpost, click trade, freeze occurs)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Richyread on March 12, 2015, 04:19:43 AM
Did you encounter it when trying to open a trade screen? (Reach an outpost, click trade, freeze occurs)

Yes. Game still running but no other options shown/[esc] key doesn't work etc.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Dark.Revenant on March 12, 2015, 07:36:54 AM
That's a vanilla bug.  See: http://fractalsoftworks.com/forum/index.php?topic=9187.0
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.7
Post by: Richyread on March 12, 2015, 02:33:41 PM
That's a vanilla bug.  See: http://fractalsoftworks.com/forum/index.php?topic=9187.0

Ahh okay - thank you. :)
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: Dark.Revenant on March 13, 2015, 10:40:21 PM
A bunch of nice quality-of-life updates (see change log).

Version number increase (saves should remain compatible) because Starsector+ is now compatible with Nexerelin!

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?ivvbqo2i7wbob6o)

Download Starsector+ 2.7 (https://www.mediafire.com/?ivvbqo2i7wbob6o)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.7.zip)
- or -
Download Starsector+ 2.7 (No Music) (https://www.mediafire.com/?zu3zxvlsfb8lb47)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.7.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (updated)
(Supports Nexerelin 0.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (New!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.7.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (updated)
Download The Knights Templar 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (updated)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.6a (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.6 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (updated)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (updated)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (updated)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Optional Mods
Nexerelin 0.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (New!)

Version 2.7
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: justxlaugh on March 14, 2015, 09:16:13 AM
so when i recently got back to playing starsector i reinstalled the game and ss+ but when i play now i have some strange things happening with shields. When they are hit with missiles or pulse weapons that cause an explosion effect on the shield the graphics lag for a long as the shield is being hit.  The game is still running while this happens i just can't see what I'm doing.  i never had any issues when i played before so I'm not sure what has changed.

i tried looking around for an answer but i didn't see anything similar.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: Nanao-kun on March 14, 2015, 09:42:08 AM
so when i recently got back to playing starsector i reinstalled the game and ss+ but when i play now i have some strange things happening with shields. When they are hit with missiles or pulse weapons that cause an explosion effect on the shield the graphics lag for a long as the shield is being hit.  The game is still running while this happens i just can't see what I'm doing.  i never had any issues when i played before so I'm not sure what has changed.

i tried looking around for an answer but i didn't see anything similar.
You mean the shield ripples on impact? That's been in SS+ with ShaderLib for a long time now.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: justxlaugh on March 14, 2015, 09:54:41 AM
so when i recently got back to playing starsector i reinstalled the game and ss+ but when i play now i have some strange things happening with shields. When they are hit with missiles or pulse weapons that cause an explosion effect on the shield the graphics lag for a long as the shield is being hit.  The game is still running while this happens i just can't see what I'm doing.  i never had any issues when i played before so I'm not sure what has changed.

i tried looking around for an answer but i didn't see anything similar.
You mean the shield ripples on impact? That's been in SS+ with ShaderLib for a long time now.
any way to disable that to see if that's the cause ?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: CrashToDesktop on March 14, 2015, 09:59:31 AM
any way to disable that to see if that's the cause ?

It's not an "if", but "is".  You can disable that by going into the Shaderlib mod folder and opening up the "shaderSettings.json" file.  Go to Distortion effects and disable it.

I personally rather like them, so I leave it on.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: Dark.Revenant on March 14, 2015, 10:44:37 AM
You could also try updating ShaderLib to see if it fixes things for you.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7
Post by: justxlaugh on March 14, 2015, 02:49:52 PM
once i turned off distortion effects everything worked
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 14, 2015, 07:12:46 PM
Utility update to bring the Interstellar Imperium in line, and to make Pirates less insane.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?0f25v9wv2ig79ks)

Download Starsector+ 2.7.1 (https://www.mediafire.com/?0f25v9wv2ig79ks)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.7.1.zip)
- or -
Download Starsector+ 2.7.1 (No Music) (https://www.mediafire.com/?mc2lbmh5nlp5uhc)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.7.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supports Nexerelin 0.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.8 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (updated)
Download The Knights Templar 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.6a (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.6 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Optional Mods
Nexerelin 0.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Version 2.7.1
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: frogbones on March 15, 2015, 01:53:56 PM
I've started a new game. But the stars are not randomized, though I "true" the random setting in notepad. this is with the newest vers.


any ideas?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 15, 2015, 02:01:35 PM
I've started a new game. But the stars are not randomized, though I "true" the random setting in notepad. this is with the newest vers.


any ideas?

It's working for me.  Are you sure you did it right?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: frogbones on March 15, 2015, 02:04:18 PM
changed false to true?

taken strait from the section:

# DIFFICULTY #
   "startingPositiveRepScale":1.0,
   "startingNegativeRepScale":1.0,
   "rareShips":false, # Also go into settings.json and un-comment the items under "Expensive Ships"
   "easierBoarding":true
   # RANDOM SECTOR #
   "randomizeSystemLocations":true,
   "clusterSameFactionSystems":true,

my game from last version works and was randomized, tried a new game (under 2.7+) with new method of playing in mind.....won't randomize..... ???

I also uncheck and remove old versions in mods folder before updating.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: frogbones on March 15, 2015, 02:35:53 PM
Well uninstalled everything and reinstalled...it all. Now works, whatever....it works.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Ranakastrasz on March 16, 2015, 06:35:40 AM
I've tried the Melta on quite a few ships. The fact it's range is minimal, and even at such range, it tends to have horrid accuracy, makes it seem useless.

my balance suggestions are as such.

Increase projectile count by 4x (rate of fire). Increase ammo count and regen rate to keep it the same
Increase range by 100-200
Increase projectile speed by 100%
Set it to Point defence.
Give it fragmentation damage.
Give it a significant (20-30 degree) accuracy penalty. Give it a sort-of flame-thrower like effect.

It would hopefully shred missiles and fighters, and also work against ships at somewhat further range than currently.
It would also be equally effective against shields as armor, but mainly on hull. Being some sort of flaming substance, it makes sense that it would do way more to internal systems than armor or shields.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 16, 2015, 07:55:48 AM
I've tried the Melta on quite a few ships. The fact it's range is minimal, and even at such range, it tends to have horrid accuracy, makes it seem useless.

my balance suggestions are as such.

Increase projectile count by 4x (rate of fire). Increase ammo count and regen rate to keep it the same
Increase range by 100-200
Increase projectile speed by 100%
Set it to Point defence.
Give it fragmentation damage.
Give it a significant (20-30 degree) accuracy penalty. Give it a sort-of flame-thrower like effect.

It would hopefully shred missiles and fighters, and also work against ships at somewhat further range than currently.
It would also be equally effective against shields as armor, but mainly on hull. Being some sort of flaming substance, it makes sense that it would do way more to internal systems than armor or shields.


Are we talking about completely different weapons?  If the Plasma Flamer had those stats it would be a vastly different weapon.  I don't know what you mean about horrible accuracy; it fires in a straight line.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Histidine on March 16, 2015, 08:18:43 AM
Couple of weird design edge cases I've seen with the variant randomizer:

- Balanced Afflictor with: two Light Dual MGs, two Grapeshots, and I forget what the energy turret weapon was, but it definitely wasn't an AM Blaster or anything appropriate like that.
- Eagle with a Heavy Autocannon and two Plasma Flamers in the front hardpoints. They're in the same group, so when the ship fires the autocannon at its max range the plasma flames generally shoot out into empty space.

Not sure if worthwhile fixing, but just thought I'd let you know.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 16, 2015, 09:33:28 AM
For the interests of runtime speed and simplicity, the randomizer doesn't analyze variants after they are made and doesn't therefore correct mistakes.  The chance of *** variants is an acceptable penalty for being able to spit them out so quickly.

The other issue is also complicated because of how the weapon grouper works.  I will try to rearrange the priorities but I doubt I can completely eliminate such issues.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Serenitis on March 16, 2015, 12:04:48 PM
This mod is top tier stuff, but the music is just fantastic.

The player hunting fleets can sometimes get a bit overwhelming, but at least they don't seem to be always faster than you anymore. :P

My only real disappointment was the arcade mode which looks super fun, but I find myself frustrated by it because that darn frigate is just too agile and spends all its time just spinning all over the place.
Would there be any chance of either having some means of adjusting the turn rate, or having a slower less crazy-agile alternate ship available?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: connortron7 on March 16, 2015, 12:21:57 PM
Serenitis

if your ship spins around to much just hold the Shift key whan piloting it and the ship will always face the mouse pointer it might help with it

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Ranakastrasz on March 16, 2015, 04:54:14 PM
I've tried the Melta on quite a few ships. The fact it's range is minimal, and even at such range, it tends to have horrid accuracy, makes it seem useless.

my balance suggestions are as such.

Increase projectile count by 4x (rate of fire). Increase ammo count and regen rate to keep it the same
Increase range by 100-200
Increase projectile speed by 100%
Set it to Point defence.
Give it fragmentation damage.
Give it a significant (20-30 degree) accuracy penalty. Give it a sort-of flame-thrower like effect.

It would hopefully shred missiles and fighters, and also work against ships at somewhat further range than currently.
It would also be equally effective against shields as armor, but mainly on hull. Being some sort of flaming substance, it makes sense that it would do way more to internal systems than armor or shields.


Are we talking about completely different weapons?  If the Plasma Flamer had those stats it would be a vastly different weapon.  I don't know what you mean about horrible accuracy; it fires in a straight line.
The flamer has horrid literal accuracy unless it is at point blank range. This is because it's projectiles don't really move fast enough even at that range to hit reliably if the target strafes. It has perfect mechanical accuracy, in that it always fires in a straight line.

Those stats, admittedly, were wrong in several ways. Yes, that would make it a totally different weapon. Mainly, it would make it act like a flame thrower.

In any case, I don't see any way to use a plasma flamer practically as is.


Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 16, 2015, 05:24:33 PM
The plasma flamer is getting a damage boost (of about 20%) and the projectile speed is getting bumped up slightly.  However it is meant to be an assault weapon; you don't hit fast targets with it, you pressure shields and armor and do major hull damage with it up close.  A niche weapon but it does do a lot of damage, numerically, and it's rather efficient now (2:3 flux to damage).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: disluya on March 16, 2015, 09:20:44 PM
The game just crashed when I started to move my fleets after end of a battle. It happens since I updated to 2.7.
And what the starsector.log printed is :


java.lang.NullPointerException
   at data.scripts.world.SSP_FleetInjector.levelCommander(SSP_FleetInjector.java:104)
   at data.scripts.world.SSP_FleetInjector.injectFleet(SSP_FleetInjector.java:550)
   at data.scripts.world.SSP_FleetInjector.advance(SSP_FleetInjector.java:92)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


The text encoding is utf-8,the chain of "O" looks weird.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 16, 2015, 09:55:09 PM
That error seems impossible, since it means the fleet had no commander.  Under which circumstances can a fleet not have a commander?

Anyway, will add a failsafe for the next update, but honestly that reeks of a deeper issue.  Might not even be related to SS+.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: disluya on March 16, 2015, 10:28:52 PM
That error seems impossible, since it means the fleet had no commander.  Under which circumstances can a fleet not have a commander?

Anyway, will add a failsafe for the next update, but honestly that reeks of a deeper issue.  Might not even be related to SS+.


Well, "My movement is related to this error" seems to be my illusion.

Just now , I found that this error and "INFO  data.scripts.campaign.events.SSP_PersonBountyEvent" always happen at the same time.
When new person bounties are posted,sometimes the game crashes, sometimes it does not.
What I see is that person bounties posted by factions which come from mods such as Hiigaran Descendants,valkyrians,Neutrino corp, will make my game crash.
But hegemony,tritachyon and independent post many and there is no wrong.

Thanks for help :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Dark.Revenant on March 16, 2015, 10:51:40 PM
Ah, I see the issue now.  Why did nobody report it until now?  This would crash for any non-integrated mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Deathfly on March 16, 2015, 11:12:08 PM
Ah, I see the issue now.  Why did nobody report it until now?  This would crash for any non-integrated mod.

Since which SS+ ver? Have my hands full now so did not play much. And everyone else may get themselves busy on Nexerelin I guess. :P
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 16, 2015, 11:17:51 PM
Fixed a crash...

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?w4bo2cz7e558oo0)

Download Starsector+ 2.7.2 (https://www.mediafire.com/?w4bo2cz7e558oo0)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.7.2.zip)
- or -
Download Starsector+ 2.7.2 (No Music) (https://www.mediafire.com/?nt16qaveeq2s70y)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.7.2.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supports Nexerelin 0.3.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.8 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.3 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.7.6a (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.6 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Optional Mods
Nexerelin 0.3.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.7.2
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Deathfly on March 16, 2015, 11:46:19 PM
Wow, this is a real "hot" fix...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: disluya on March 16, 2015, 11:59:09 PM
I'll check out mods I install.
nobody report except me means SS+ works well  :) ,so I guess it's my fault.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
Post by: Serenitis on March 17, 2015, 12:18:42 PM
Serenitis

if your ship spins around to much just hold the Shift key whan piloting it and the ship will always face the mouse pointer it might help with it


Yep. Tried that and it would be brilliant, but it's still too hard to control because the engines are really powerful so instead of a crazy spinning top you have a crazy spring bob.
I'd just butcher the hull params until it behaves in a sane manner, but I have no clue what I'm even looking at.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: pyg on March 17, 2015, 12:56:09 PM
I'm having some trouble with this plus Nexerelin plus faction mods.  I can get some of the factions to work one at a time (BRDY anyway) but adding more or others I get the NPE below after starting a new game and just before it would save.  In the log it is prefaced with a bunch of "exerelin.campaign.DiplomacyManager  - Adding diplomacy event ...". 

Code
593236 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
        at data.scripts.IIModPlugin.onGameLoad(IIModPlugin.java:53)
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
        at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.oO0OOOOOOO

I think it might be Nexerelin and possibly a case mismatch as I see at least one non-fatal warning (calls Nexerelin/data/config/exerelinFactionConfig/SCY.json when it's scy.json actual).  Anyway not sure what the problem is but posting here as there are lots of eyes.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Tommy on March 17, 2015, 02:20:43 PM
Scy is not a supported faction in Nexerelin. It's mentioned in the mod page.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 17, 2015, 02:40:12 PM
I'm having some trouble with this plus Nexerelin plus faction mods.  I can get some of the factions to work one at a time (BRDY anyway) but adding more or others I get the NPE below after starting a new game and just before it would save.  In the log it is prefaced with a bunch of "exerelin.campaign.DiplomacyManager  - Adding diplomacy event ...". 

Code
593236 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
        at data.scripts.IIModPlugin.onGameLoad(IIModPlugin.java:53)
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
        at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.oO0OOOOOOO

I think it might be Nexerelin and possibly a case mismatch as I see at least one non-fatal warning (calls Nexerelin/data/config/exerelinFactionConfig/SCY.json when it's scy.json actual).  Anyway not sure what the problem is but posting here as there are lots of eyes.

Your interstellar imperium is outdated.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: pyg on March 17, 2015, 02:56:34 PM
Quote from: Dark.Revenant
Your interstellar imperium is outdated.

Sorry, my bad... and just a little more thinking on my part and I would have self-solved.  I just didn't connect the IIModPlugin till now and I do like that faction (always play with it).  Somehow I missed an update.  Thanks for your quick response.

Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Midnight Kitsune on March 17, 2015, 03:02:00 PM
Quote from: Dark.Revenant
Your interstellar imperium is outdated.

Sorry, my bad... and just a little more thinking on my part and I would have self-solved.  I just didn't connect the IIModPlugin till now and I do like that faction (always play with it).  Somehow I missed an update.  Thanks for your quick response.

Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 
If you use Version checker, you will get notified in game if any of your installed mods are out of date
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: OOZ662 on March 17, 2015, 03:09:23 PM
Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 

There was a somewhat-hostile discussion about this a little while ago; summarily, making everyone download every part of a set that becomes one huge mod is wasteful. I'd say a majority of us don't use them all (I can only use up to 3 before my 3GB of RAM top out) and it'd require downloading a massive archive every time some little update was made to one of them instead of one small one. Using Version Checker to take note of which modules are out of date and downloading a couple things isn't that difficult.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Nanao-kun on March 17, 2015, 04:14:34 PM
Scy is not a supported faction in Nexerelin. It's mentioned in the mod page.
SCY updated and is now compatible with Nexerelin.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: pyg on March 18, 2015, 07:45:11 AM
Somewhat apropos: Would you or do you think anyone would mind if I rolled all the mods you mention as compatible into a single archive and posted it?  One of the things I liked about UsS was that it was "all there" and you could just download one thing.  Alternately please consider doing this yourself as an alternate distribution method perhaps.  The upside is you will stop having clueless posts like mine above. 

There was a somewhat-hostile discussion about this a little while ago; summarily, making everyone download every part of a set that becomes one huge mod is wasteful. I'd say a majority of us don't use them all (I can only use up to 3 before my 3GB of RAM top out) and it'd require downloading a massive archive every time some little update was made to one of them instead of one small one. Using Version Checker to take note of which modules are out of date and downloading a couple things isn't that difficult.

Sure I can let it drop.  The archives are quite large already with SS+ and music creeping up on twice the size of the actual game.  There are tools (http://en.wikipedia.org/wiki/Diff_utility) that have been around for nearly 40 years to facilitate releasing patches containing just what's changed but I don't recall ever seeing a patch here.  In my fantasy I (or someone else) would release an archive and then ~5 incremental patches before releasing another archive.

About the memory thing... hmmm.  I'm on a 32 bit non-Windows non-Apple system with 2Gb ram and pre-Nexerelin I ran everything (except The Knights Templar due to personal preferences) to level 45+ with ease.  From the log: "data.scripts.SSPModPlugin  - Memory: 1792mb allocatable, 1152mb recommended".  More than 1800mb allocated and my box can get in a swap thrash.  [joke]Maybe it's time to upgrade your OS!?[/joke]  More seriously I see a lot of posts in this thread about memory issues and I just wanted to report at least it is possible to play this mod on a 32 bit system with 2Gb ram.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: OOZ662 on March 18, 2015, 07:55:05 AM
non-Windows non-Apple system

That's probably the key. 1GB of my RAM is used at idle, mostly due to Windows 7, which also tends to not be friendly in reallocating the 700MB marked as Standby if the computer hasn't been freshly booted. Java requiring its working RAM to be allocated as a contiguous block also doesn't help, so I tend to top out at being able to run 1,300MB with low but non-zero risk of Out of Memory crash.

Honestly, now that 0.65.2a lowered the save file overhead so much, I could probably run more of the add-ons. I got used to just using BRDY and one other which tended to vary but settled on II. All of the others just don't interest me, have balance issues (Citadel was pretty nice excepting the frigates pretending to be fighters), or have art that looks really strange next to the others. My opinions, of course.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: pyg on March 18, 2015, 02:17:09 PM
Managed to crash it again after a super long combat with a (piloted) SHI Morningstar and an II Praetorius (sp?) against 3 Junk Pirate destroyers and assorted frigates.  The battle went on forever (lost partner destroyer quick like though) and I was CR 0% with effectively no weapons so I just kept shield bashing the remaining destroyer.  Anyway it died this way.

Code
ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
        at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
        at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.oOoOOOOOOOOOO

Just don't say I failed to update something, I will die of shame.

Edit: This looks like it could be a game bug to me but honestly I don't know anything.

Edit 2: additional mods include Nexerelin, Combat Radar, and all factions excepting The Knights Templar.

Edit 3:  I think I forgot to mention earlier how much I appreciate this mod.  It's awesome and probably worth as much as what I paid for the base game (where's the donate button?).  I also loved UsS just as much and for all the same reasons.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: orost on March 18, 2015, 02:40:47 PM
Comments on economy:

* There seems to be a persistent, serious fuel shortage. Prices are high across the board, and only the richest markets have their demand met. Most are at 50% or less. Babylon is the only place in the system where a decent amount of fuel can be obtained, and it's very difficult to keep a large-ish fleet going. I'd suggest boosting Sindria's fuel production, since it's supposed to be the primary fuel producer and right now it tends to have 50% demand met due to exports and less than 500 units for sale total across all markets.
* Ascalon exports a lot of stuff, enough to significantly affect the economy - most worlds have it in top imports for many commodities. It seems odd to me that they should trade with other factions. Shouldn't they be isolated from the economy, if it's technically possible?

Extra factions that I have installed: BRDY, Imperium, Templars.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 18, 2015, 03:25:37 PM
Vanilla bug related to critical malfunctions.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Serenitis on March 20, 2015, 11:05:58 AM
Two things I've noticed.

Burn speeds.
Large ships in SS+ are double gimped with respect to burn speed, as in order to get the very nescessary +2 speed one must install both Aug. Engines and an Overdrive unit.
This takes up 66% more OP to get the speed boost than normal.
As burn speed is so critical to making larger ships enjoyable to play I feel that splitting the burn bonus between these two mods and making them take up more room is a major step back from vanilla, which already struggles in this area.

I know this was likely done to give larger ships more of a boost compared to small ships as frigates can't fit overdrives, but all it does is make large ships either slow or weak.
A better solution would be to either consolidate all the bonii into Aug. Engines mod, keep it the same size but just restrict it from frigates. (They don't need it anyway.)
Or reduce the OP cost of both mods so they both take up the same amount of space as vanilla Aug. Engines when installed together.

Music.
The soundtrack for SS+ is beyond amazing. One tiny problem though, in that after some length of time it just.... Stops.
Sometimes it takes half an hour, sometimes longer. Other sound continues as normal, but once it has stopped attampting to adjust the volume levels in settings produces a CTD with the following appended to the log:

Spoiler
Code
java.lang.NullPointerException
at sound.O.super(Unknown Source)
at com.fs.starfarer.ooOO.void.Object(Unknown Source)
at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.do.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 20, 2015, 12:44:10 PM
Two things I've noticed.

Burn speeds.
Large ships in SS+ are double gimped with respect to burn speed, as in order to get the very nescessary +2 speed one must install both Aug. Engines and an Overdrive unit.
This takes up 66% more OP to get the speed boost than normal.
As burn speed is so critical to making larger ships enjoyable to play I feel that splitting the burn bonus between these two mods and making them take up more room is a major step back from vanilla, which already struggles in this area.

I know this was likely done to give larger ships more of a boost compared to small ships as frigates can't fit overdrives, but all it does is make large ships either slow or weak.
A better solution would be to either consolidate all the bonii into Aug. Engines mod, keep it the same size but just restrict it from frigates. (They don't need it anyway.)
Or reduce the OP cost of both mods so they both take up the same amount of space as vanilla Aug. Engines when installed together.

Music.
The soundtrack for SS+ is beyond amazing. One tiny problem though, in that after some length of time it just.... Stops.
Sometimes it takes half an hour, sometimes longer. Other sound continues as normal, but once it has stopped attampting to adjust the volume levels in settings produces a CTD with the following appended to the log:

Spoiler
Code
java.lang.NullPointerException
at sound.O.super(Unknown Source)
at com.fs.starfarer.ooOO.void.Object(Unknown Source)
at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.do.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]


Augmented Engines granting +2 has the same problem: you want to maximize bonuses, so you use all the speed boosts available to you.  If I added four hullmods to boost burn, I would be told that capital ships are useless because they have no room for guns.  Overdrive shunt is mainly intended as a relatively cheap speed boost for non-frigates, especially destroyers and cruisers.  It even boosts speed.  It's meant as an optional benefit from picking Combat.

Augmented Engines is +1 because a full +2 made it too much of a no-brainer.  It was so good that a ship with that hullmod was objectively and subjectively superior in a major way to a ship without it, no matter what you spent those extra OP on.

Lastly, that error is a problem with vanilla, exacerbated by the higher music variety.  Each music track is another thread, and it adds up quickly when there are dozens of tracks.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: MesoTroniK on March 20, 2015, 03:59:57 PM
Music.
The soundtrack for SS+ is beyond amazing. One tiny problem though, in that after some length of time it just.... Stops.
Sometimes it takes half an hour, sometimes longer. Other sound continues as normal, but once it has stopped attampting to adjust the volume levels in settings produces a CTD with the following appended to the log:

Spoiler
Code
java.lang.NullPointerException
at sound.O.super(Unknown Source)
at com.fs.starfarer.ooOO.void.Object(Unknown Source)
at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.do.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

I am curious what sound card you have, is it a proper add in device, or integral, and specifically what model it is? I would find that information interesting as some folks seem to get this music issue and some do not. And the people I have spoke to that do not get it have real sound cards.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Serenitis on March 21, 2015, 03:54:45 AM
I am curious what sound card you have, is it a proper add in device, or integral, and specifically what model it is? I would find that information interesting as some folks seem to get this music issue and some do not. And the people I have spoke to that do not get it have real sound cards.
It's an integral. Specifically: Realtek HD Audio 6.0.1.7071
Yay for imaginary hardware!

Augmented Engines granting +2 has the same problem: you want to maximize bonuses, so you use all the speed boosts available to you....
Which is a problem in vanilla. It's an artifical choice (as you mentioned) between making your ships better at fighting and making the game actually enjoyable. There is no choice here, you're going to pick enjoyment/ease of use every time.
Making this ease of use cost more (it should cost nothing, even in vanilla) just further skews the game towards frigates even moreso.

Slow ships are just not fun. The player is already punished with fuel and supply costs from tugs for large ships plus their already prohibitive costs themselves, along with having to fit silly engine mods to make them even playable at all. They don't need any more dis-incentives.

There's those preference things again....
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 21, 2015, 12:16:10 PM
Giving every ship a free +2 speed is the same as giving no ships any speed bonus.  The difference is still going to be there regardless.  To avoid that issue, all speed hullmods would need to be removed and all ships would need to have the same burn speed.  This isn't something that I will be fixing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Nanao-kun on March 21, 2015, 12:24:47 PM
If you really want that so much, just use the Console Commands mod and use the Add Ordnance Points command to give your ship like 1000 OP. Then you can attach whatever to it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: DatonKallandor on March 21, 2015, 01:54:06 PM
The problem with the Burn Speed system is that it's backwards in terms of what it should do in terms of gameplay. Compare it to the equivalent in Mount and Blade:

Being fast is the expensive high tech choice that severely limits tactical options and is harder to get to - it's a pure Cavalry army.
Their slow-burn-speed fleet equivalent is an infantry army - which is cheap, easy to get and flexible.

But in Starsector everybody starts as fast as they're going to get and the better and bigger your ships get - and the more tactical options you want - the slower you are. That way it's a constant fight against the decrease in burn speed as you progress through the game instead of high speed being a choice you work towards, which is pretty damn unsatisfying (and makes the progression a lot more shallow than the MnB equivalent).

Could that be fixed? Maybe, but it'd probably require a significant rework in how burn speeds and ship progression works.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: OOZ662 on March 21, 2015, 01:58:53 PM
Mount and Blade also has a different kind of balance to it. Other than a high-level player character there isn't a "capital ship" unit where you can use one of them to wipe out an entire army. Even bandits will swarm out a lone Swadian Knight. A Starsector battleship can shoot death at frigates in two if not three directions, and tank a swarm of them while it's at it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: DatonKallandor on March 21, 2015, 02:05:26 PM
Mount and Blade also has a different kind of balance to it. Other than a high-level player character there isn't a "capital ship" unit where you can use one of them to wipe out an entire army. Even bandits will swarm out a lone Swadian Knight. A Starsector battleship can shoot death at frigates in two if not three directions, and tank a swarm of them while it's at it.

Now apart from the obvious (you can't directly compare SS and MnBs combat mechanics) I'd argue that "Bandits" is exactly what Starsector doesn't have. An ultra cheap, extremely low tech, extremely slow option. Even the cheapest frigates are extremely fast and not actually that cheap. Now I'm not saying having that option would solve things, but it's certainly something that doesn't exist.

Oh and also, let's not pretend the Burn Speed mechanic is there for verisimilitude before that gets thrown into the ring - it's nonsense both from a Spaceship and a Naval Warship perspective. Modern Naval Capital ships are not significantly slower at cruising speed than smaller ones and spaceships obviously would not have a fixed travel speed. It is actually far more similar to MnB's Infantry/Cavalry split. It's already a gamey mechanic, modifying it if it turns out to have flaws is just sensible.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Silver Silence on March 22, 2015, 03:32:44 AM
Music.
The soundtrack for SS+ is beyond amazing. One tiny problem though, in that after some length of time it just.... Stops.
Sometimes it takes half an hour, sometimes longer. Other sound continues as normal, but once it has stopped attampting to adjust the volume levels in settings produces a CTD with the following appended to the log:

Spoiler
Code
java.lang.NullPointerException
at sound.O.super(Unknown Source)
at com.fs.starfarer.ooOO.void.Object(Unknown Source)
at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.do.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

I am curious what sound card you have, is it a proper add in device, or integral, and specifically what model it is? I would find that information interesting as some folks seem to get this music issue and some do not. And the people I have spoke to that do not get it have real sound cards.

Ah, so this is just an issue that one will have to put up with? I had it happen earlier but I was pretty much wrapping up playing for the time anyway and just wondered why the music wasn't playing. Also, I have no idea what mods introduced all the new music, but that combat music that sounds like it has a piece straight out of XCOM2012's combat music is so much yes.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Unfolder on March 22, 2015, 10:55:23 AM
Economy seems to be broken, siege penalties last forever, smuggling activities echo on for months after you smuggled, even long after you've been banned from trading with a planet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: MesoTroniK on March 22, 2015, 11:11:21 AM
Ah, so this is just an issue that one will have to put up with? I had it happen earlier but I was pretty much wrapping up playing for the time anyway and just wondered why the music wasn't playing. Also, I have no idea what mods introduced all the new music, but that combat music that sounds like it has a piece straight out of XCOM2012's combat music is so much yes.

Put up with it, for now unfortunately yes but Alex fixed it for the next Starsector update. At least it only is a problem on certain hardware / software configurations :(

SS+ adds the music from all the supported factions that have a custom sound track to the included MusicLib mod, those are Blackrock Drive Yards, Exigency Incorporated, and The Mayorate.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 22, 2015, 11:14:23 AM
Economy seems to be broken, siege penalties last forever, smuggling activities echo on for months after you smuggled, even long after you've been banned from trading with a planet.

Broken in what ways?

Siege penalties can last up to an entire year if the siege is completely successful.  I'll be making them a bit weaker so that they have a better chance of being stopped naturally.

That smuggling problem is a vanilla bug.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Unfolder on March 22, 2015, 11:49:04 AM
Oh okay, Jangala has been at stability 0-1 for six months now I assumed it was a bug. Yes I would recommend a hard cap on siege penalties of perhaps around three months
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 22, 2015, 12:04:44 PM
Three months is too short for a full successful siege, but I did reduce it to about 5-7 months.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Schwartz on March 27, 2015, 06:24:19 PM
Does the 'Expanded Flight Decks' percentage bonus also apply to wings being rebuilt, or is it just for re-arming?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 27, 2015, 07:11:10 PM
Does the 'Expanded Flight Decks' percentage bonus also apply to wings being rebuilt, or is it just for re-arming?

It applies to both.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Schwartz on March 28, 2015, 08:01:34 PM
Pretty cool mod. In effect it doubles flight decks (or very nearly anyway, depending on how it adds up with skills), but it's still a mixed blessing thanks to OP cost.

Possible bug: I noticed it can't be installed on Shadowyards' Charybdis carrier.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Dark.Revenant on March 28, 2015, 08:27:42 PM
Only dedicated carriers (ships with the Carrier tag) count for that hullmod.  I should update that to be available for all ships with flight decks, I suppose.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: orost on March 28, 2015, 09:28:23 PM
Remember my complaints about extra UI elements such as the leading pip and the Priwen Burst indicator not working? I noticed something that might be useful in tracking it down: it works in missions, but not in campaign. Additionally, after loading a campaign game, it will stop working in missions too until the game is restarted. Obviously I can only test the Priwen Burst in missions, not the pip, but so far I've always seen them behave identically.

Also, I've had an opportunity to play Starsector on a PC with Windows and a dedicated graphics card with 1 GB memory and it does the same thing, to put to rest worries about Linux or insufficient video memory being the culprit.

edit: I updated all my mods to make sure it hasn't been fixed recently, and the Templar burst now works as designed in campaign and in missions, but the pip still doesn't. Confusion abounds.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: sotanaht on March 29, 2015, 03:54:02 PM
Please make a note of the current incompatibility between Nexerelin and Exigency in the first post.  Attempting to run them both WILL crash the game.  I think people are going through the original post here and downloading everything you recommend without really looking too closely at each mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Tartiflette on March 29, 2015, 03:59:55 PM
The incompatibility with Nexerelin is already mentioned in the Nexerelin thread, as it should. There is no reason for having it in the SS+ thread since it doesn't concern this mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: MesoTroniK on March 29, 2015, 04:30:20 PM
The update of Exigency will be done soon™, would be sooner but some stuff keeps getting in the way of it going smoothly...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: sotanaht on March 29, 2015, 07:12:30 PM
The incompatibility with Nexerelin is already mentioned in the Nexerelin thread, as it should. There is no reason for having it in the SS+ thread since it doesn't concern this mod.

I know it's mentioned there, but if someone goes down the list and downloads everything here, they get a crash.  Then they have to track down the source of the crash.  It happened to me, I had to check my log file, noticed that Exigency was mentioned every time, and was able to track down the conflict from there.  Apparently I'm already smarter than the average forumer, since the Nexerelin thread has a debug help request that turns out to be the Exigency incompatibility almost every page.  I think it would help cut down on that sort of headache, and a little bit of redundancy doesn't hurt.

But I guess I'm not the one who has to help people troubleshoot, and I've already figured out the problem myself, so what's it matter to me right?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Thaago on March 31, 2015, 07:34:46 PM
Hi DR, just started a game. The combat aptitude tooltip seems bugged - the "Reduces Deployment Cost by" is saying 3% with 2 aptitude points spent. I checked with both 1 and 2 points spent and the actual effect seems fine, its just the tooltip.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: orost on March 31, 2015, 11:55:23 PM
Some comments on starting options:

In the Lasher + Vigilance option, the Vigilance is almost completely useless. After the speed nerf, Pilums do nothing against small ships (which is what the player will be fighting early), and the short-ranged Heavy Burst Laser forces it to close in, which is suicidal for such a fragile ship. I'd give it a Salamander pod and a Graviton Beam instead, and replace the Salamanders on the Lasher with Annihilators.

The Enforcer start is horrifically difficult, since the Enforcer is such a weak solo ship. How about a Vanguard instead? A bit more powerful, and definitely more interesting to fly. I'd arm it with a Mk IX and a mix of assault guns and machine guns.

edit: Maybe also put in a Camel somewhere? It's a very nice ship that I feel most players probably overlook.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Tommy on April 01, 2015, 01:41:02 AM
Quote
The Enforcer start is horrifically difficult, since the Enforcer is such a weak solo ship.

Actually, the Enforcer is a powerhouse solo ship. Strap 2 flak cannons on the sides, one Needler and 2 maulers and you're a god.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: orost on April 01, 2015, 01:49:31 AM
How do you manage to avoid getting swarmed? I've tried a loadout like this, with longer-range weapons, but I just get rushed by frigates, and once they're close I have neither the shields nor the armor to survive very long. Flak Running with burn drive only gets you so far and is a bit at odds with actually shotting things.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Schwartz on April 01, 2015, 02:50:45 AM
I run a similar loadout with 2 Dual Flak, 2 Mauler, 1 HVD and 4 Annihilator Rockets (for large enemies and to flux-stress PD). The key here is to use your range and put pressure on the first frigate quickly. The sooner you can even the odds the better, because a typical Enforcer loadout will mostly rely on shields to tank incoming torpedoes that it can't dodge. For SS+ I've used the no-shield mod on Enfos and Dominators successfully, though I'm always a bit wary sending them into combat with no way to emergency-tank a Reaper.

Even so, know your limits. If you're not a heavy Combat build, then chances are you'll want some support if the number of frigates going after you is just too high. HVD and Mauler don't really get any weaker in close-range engagements, there you just have less accurate alternatives with a slight edge in DPS, but nothing substantial.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Histidine on April 01, 2015, 04:41:39 AM
...wait, you talk about Enforcers getting swarmed under by frigates and then ask for a Vanguard instead? o_O what
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: orost on April 01, 2015, 04:55:14 AM
Disregarding burn drive (which I dislike and find mostly unhelpful, although that's maybe my incompetence), the Vanguard is faster and more maneuverable, and has the burst damage to very quickly pop a frigate that gets too close. I've had more luck with it than with an Enforcer.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
Post by: Thaago on April 01, 2015, 08:31:24 PM
If frigates are your problem I recommend going down to 1 Mauler - its more than enough to shatter armor on any frigate and most destroyers. A pair of kinetics will lower the shields so that the mauler has a shot.

I prefer single flaks just because they cost 8 instead of 12 OP. The range is also very nice.
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Dark.Revenant on April 02, 2015, 09:03:31 PM
Notable features: Board multiple ships, Fleets can have themes, Sabots regenerate, Cruiser/destroyer burn speeds buffed.

Many of the faction updates are not save-compatible!

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?dl2apv1eoc5pfna)

Download Starsector+ 2.7.5 (https://www.mediafire.com/?dl2apv1eoc5pfna)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.7.5.zip)
- or -
Download Starsector+ 2.7.5 (No Music) (https://www.mediafire.com/?d3hzoinr6g46v6w)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.7.5.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supports Nexerelin 0.3.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download The Knights Templar 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Exigency Incorporated 0.7 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (not yet compatible with Nexerelin)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.6 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)

Optional Mods
Nexerelin 0.3.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.7.5
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: JohnDoe on April 02, 2015, 10:25:51 PM
  • Augmented Engines now grants +1/1/2/2 burn speed instead of +1
  • Unstable Injector now grants +0/0/1/1 burn speed instead of +0

Thank you.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: sotanaht on April 03, 2015, 12:44:36 AM
Awesome update, three on the list I've personally mentioned is nice.  Hope the fleet themes are fun to fight, will they work with Nexerelin?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Schwartz on April 03, 2015, 02:00:51 AM
(http://i.imgur.com/zxkZmDL.png) Bug? This happened with every salvageable ship. The wording was also a little strange, it said 'Another' even for the first ship.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: OOZ662 on April 03, 2015, 02:41:33 AM
Mine's behaving as expected; perhaps your install was corrupted, assuming you aren't using an old save.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Schwartz on April 03, 2015, 03:21:18 AM
Edit: New, properly updated and installed game via copysave -> loadsave. Problem persists.

Checked the mods, they're all up-to-date. Mayorate is still on 0.8.1 but it's supposed to work fine with this version.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Dark.Revenant on April 03, 2015, 08:26:12 AM
Oops.  I'll upload an update tonight to fix that.  If you can find other bugs in the mean time, that would be great.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: frogbones on April 03, 2015, 11:23:50 AM
Sweet..great news (officers) and good release(ss+)!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: harmonica2150 on April 03, 2015, 03:48:45 PM
Hi,

Great Mod, but I have some serious graphics issues. It stutters and repeats, and the graphics don't refresh, just piles on each other. It does this regularly, then fixes itself.

Just installed this mod with the following ones:

Blackrock, Drive Yards, Citadel, Common Radar, Interstellar Imperium, JP_RC,  LazyLib, mayorate-0.8.1, MusicLib, Nexerelin, ShaderLib, Starsector Plus, Templars

I have also installed the newest version of starsector, and everything has been downloaded today. I did the Java thing in the bat file also, so I have enough memory for sure. Also, I can play Ironclads no problem....

Do you guys have any ideas?

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Tommy on April 03, 2015, 04:09:09 PM
Probably a shaderlib issue or a graphics drivers issue.

Less related, could be about the memory allocated to Java.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Tartiflette on April 03, 2015, 04:27:04 PM
Yep, classic shaderlib glitch if you don't have drivers up to date or are using an integrated gpu on a laptop. Try either updating your drivers, force on the graphic card if you have any or disable shaderlib in the mod's settings (you have to load it for other mods to function, but it won't do anything and won't mess your display)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: harmonica2150 on April 03, 2015, 04:40:44 PM
Yep, classic shaderlib glitch if you don't have drivers up to date or are using an integrated gpu on a laptop. Try either updating your drivers, force on the graphic card if you have any or disable shaderlib in the mod's settings (you have to load it for other mods to function, but it won't do anything and won't mess your display)

Thanks. I do have a laptop graphics card. Geforce 640m... so basically I can't use shaderlib? I just updated the drivers but no dice.

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: OOZ662 on April 03, 2015, 04:42:04 PM
My GeForce 9400M GS can run shaderlib with lights and bloom disabled and distortions halved.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: Tartiflette on April 03, 2015, 04:44:56 PM
If you have a graphic card go in the drivers options and force the GPU acceleration for Starsector, that should do it. Sometimes the drivers limit the use of the card to save battery and switch to the motherboard's integrated chip instead.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
Post by: harmonica2150 on April 03, 2015, 05:25:39 PM
If you have a graphic card go in the drivers options and force the GPU acceleration for Starsector, that should do it. Sometimes the drivers limit the use of the card to save battery and switch to the motherboard's integrated chip instead.

Okay, just finished a couple battles and no issues after doing what you said. Thanks so much!
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 03, 2015, 08:28:58 PM
Minor fix update.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?t8pdw2934trervz)

Download Starsector+ 2.7.6 (https://www.mediafire.com/?t8pdw2934trervz)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.7.6.zip)
- or -
Download Starsector+ 2.7.6 (No Music) (https://www.mediafire.com/?za92af5wost5019)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.7.6.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supports Nexerelin 0.3.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Interstellar Imperium 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download The Knights Templar 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Exigency Incorporated 0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download Citadel 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.6 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Save Transfer 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Optional Mods
Nexerelin 0.3.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Version 2.7.6
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: zoe_zucchini on April 04, 2015, 12:19:00 PM
Is there an easy way to increase the fleet spawn sizes? "endgame"(really only a few hours in) stuff still feels way too easy, I'd like to fight fleets that are at least a little larger/tougher.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 04, 2015, 01:27:14 PM
Are you using the Knights Templar, Exigency Incorporated, or Interstellar Imperium?  All of these mods have endgame battles.  Exigency has the harbinger fleets, the Imperium has the siege fleets, and all of the Templar fleets are endgame material.

Also, if you attack a big market's fleets for a while they will get larger.  Bounties can also get extremely large.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: LostInTheWired on April 08, 2015, 04:09:27 AM
There's a mod that I'd love to have mixed in as an integrated faction, so I thought I'd just put a hand in it myself and just add it in.  I didn't really see a readme or anything on integrating factions (searched the thread too), so I'm kinda winging it.

Following one of the other integrated factions around, I found 4 files that mention it (outside of any compiled jars).

data/factions/**factionid**.json
data/factions/factions.csv
data/factions/ship_roles.csv
data/factions/weapon_categories.csv

I notice both ship_roles.csv and weapon_categories.csv have a column for each faction.  Is it some sort of weighting for spawns?  There also seems to be some weighting for the ship roles/weapon roles as well.  While I can kind of guess what it might be, I was hoping for a bit more information on what it does, so I can get it set up right.

Under the **factionid**.json, I notice "WeaponTiers" in there.  I can honestly only make some guesses on what it does, and they're not very good ones.

Also, is there anything in the compiled jar that would need to be changed for a new integrated faction?  Don't really want to decompile if at all possible just to get one little faction in.  Thanks!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 08, 2015, 08:00:57 AM
All I can say is that integrating a faction is significantly more work than mere csv editing.  The source would need updating, and not a small amount either.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Schwartz on April 08, 2015, 02:26:30 PM
The Tier 5 Flux Dynamics skill says that 'Flux Capacitors are 25% more effective', but comparing flux reserves before and after picking the Tier 5 skill, the numbers are the same. Is this a bug, or how does it work?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Wyvern on April 08, 2015, 02:29:57 PM
The Tier 5 Flux Dynamics skill says that 'Flux Capacitors are 25% more effective', but comparing flux reserves before and after picking the Tier 5 skill, the numbers are the same. Is this a bug, or how does it work?
This one confused me, too; the trick is that the numbers shown in the refit screen aren't accurate; if you mouseover the upper right to get the full ship description tooltip, you'll see the revised numbers showing up there.

...At least, I assume that the numbers shown there are accurate; you'd need to do some careful testing in the simulator to be sure.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 08, 2015, 02:36:43 PM
Tooltips for that skill are weird; it's an engine limitation.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: LostInTheWired on April 09, 2015, 12:14:58 AM
All I can say is that integrating a faction is significantly more work than mere csv editing.  The source would need updating, and not a small amount either.

Ahh, thanks for the info.  If that's the case, I'll just poke at it over time as I feel up to it.  Should give me something extra to do for a while.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: sleeper_service on April 09, 2015, 11:41:31 AM
Hey there, I have problems getting this to run, starsector crashes with a Exception: Index: 0, Size: 0 error once it has finished loading. The log ends like this:

Code
48384 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any idea how to fix this?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 09, 2015, 02:48:53 PM
You are either not using the right version of starsector or some other mod you are using is broken, or your starsector or mod install is corrupted.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Serenitis on April 09, 2015, 03:07:51 PM
The thing with the music stopping after a while, is much worse in 2.7.6
The music now stops at every screen transition rather than at some random point hours in the future.

[e]
Going back to the previous version of the musiclib seems to return it to how it was.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 09, 2015, 03:26:03 PM
Ain't a damn thing I can do about that.  Music is seriously bugged in general.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: MesoTroniK on April 09, 2015, 03:42:04 PM
The problem is specific to only some computers for whatever reason, but it should be resolved in the next update of SS.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: zoe_zucchini on April 10, 2015, 01:21:02 PM
Are you using the Knights Templar, Exigency Incorporated, or Interstellar Imperium?  All of these mods have endgame battles.  Exigency has the harbinger fleets, the Imperium has the siege fleets, and all of the Templar fleets are endgame material.

Also, if you attack a big market's fleets for a while they will get larger.  Bounties can also get extremely large.

Spawns still feel pretty slim a lot of the time, even in the late level 60s. Maybe it's just me though.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: sotanaht on April 10, 2015, 09:00:16 PM
After I don't know how many hours playing, I have NEVER seen a Cathedral in any of my Nexerelin games.  I'm pretty sure I've seen every other ship from every mod I have installed (all the faction mods here except exegency), but the Cathedral has never shown up once.

Is it some kind of scripted ship that only shows up in special fleets in the SS+ game, and therefor not in Nexerelin, or am I just really unlucky?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: OOZ662 on April 10, 2015, 09:04:13 PM
I've never seen one outside of Missions either. I assume that's mostly its purpose.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Nanao-kun on April 10, 2015, 09:19:01 PM
I've seen it in SS+. Not sure if it's set up to spawn in Nexerelin in the first place.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Histidine on April 10, 2015, 09:24:21 PM
It only shows up in the superfleets the Church periodically sends to troll the Templars in Antioch, AFAIK. (so never in Nexerelin)

(incidentally, I'm planning on making a special all-ships-seller like the one in Scy)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: OOZ662 on April 10, 2015, 09:26:11 PM
I don't have the Templars, so that could be it. Though I have been considering them now that I stomp all the Vanillas with my BRDY fleet and like the Imperium too much to go attacking them. And now that the saves have been optimized to where I can have more than two factions.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Tartiflette on April 11, 2015, 12:01:40 AM
I don't have the Templars, so that could be it. Though I have been considering them now that I stomp all the Vanillas with my BRDY fleet and like the Imperium too much to go attacking them. And now that the saves have been optimized to where I can have more than two factions.
If you have memory troubles, you can also try to reactivate save compression in the settings. It used to help a bit.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: OOZ662 on April 11, 2015, 12:04:02 AM
I don't now that the saves aren't viciously bloated. ;D

Holy hell are the Templars are way out in the middle of nowhere. I don't think I'll ever have the fuel to get all the way over there and back considering Sindria only had like 260 public fuel the last time I checked it...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: bubicus on April 11, 2015, 01:24:55 PM
Hey there, I have problems getting this to run, starsector crashes with a Exception: Index: 0, Size: 0 error once it has finished loading. The log ends like this:

Code
48384 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any idea how to fix this?

I fixed this problem by installing the ShaderLib and LazyLib mods, which do not come with Starsector+ but are required.  
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: sleeper_service on April 11, 2015, 06:48:13 PM
Right, that those are required is event mentioned below the download link. :-[ Thanks for the hint, got it working now.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 12, 2015, 07:29:14 PM
Flux Dynamics doesn't appear to give +25% effect per vent/capacitor. Is it actually applied but not in the customization UI?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Midnight Kitsune on April 12, 2015, 09:37:19 PM
Flux Dynamics doesn't appear to give +25% effect per vent/capacitor. Is it actually applied but not in the customization UI?
Yep! Mouse over the OP bar for the real stats
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 13, 2015, 06:46:44 AM
Flux Dynamics doesn't appear to give +25% effect per vent/capacitor. Is it actually applied but not in the customization UI?
Yep! Mouse over the OP bar for the real stats
With that In mind, I have to suggest that the skill's tooltip should give that information.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Schwartz on April 14, 2015, 01:55:48 PM
The Beholder-class destroyer seems to be bugged. The little drones only use Tactical Laser, never the Burst PD they have equipped. Also they're constantly being recalled and deployed again if you set the ship on Autopilot. You only have to damage one of them. The way I see it, this could've been intended to even out the numbers if the pair on one side got destroyed and the other didn't?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Hellya on April 14, 2015, 02:00:25 PM
First, love the effort you and the other modders have put into this mod.

P9 colony group shows as SS+ compatible, yet the this mod does not show them. Would I be looking at balance issues if I use it?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 14, 2015, 04:55:17 PM
The Beholder-class destroyer seems to be bugged. The little drones only use Tactical Laser, never the Burst PD they have equipped. Also they're constantly being recalled and deployed again if you set the ship on Autopilot. You only have to damage one of them. The way I see it, this could've been intended to even out the numbers if the pair on one side got destroyed and the other didn't?

The burst PD faces rear and can't fire forward.  Also the AI in my experience tends to keep them deployed all the time.  If one gets destroyed they shuffle around because of how drones work, but that's about it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 15, 2015, 06:29:26 PM
Code
	"maxLogisticsPerPersonnel":0, # 0 for no capping by personnel
What does this config option do? I immediately assumed it to be how many points of logistics per extra crew. However, it is set to zero, which suggests that is not the case.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Midnight Kitsune on April 15, 2015, 11:53:51 PM
Code
	"maxLogisticsPerPersonnel":0, # 0 for no capping by personnel
What does this config option do? I immediately assumed it to be how many points of logistics per extra crew. However, it is set to zero, which suggests that is not the case.
No. It is a true/ false setting that controls wither or not you need one crew member per logistics point. IE if you have it set to 1 (true) then if you have 20 crew members in your fleet, then you would have 21 logistics (as you count as one crew member)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 16, 2015, 04:44:13 PM
Code
	"maxLogisticsPerPersonnel":0, # 0 for no capping by personnel
What does this config option do? I immediately assumed it to be how many points of logistics per extra crew. However, it is set to zero, which suggests that is not the case.
No. It is a true/ false setting that controls wither or not you need one crew member per logistics point. IE if you have it set to 1 (true) then if you have 20 crew members in your fleet, then you would have 21 logistics (as you count as one crew member)
Uh.
Meaning that if you had a hundred crew, you get a 101 logistic points?
Or, that you need 20 crew to support 21 logistic points?
Or, that each crew eats an entire logistic point, plus you yourself do as well?

~~
I suppose I should have asked if this was the mod that made it so that with 60 crew, I got an extra point of logistics.
~Extra crew grants bonuses to Logistics Rating and CR recovery
This suggests it might be. But I think that only refers to increasing CR maximum and regeneration rate, not logistics itself.

If this is correct, then is there a config option for it? Because 60 crew for one logistic point is, I think, enough to support 100 extra crew, minus cost for space. Meaning it probably gets you around +20% per group, as an estimate.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 16, 2015, 07:22:05 PM
The Extra Crew bonus is built-in.

"maxLogisticsPerPersonnel" is some miscellaneous unrelated thing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 16, 2015, 10:09:02 PM
The Extra Crew bonus is built-in.

"maxLogisticsPerPersonnel" is some miscellaneous unrelated thing.
In that case, I would like more of a clarification on how the maxLogisticsPerPersonnel works.

Also, a suggestion for a config option for Extra Crew Bonus.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Midnight Kitsune on April 16, 2015, 10:42:16 PM
The Extra Crew bonus is built-in.
"maxLogisticsPerPersonnel" is some miscellaneous unrelated thing.
In that case, I would like more of a clarification on how the maxLogisticsPerPersonnel works.
Also, a suggestion for a config option for Extra Crew Bonus.
Each crew member provides one point of Logistics when this is turned on, up to the maximum amount.
Examples:
Max logistics 20, 10 crew and this setting on = a maximum of 11 logistics points available
Max logistics 20, 20 crew and this setting on = a maximum of 20 logistics points available
Max logistics 20, 30 crew and this setting on = a maximum of 20 logistics points available
Max logistics 20, 10 crew and this setting off = a maximum of 20 logistics points available
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 17, 2015, 07:31:39 AM
I would note that that kinda seems pointless, seeing as generally any ship uses far more crew than logistic points.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Unfolder on April 18, 2015, 11:29:58 AM
I'm noticing the vindictive autogun does not replicate in the omnifactory, although omnifactory is not apart of SS+, I'm posting it here in the event that there is some cross mod bug.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 18, 2015, 01:00:07 PM
That has nothing to do with SS+ in either case and is unrelated to any bugs.  Exigency ships and weapons cannot be replicated in the Omnifactory; this is intentional.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Unfolder on April 18, 2015, 07:42:09 PM
Typical :/ I suppose the templar weapons are that way to?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 18, 2015, 08:07:53 PM
Yes.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: shingekinolinus on April 19, 2015, 12:53:35 AM
for the guys who made the arcade mode
I'm making a flash game about space exploration, and I'm really bad at designing ships

Is it OK if I "borrow" some designs of the game boss?
I won't be using the sprites, but I'll probably make a vector which greatly resembles the Zero last cruizer, is this OK with you guys?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 19, 2015, 01:05:24 AM
Oberon: You have to ask Zudgemud and HELMUT.  If you're using just the outline, you don't have to ask HELMUT, only Zudgemud.
Ultron: You have to ask Zudgemud and HELMUT.  If you're using just the outline, you don't have to ask HELMUT, only Zudgemud.
Zeus: No.
Ezekiel: You have to ask HELMUT.
Cristarium: You have to ask HELMUT.
Helios: No.
Zero: You have to ask Sundog and HELMUT.  If you're using just the outline, you don't have to ask HELMUT, only Sundog.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Tommy on April 19, 2015, 05:53:50 AM
Dark's answers always make me feel inadequate. Indifferent to what/who you're replying, you're always complete and insightful even if this wasn't even remotely close to what the initial question was.

This probably is a testament to the completeness and carefulness you design your mods with as well as probably everything else you achieve in general.

PS: Yes, I went there. Thanks!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Ranakastrasz on April 19, 2015, 01:53:40 PM
Typical :/ I suppose the templar weapons are that way to?

In the Templar's case at least, you can go into the mod data, and find the Omnifactory Folder. There is a Spreadsheet file which has the excluded weapons and ships. You can probably edit that file if you want to cheat and allow it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: r4plez on April 19, 2015, 02:14:13 PM
Hello, i recently had to reinstall game, and after adding this mod Starsector+ 2.7.6 game is crashing on loading..

I have replaced jre folder with jre1.8.0_25, changed it's name to jre also increased mem to 2gigs in bat file like in this: http://fractalsoftworks.com/forum/index.php?topic=8726.0;wap2

I'am getting error Fatal: Index:0, Size:0

This is my log file: http://www.gamefront.com/files/24951833/starsector.7z

Game without mod is running fine..

EDIT: Game is working now - i have just forgot to dl Shader&lazy libs - This is what you get when you in a hurry to play game  :o
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 19, 2015, 03:20:36 PM
Dark's answers always make me feel inadequate. Indifferent to what/who you're replying, you're always complete and insightful even if this wasn't even remotely close to what the initial question was.

This probably is a testament to the completeness and carefulness you design your mods with as well as probably everything else you achieve in general.

PS: Yes, I went there. Thanks!

The worst thing is to ask a question and never get a reply, so I endeavor to respond to everyone and everything if I can.


Hello, i recently had to reinstall game, and after adding this mod Starsector+ 2.7.6 game is crashing on loading..

I have replaced jre folder with jre1.8.0_25, changed it's name to jre also increased mem to 2gigs in bat file like in this: http://fractalsoftworks.com/forum/index.php?topic=8726.0;wap2

I'am getting error Fatal: Index:0, Size:0

This is my log file: http://www.gamefront.com/files/24951833/starsector.7z

Game without mod is running fine..

EDIT: Game is working now - i have just forgot to dl Shader&lazy libs - This is what you get when you in a hurry to play game  :o

Glad you worked it out!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: MesoTroniK on April 19, 2015, 04:03:04 PM
Typical :/ I suppose the templar weapons are that way to?

In the Templar's case at least, you can go into the mod data, and find the Omnifactory Folder. There is a Spreadsheet file which has the excluded weapons and ships. You can probably edit that file if you want to cheat and allow it.

Same for any mod that restricts goods at the OmniFactory.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Midnight Kitsune on April 19, 2015, 07:21:52 PM
Typical :/ I suppose the templar weapons are that way to?
In the Templar's case at least, you can go into the mod data, and find the Omnifactory Folder. There is a Spreadsheet file which has the excluded weapons and ships. You can probably edit that file if you want to cheat and allow it.
Same for any mod that restricts goods at the OmniFactory.
And if you want to flat out remove all restrictions, you can set "ignoreGoodRestrictions":false to "ignoreGoodRestrictions":true. It is located in mods\Omnifactory\data\config\omnifactory\omnifac_settings.json
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Thaago on April 25, 2015, 05:49:43 PM
Quick balance feedback:

I have found that I can only play with the ion torpedo's hit effect turned off. I'm not sure what other people's experience is with it, but I find that giving hard flux on a hull hit is gamebreaking. The AI can't deal with it at all, either.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: ValkyriaL on April 26, 2015, 02:14:48 AM
there are a few weapons that do this, can't name them all of the top of my head, buta few would be ion torpedo, tachyon lance, phase lance, ballista LRM launcher(the big yellow one), and so on. and the AI does indeed have problems dealing with it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 26, 2015, 04:10:44 AM
As far as I am aware, the only weapons/systems that do this are Ion Torpedo, Tachyon Lance, Secace Cannon, Galatine Heavy Cannon, Arondight Accelerator, Excalibur Drive, and Priwen Burst Shield.

For the Ion Torpedo, the AI will try to defend with a shield if at all possible, nullifying the issue.  I'm nerfing the flux anyway, though.  Tachyon Lance is in a similar boat: it's simply not hard-hitting enough to actually make much of a difference.

The Templar weapons do mess with the AI a bit, but that's hardly the only thing they're guilty of.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Thaago on April 26, 2015, 09:14:47 PM
Perhaps I'm using an old version? I'm tooling around in a Paragon with dual front Tachyons, and they are pretty much an "I Win" button against any enemy with high flux. Being able to force overloads, even when their shields are down, is crazy crazy good.

I am enjoying many of the other weapon tweaks though - I don't mean to sound too negative :P. Just my opinion on this one thing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 26, 2015, 11:20:22 PM
If even one thing is worse than the original, the mod is a failure because it's no longer an enhancement.  That said, the Tachyon Lance had erroneously high flux damage, so instead I'll just remove the mechanic from that weapon.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Schwartz on April 27, 2015, 12:02:03 AM
If even one thing is worse than the original, the mod is a failure because it's no longer an enhancement.

In that case, you might wanna look at the Mjolnir again. In vanilla it now gets infinite ammo while SS+ Mjolnir is crippled by a charge counter that makes it weak in prolonged firefights.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Unfolder on April 28, 2015, 12:44:37 PM
I'm noticing a lot of the carriers don't seem to behave like carriers, like that blue box. These are classified as "combat carriers" or something and when you give them a waypoint it comes up as rally combat group (or something) rather than rally carrier. Working as intended? Personally, I much prefer carriers to stay out of combat, even those that are supposedly heavily armed, because they always end up getting blown up regardless of their guns, which of course screws up battle plans. This is true even if their rally point is set way, I mean WAAAY back from the front, like, 2500 spaces. The blue box carrier with a speed of 5 in particular is awful, I watch in horror as I give it a position and it streches out it's little arrow halfway across the battlespace :/
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Dark.Revenant on April 28, 2015, 03:24:56 PM
You can actually make the combat carriers rally anywhere you like by selecting them and then right clicking where you want them to go.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: MesoTroniK on April 28, 2015, 04:15:55 PM
I'm noticing a lot of the carriers don't seem to behave like carriers, like that blue box. These are classified as "combat carriers" or something and when you give them a waypoint it comes up as rally combat group (or something) rather than rally carrier. Working as intended? Personally, I much prefer carriers to stay out of combat, even those that are supposedly heavily armed, because they always end up getting blown up regardless of their guns, which of course screws up battle plans. This is true even if their rally point is set way, I mean WAAAY back from the front, like, 2500 spaces. The blue box carrier with a speed of 5 in particular is awful, I watch in horror as I give it a position and it streches out it's little arrow halfway across the battlespace :/

I am curious what ship you are referring to exactly, but Dark.Revenant did explain you can rally a combat carrier anyways.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Nanao-kun on April 28, 2015, 04:43:18 PM
I'm noticing a lot of the carriers don't seem to behave like carriers, like that blue box. These are classified as "combat carriers" or something and when you give them a waypoint it comes up as rally combat group (or something) rather than rally carrier. Working as intended? Personally, I much prefer carriers to stay out of combat, even those that are supposedly heavily armed, because they always end up getting blown up regardless of their guns, which of course screws up battle plans. This is true even if their rally point is set way, I mean WAAAY back from the front, like, 2500 spaces. The blue box carrier with a speed of 5 in particular is awful, I watch in horror as I give it a position and it streches out it's little arrow halfway across the battlespace :/
The blue what?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Unfolder on April 29, 2015, 08:44:01 AM
The blue what?
I think it's called a copperhead, it literally looks like a blue box with some engines stuck on, burn 5 I think, with one flight deck.

You can actually make the combat carriers rally anywhere you like by selecting them and then right clicking where you want them to go.

Right, but my question is, do these combat carriers have the same carrier AI as the more conventional carriers? In my experience, the "rally combat group" carriers are more aggressive than the than "rally carrier" carriers and subsequently tend to die or get mauled more. Even if you rally them far away, they tend to surge toward a fight once they reach their rally point, if not before.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Nanao-kun on April 29, 2015, 09:32:34 AM
I think it's called a copperhead, it literally looks like a blue box with some engines stuck on, burn 5 I think, with one flight deck.
Oh, the one from ASP Syndicate.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Cycerin on April 29, 2015, 10:25:51 AM
If you want your flight decks to stay out of the way, get a dedicated carrier, not a combat carrier. Combat carriers spend extra FP on muscle and defensive ability, normal carriers tend to pump everything into their flight decks and out-of-combat stats.

Note that you can still get a combat carrier to stay entirely out of harm's way with a little micromanagement.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Unfolder on April 29, 2015, 12:14:12 PM
If you want your flight decks to stay out of the way, get a dedicated carrier, not a combat carrier.

Is there any way from the ship data to distinguish which carriers are actually carrier-carriers and which are battleships with flight decks? With all the different mod verniculars there's no consistent way to tell which AI the carrier ship uses from its name (light-carrier/combat-carrier/assault-carrier/laser carrier/phantom carrier/drunken carrier)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: orost on April 29, 2015, 12:53:12 PM
Dedicated carriers have the CARRIER flag in their entry in the ship_data.csv file, but I think there's no way to see that in-game. There probably should be.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
Post by: Cycerin on April 29, 2015, 08:41:32 PM
If a ship's designation is Carrier its pretty likely it also has the CARRIER flag, whereas flight deck-enabled ships that are called something else tend to not have it. Eg. Venture (no flag): "Cruiser", Odyssey (no flag) "Battlecruiser". On the other hand, Heron "Fast Carrier" (flag) - Condor "Light Carrier" (flag), although there are exceptions.

I've been trying to make it a bit transparent in BRDY by calling the Convergence a Combat Carrier and the Knight simply a Cruiser. Dedicated carriers should be named Light Carrier, Carrier, Heavy Carrier, Supercarrier or whatever. Combat Carriers should not have carrier in the designation unless its just "Combat Carrier".
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Dark.Revenant on April 30, 2015, 12:57:43 AM
LET THERE BE SCY!

Also, the OP has a donation link (as do my other main mods), if you feel so inclined.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?93r87jozn1s53gi)

Download Starsector+ 2.8 (https://www.mediafire.com/?93r87jozn1s53gi)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.8.zip)
- or -
Download Starsector+ 2.8 (No Music) (https://www.mediafire.com/?jos155hql5acdg8)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.8.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Interstellar Imperium 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
Download The Knights Templar 0.9.4d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download SCY Nation 0.91 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (New!)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Optional Mods
Nexerelin 0.3.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.8
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Nanao-kun on April 30, 2015, 11:48:28 AM
Donated 5 USD. (Also donated 5 USD to Cycerin a couple of days back too. :P)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Tartiflette on April 30, 2015, 04:54:56 PM
Nanao, I don't really care who you give to, you are one damn nice player! The kind I mod for.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Nanao-kun on April 30, 2015, 05:07:13 PM
Nanao, I don't really care who you give to, you are one damn nice player! The kind I mod for.
I'd have donated to you too, but I didn't see a button for it in your thread.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Thaago on April 30, 2015, 06:47:22 PM
I apologize if this has been covered before, but are there any AI changes that SS+ does? I ask because I have noticed that frigates tend to suicide very often, and I don't see that behavior in vanilla. I'm also just one data point, so I could just be playing differently and only seeing it now. Or could also just be that missile weapons are more effective here, so frigates get tagged more often.

By the way - I just picked up a Vanguard class destroyer - really nice job on it. Very fun to fly but not at all overpowered. I'm using double railgun and a Hellbore to good effect against pirates.

[Edit] Ah - I think I figured it out. Its the same thing that came up a bit in the tournament you did: the flux venting logic! In particular I just watched a frigate at half flux vent with a lot of incoming projectiles and eat a ton of damage it didn't have to.

[Double edit] Also just made a cruiser eat shots from the Hellbore on my Vanguard - it didn't raise the shield to block at all. I was technically out of range, but the projectile keeps moving far enough that the shots were still very powerful. I had a frigate on the other side of it harassing, but it didn't raise shields against it either and its damage potential was far less than the hellbore.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Dark.Revenant on April 30, 2015, 08:05:42 PM
I apologize if this has been covered before, but are there any AI changes that SS+ does? I ask because I have noticed that frigates tend to suicide very often, and I don't see that behavior in vanilla. I'm also just one data point, so I could just be playing differently and only seeing it now. Or could also just be that missile weapons are more effective here, so frigates get tagged more often.

By the way - I just picked up a Vanguard class destroyer - really nice job on it. Very fun to fly but not at all overpowered. I'm using double railgun and a Hellbore to good effect against pirates.

[Edit] Ah - I think I figured it out. Its the same thing that came up a bit in the tournament you did: the flux venting logic! In particular I just watched a frigate at half flux vent with a lot of incoming projectiles and eat a ton of damage it didn't have to.

[Double edit] Also just made a cruiser eat shots from the Hellbore on my Vanguard - it didn't raise the shield to block at all. I was technically out of range, but the projectile keeps moving far enough that the shots were still very powerful. I had a frigate on the other side of it harassing, but it didn't raise shields against it either and its damage potential was far less than the hellbore.

Are you sure that cruiser even had a shield at all?  On occasion, you might find one with Shield Bypass.


Also, the venting AI is the worst decision I ever made.  Because any and all AI problems in the entire game are now automatically my fault.  One particular one-off case where a ship vents too aggressively?  I'm an automatic failure, even though the vent AI improves the AI performance in most situations.

I'll make fragile ships less willing to take hits, though.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Thaago on April 30, 2015, 08:56:09 PM
Well I wouldn't call you a failure - this is an impressive mod that does a whooole lot of things right :). I'm just trying to be helpful and point out areas where I see problems. I suppose you could revert to vanilla AI and see how it does though - I have no idea if it can handle things like Templar ships though, as they "break" a lot of vanilla rules.

Re: shield - ah, that may be it! I can't check now, but its pretty likely that was a shieldless variant. I suppose I was in "bug hunt" mode and didn't check the loadout.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: ValkyriaL on May 01, 2015, 01:16:55 AM
while it has problems, it fixes more than it creates, for example it has removed the "never vent" issiue where a ship would run its flux up, then run backwards and never vent because he isn't far enough from his enemy to safely do it and he isn't fast enough either to get away from it, resulting in him overloading and dying in a fight where he would clearly have won, extremely frustrating to watch.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Tartiflette on May 01, 2015, 01:36:49 AM
I suppose you could revert to vanilla AI and see how it does though
It has been done and the win ratio between SS+ venting VS vanilla venting was mostly 10 - 0. Vanilla almost never vent and either overload or stay there taking hits while unable to fire much. Also most of the time a ship destroyed because it vent at the "wrong time" would have been destroyed a few seconds later anyway once it would have been overloaded.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Thaago on May 01, 2015, 08:14:30 AM
Fair enough! Like I said, sorry if this has come up before :). I'm a little surprised to hear about the vanilla problem though as I play a lot of vanilla and don't see it - but I like large fleet battles where that kind of thing is harder to see, so I'm not too surprised. I pretty much never do one on one fights. I think I build my ships with that vanilla venting in mind without even realizing it though - my frigates and destroyers always had max vents and always had unstable injectors/augmented engines so that they could get away to vent.

Would it be possible for the AI to check to see if it is fast enough to get away - use the more defensive venting if it is, the less if not? Could be too complicated, but it might solve the "suicide frigate" issue.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Dark.Revenant on May 01, 2015, 08:29:04 AM
The AI does check to see that it's fast enough to get away.  The problem is probably related to incoming damage calculation, most likely not looking far enough outward or something.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Thaago on May 01, 2015, 08:40:03 AM
It might be - I played around a little more last night and the main problem seems to be missiles? Hard for me to see really. I'll report back if I get a case I can reproduce easily in the sim.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: doofball13 on May 04, 2015, 02:22:10 AM
Quick question- Exactly how is the extra crew's contribution to maximum logistics capacity calculated? Is it a small amount per extra crew member, dependent on their skill level? Is it the ratio of excess elite/veteran crew against the # of the same skill level in use?

Some of the mods I'm playing with seem to have ships that don't play nice with whatever system is used here. Not your fault- both mods (Diable Avionics and Neutrino Corp) just seem to break the formula a little with certain ships. The DA's Vapor, for example, has a very low logistics cost- only 0.5. Slap additional crew quarters on that baby, buy it in bulk, and- as long as you can deal with the extra crew's upkeep in supplies- your fleet can support a ridiculous number of ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Dark.Revenant on May 04, 2015, 07:44:09 AM
Yeah, Diable and Neutrino have bizarrely low supplies/day for each ship.  In any case, 100 green crew gives you 1.4 logistics capacity, regular gives 1.65, veteran gives 1.85, and elites give 2.  As a result, each 100 green crew is a net +0.4 logistics capacity, regular is +0.65, veteran is +0.85, and elite is +1.  The excess crew is always taken from the bottom of your pool; if you have 300 elite, 300 green, and 400 skeleton crew, you have 200 green excess.

This is normally enough to boost up fleet size to 125 or something, at the cost of doubling (or worse) your daily upkeep costs.

Vapor is 0.75 logistics last time I saw, and has 15/30 crew.  As a result, if you have lots of elite crew, you can get a Vapor for the net cost of about 0.6 logistics rating.  A whole fleet of those alone would be about 165 ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Nanao-kun on May 04, 2015, 11:10:13 AM
Wait, what's this about crew? They give extra logistics points?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: doofball13 on May 04, 2015, 03:50:06 PM
Vapor is 0.75 logistics last time I saw, and has 15/30 crew.  As a result, if you have lots of elite crew, you can get a Vapor for the net cost of about 0.6 logistics rating.  A whole fleet of those alone would be about 165 ships.

Maybe I'm playing an older DA version then, it is at 0.5 for me. Anyway, that doesn't take into account the additional crew quarters hullmod- which gives every vapor 20 extra crew capacity. So each vapor is 15/50 crew, or 35 excess elite crew, which means -.35 logistics cost... in my older version every Vapor with a logistics cost of 0.5 can (At a huge supply/day cost) be reduced to 0.15 logistics cost. A whole fleet of those would be *gasp* 666 ships, would it not?

Even in the updated DA with a Vapor that costs 0.75 logistics, that could be reduced to 0.4 logistics, which is a 250 ship fleet of Vapors.

And, oh man, that also isn't taking into account the Leadership skill that reduces the skeleton crew requirements of all ships. Both those numbers could be even bigger, potentially, with a high-level player commanding the fleet.

Thank god there is a deployment limit for battles or I would totally trash my laptop deploying thousands of frigates at once, just to see it happen.

TL:DR for anyone trying to min-max fleet logistics in SS+;
A ship's actual, net logistics cost can be reduced by buying tons of extra elite crew. Every ship's actual minimum logistics cost can be calculated like this:

(Listed Logistics) - ((Max Crew +20/40/60/100 with Additional Crew Quarters hullmod, based on ship class) - (Minimum or Skeleton Crew, can be reduced to 0.6 normal value with player skills))

Keep in mind this involves buying a crapton of excess elite crew (Which costs quite a bit) and dealing with the associated supply upkeep cost. That's 1 extra supply per day per 100 crew, in addition to using a ton of supplies whenever the legions of ships in your fleet need to recover CR.

...

As an example of this formula in action, I'm gonna compare the potential minimum logistics cost of one Castle-class Cruiser vs. two Rook-class ships. (For the player looking to get the most effect out of Mobile Headquarters/ Mobile Ressuplier at the minimum logistics cost.)

A Castle-class cruiser has 300 max crew and 150 skeleton crew, with a 10.0 logistics cost, by default. With the player invested fully into Command Experience, they can reduce the skeleton crew to 150 * 0.6 = 90 skeleton crew. The maximum crew can be increased to 360 with the Additional Crew Quarters hullmod. That ends up being 360 - 90 = 270 potential excess crew. Fill it up with all elite crew, and you have -2.7 logistics cost, for a total of:
7.3 logistics cost
3.6 supplies/ day for crew upkeep
And one Mobile Headquarters.

In order to match that one Mobile Headquarters, you'd need two Rook- class frigates with Mobile Resupplier. A single Rook has 100 max crew and 75 skeleton crew required by default. With the same player skill and Additional Crew Quarters hullmod, that can be changed to 140 max crew and 75*0.6= 45 skeleton crew required. That's 95 potential excess crew capacity, or -.95 logistics cost. Fill it up with elites, then buy a second Rook and do the same to it, and you have:

8.1 logistics cost
2.4 supplies/ day for crew upkeep
2x Mobile Resupplier (The equivalent of of one Mobile Headquarters.)

So, a single Castle has a lower logistics footprint, but two Rooks have higher burn levels, less supplies/day, and the same stats for CR recovery support and flight decks.

Edit: Fixed some numbers
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Halatza on May 14, 2015, 03:14:29 PM
Hey, firstly, I LOVE your work. But, I'm having a problem that I was hoping you could solve. I've updated SS+, but only some of the factions are showing up in-game. Junkpirates, Citadel, Shadowyards, just aren't spawning/allowing me to choose them. As of now, the only ones that I can choose when starting a new game are Luddic, Hedgemony, Tri-Tach, Independant, and Pirates. Have I done something wrong ? I've updated SS+ as well as made sure the factions are updated. Keep up the good work.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Dark.Revenant on May 14, 2015, 03:42:35 PM
Those are the default SS+ starting options.  There are currently no plans to expand these to include other factions.  Generally, faction starts are a Nexerelin feature.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Halatza on May 14, 2015, 06:38:09 PM
Thanks for the reply. They weren't even in the game at all until I realized....it had been so long since I installed new mods that I forgot to turn them on in the starter...DOH ! :P
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Rap1d on May 16, 2015, 09:14:40 AM
Hello!

I can't seem to get this mod to work. I can run the base game just fine, and when I checkmark  just the lazylib/shaderlib mod I have no problem running the game, but when I try to run Starsector+, I get this error:


http://imgur.com/sCZOzGz


These are the last lines of the log file:

Spoiler
16121 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at sound.K.<init>(Unknown Source)
   at sound.public.<init>(Unknown Source)
   at sound.OooO.super(Unknown Source)
   at sound.OooO.super(Unknown Source)
   at com.fs.starfarer.loading.OO0O.?00000(Unknown Source)
   at com.fs.starfarer.loading.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.do(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.void.o00000(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Just to make sure, here is the whole log file.

http://ge.tt/97zgJTG2/v/0


I'd love to get this mod to work, I'd really appreciate if someone could help me out. By the way the error has a java icon in the windows taskbar in the bottom. I am running an up to date genuine windows 7 on like a 5 year old sony notebook. If it is any help, I can't get other mods to work either - tried nexerlin to no avail.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Schwartz on May 16, 2015, 09:20:38 AM
Update your game.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Rap1d on May 16, 2015, 09:37:10 AM
Quote
Update your game.

I'm using 0.65.2a downloaded from http://fractalsoftworks.com/preorder/ . I had an older version before but I deleted it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: SpaceRiceBowl on May 16, 2015, 03:08:47 PM
Redownload it from here
http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Ahne on May 17, 2015, 07:32:29 AM
Hello guys, i have played SS+ with nexerelin mod for many hours now and i have only one major complain, the few few logistic points available for the fleet. Even if i go full leadership (it shouldn't be necessary to do that only to be able to build up a bigger fleet), it's simply not enough logistic points to even build a fleet thats capable of fighting a 30+ combat enemy fleet without getting rekt most of your own fleet. How im supposed to engage the crazy big grand invasion fleets or even way smaller fleets without an proper amount of logistic points available? I hope the next version will increase the basic logistic points to a greater extend or on a "level-up basis" for example 1 extra logistic point per level. The Leadership tree should just boost the already good amount of available logistic points to a maximum instead of poorly reach only the minimun of a good CR combat fleet.

Greetings
Ahne
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Tartiflette on May 17, 2015, 08:12:08 AM
You can expand your fleet far above the 100 points limit by having a lot of extra crew (especially elite ones) and accepting a lowered max CR. With maxed Logistic you can fairly easily get a 150/175FP fleet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Ahne on May 17, 2015, 08:35:16 AM
Can you explain that a little bit? I just need more crew to increase the logistic points? How does that makes sense, i mean crew in general should use logistic points instead of giving me free logistic points to spend on ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Tartiflette on May 17, 2015, 09:27:17 AM
Oh they will consume more too and take their salary too, but you can also imagine having more extra crew will make the fleet slightly more efficient thus bigger.

In any case, 100 green crew gives you 1.4 logistics capacity, regular gives 1.65, veteran gives 1.85, and elites give 2.  As a result, each 100 green crew is a net +0.4 logistics capacity, regular is +0.65, veteran is +0.85, and elite is +1.  The excess crew is always taken from the bottom of your pool; if you have 300 elite, 300 green, and 400 skeleton crew, you have 200 green excess.

This is normally enough to boost up fleet size to 125 or something, at the cost of doubling (or worse) your daily upkeep costs.

On top of that you got skills that increase the max CR of all your ships, so you can increase your fleet further.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Ahne on May 17, 2015, 09:41:14 AM
Ok i will keep that in mind, thx! Anyway, is there a way how i can mod/change that i get +1 logistic point for every level i gain? I would really enjoy that change!
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on May 17, 2015, 06:32:11 PM
General improvement update, including new sounds, better balance, improved visuals, etc.  Saves might remain compatible, but I didn't really check.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?4iqs36qcrhcp0li)

Download Starsector+ 2.8.1 (https://www.mediafire.com/?4iqs36qcrhcp0li)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.8.1.zip)
- or -
Download Starsector+ 2.8.1 (No Music) (https://www.mediafire.com/?xc42h8tyiiqies2)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.8.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Download Interstellar Imperium 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.4e (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download SCY Nation 0.92b (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)

Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Optional Mods
Nexerelin 0.3.8b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.8.1
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: cpmartins on May 17, 2015, 07:22:26 PM
Excelent! I was just waiting for a new excuse to start a new playthrough. Thanks for your efforts man.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Xanderzoo on May 17, 2015, 08:56:17 PM
Huh... I updated to this new version and the explosions don't look any different. What exactly did you change?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on May 17, 2015, 09:56:37 PM
There is a very brief but large flash when the ship explodes.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
Post by: Rap1d on May 18, 2015, 06:45:24 AM
Redownload it from here
http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/


Thanks a ton, it worked!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Ahne on May 18, 2015, 07:02:53 AM
Is there a way to mod/change to get +1 logistic point for every level up?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Creepin on May 18, 2015, 11:01:54 AM
Ahne, I believe what you need is located in starsector/starsector-core/data/characters/skills/scripts/SkillData.java
Open it with notepad, search for the entries with "logistics" in them and edit.

Upd: actually, I've found a better way: there's commented out and thus disabled skill, Coordinated maneuvers, in starsector\mods\Starsector Plus\data\characters\skills\skill_data.csv
Open it with notepad, search for the entry started with #coordinated_maneuvers and remove #. It will give you 10 logistics point without feeling cheating like option above :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Ahne on May 18, 2015, 01:05:01 PM
thx for the info, i will try that.

By the way i don't call it "cheating" only because i want to get a more smooth gameplay experience and to outplay the fact that you currently have to spend massive amounts of skill/ability points into leadership only to be able to create "normal" sized fleet to engage bigger fleets properly.

greetings
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Blaank on May 26, 2015, 02:33:35 PM
I'm looking to disable the crew pay thing.  Where would the variable for that be stored?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on May 26, 2015, 05:51:04 PM
You will have to pull apart and rebuild the .jar for that.  The script for crew payment is mainly an event class that contains the crew payment logic.  The fastest way of preventing the event from starting is to comment out the lines that instance it in the mod plugin script.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Ali on June 02, 2015, 09:56:38 AM
Really enjoyin SS+  ;D

Any chance the Sunder (U) can be boosted a bit more over the vanilla Sunder? For an upgraded / ultra version it doesn't seem to have much stat difference :-\

Otherwise great so far although still alot of ships to try out  :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Nanao-kun on June 02, 2015, 11:24:42 AM
So I was looking through the codex, and noticed a bunch of modded versions of ships. I didn't realize these even existed in the mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Toxcity on June 02, 2015, 03:08:05 PM
Any chance the Sunder (U) can be boosted a bit more over the vanilla Sunder? For an upgraded / ultra version it doesn't seem to have much stat difference :-\

I honestly think that the Sunder (U) is more of a downgrade, considering you're sacrificing the small ballistics (and better shield killing ability) of the Sunder for energy mounts, which only offer the benefit of using burst PD for better point defense imo.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 02, 2015, 03:40:21 PM
You get the benefit of the HEF system with those slots, allpwimg you to stick stuff like antimatter blasters there while using all three larger slots for low-flux-cost support.  In 0.7 they will be hybrid slots anyway, giving you the best of both worlds.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Nanao-kun on June 02, 2015, 05:03:10 PM
You get the benefit of the HEF system with those slots, allpwimg you to stick stuff like antimatter blasters there while using all three larger slots for low-flux-cost support.  In 0.7 they will be hybrid slots anyway, giving you the best of both worlds.
Wait, hybrid slots for 0.7? As in ballistic and energy and no missiles?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on June 02, 2015, 05:49:51 PM
You get the benefit of the HEF system with those slots, allpwimg you to stick stuff like antimatter blasters there while using all three larger slots for low-flux-cost support.  In 0.7 they will be hybrid slots anyway, giving you the best of both worlds.
Wait, hybrid slots for 0.7? As in ballistic and energy and no missiles?
Yep, Alex is adding in a hybrid slot that won't allow missiles. This will help balance certain mods that use universals so much
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Toxcity on June 02, 2015, 06:04:10 PM
I thought he just meant universals. Where did you get that information?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on June 02, 2015, 06:14:43 PM
I thought he just meant universals. Where did you get that information?
One of the members in the modding chat PM'ed Alex about it and I'm pretty sure he said yes
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Histidine on June 11, 2015, 06:40:49 AM
The crew tooltips still say higher level crew give a larger logistics bonus.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: TheHengeProphet on June 11, 2015, 08:32:56 PM
Is the Excelsior's phase cloak supposed to have a default flux cost of -1250?  That thing dumps flux so fast that it is literally impossible to gain flux, making its weapons and abilities useless, while also leaving it completely defenseless, as it needs built flux to cloak.

I was wondering why it was so easy to take these things out, and now that I have one, it's rather disappointing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 11, 2015, 08:59:37 PM
The phase cloak dramatically increases speed, lets it dodge, and also repairs it.  For building flux you want to use your ship system.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: HELMUT on June 12, 2015, 10:24:16 AM
The Excelsior is also outrageously unforgiving to fly but once you know how the beast works, it can be pretty nasty.

It's not very good early game because the enemies you'll fight won't have enough firepower to power your system. Later in the game however, you can use it as a support ship that can "swallow" enemy shots that would otherwise hit your allies. You can nullify entire volley of missiles in a single click and use the flux to regenerate/fire at your target.

Beware of the flux indigestion though, overloading will damage you... And very likely kill you.

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: TheHengeProphet on June 12, 2015, 11:19:07 AM
Ah, so it's meant to be ridiculous and impractical.  Spiffy! [I realize this sounds mean, but I don't mean it that way.  I don't like how the thing works, sure, but just because something is impractical and ridiculous doesn't mean it isn't good.]

I was also curious, but forgot to ask, is it impossible to find a victory class at any station or planet?  I seem to only find them via being ships in bounties, and capture rates are... not good. [Okay, I found one, but these things are more rare than Excelsiors.]

[All edits are in brackets.]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: ToxicToothpick on June 17, 2015, 02:07:57 PM
I'm tempted to nab this mod, but the crew pay bit really made me wary.

I want the new ships, the new areas, the new factions. More stuff to do is always awesome!
Buuut I have enough things slowly wittling away at my funding as it is, and I don't need another one to worry about.
I like the think of the buy cost of Crew to be their pay. You buy them for 300 Credits, that being a sort of 'down payment' on their future pay.
It is slightly less realistic but I don't need more to worry about.

I really really want that bit Cathedral ship though.
I have a decked out Paragon that flattens everything in the vanilla, and wouldn't mind another step up I could take.

But that crew pay...
Scares me off too much.

Any chance of adding some sort of editable ini to turn off certain features people might not enjoy?
I am not familiar with Starsector modding, so I don't know if it's possible, but it would be nice.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Tartiflette on June 17, 2015, 02:32:03 PM
You can already disable it but frankly, crew isn't very expensive. It's more for flavor than a constraint, it only forces you to always have a little cash left at all times.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: orost on June 17, 2015, 07:26:43 PM
The crew pay works out to something like 0.5% of your total expenses. Don't be scared of it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: spartan117pr on June 17, 2015, 07:56:06 PM
I just noticed that I am not getting bounties being placed on me.  I am using nexerelin with a bunch of factions not supported by ss+.  Does that only work if I am a faction that is supported?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 17, 2015, 10:16:37 PM
Player bounties are disabled in Nexerelin for various reasons.  This is intentional; not every SS+ feature is active in Nexerelin.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: spartan117pr on June 18, 2015, 02:24:32 AM
Ah ok gotcha. Thanks Dark. ;D
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: ToxicToothpick on June 18, 2015, 09:14:30 PM
I keep getting an error saying that the game can't find "portrait24.png".

I installed Starsector+ and well as *every* faction mod, but I can't see anywhere it says what mod it was trying to load when it failed.
Is there a common fix for this?

I tried copy + pasting one of the other portraits and renaming it to portrait24, but then I got one that said "urban02" was missing, and making one of those made it lack "urban00", at which point I realized that I was having to 'band-aid' too much and  I should probably just find out what the actual issue is.

I have ShaderLib, and LazyLib installed.
MusicLib I have too, but I need to disable it or I get another error ("Fatal Index:0 Line:0") which is another matter entirely.

 
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 18, 2015, 09:25:05 PM
You need to update Starsector.  Also, factions that aren't listed in the front page of this thread are not guaranteed to work.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: ToxicToothpick on June 18, 2015, 11:06:09 PM
You need to update Starsector.  Also, factions that aren't listed in the front page of this thread are not guaranteed to work.

 Oh, yeah, weird.
 There hasn't even been an update since I first started playing, yet I was a couple versions behind.

 Not really sure how that happened...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on June 18, 2015, 11:09:39 PM
You need to update Starsector.  Also, factions that aren't listed in the front page of this thread are not guaranteed to work.
Oh, yeah, weird.
 There hasn't even been an update since I first started playing, yet I was a couple versions behind.
 Not really sure how that happened...
SS doesn't have an auto update feature and sometimes releases are bug fixes that are labeled as RC
If you want to always make sure you SS version (and other mods versions as well) is always up to date, get version checker! Link: http://fractalsoftworks.com/forum/index.php?topic=8181
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Wild Card on June 19, 2015, 07:30:44 AM
Hello. Just wanted to drop by and say thank you for the great mod! :) it really does add a lot to vanilla SS and the ships this mod introduces feel like they really belong in the game. if the game from vanilla came packed with this mod i would not be able to tell that this was a mod or not. Great job :)
I have one question on the more technical side of things: I have 4gigs of ram i did all the instructions in the op and i can not have more than SS+ mod active or the game will not start. I set the limit from 1 to 4 GB

The only way i could make SS+ and Junk pirates work was to lower my resolution to 1600x1200.

Is this normal or because of my limited ram or am i messing something up ?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on June 19, 2015, 10:16:01 AM
Hello. Just wanted to drop by and say thank you for the great mod! :) it really does add a lot to vanilla SS and the ships this mod introduces feel like they really belong in the game. if the game from vanilla came packed with this mod i would not be able to tell that this was a mod or not. Great job :)
I have one question on the more technical side of things: I have 4gigs of ram i did all the instructions in the op and i can not have more than SS+ mod active or the game will not start. I set the limit from 1 to 4 GB

The only way i could make SS+ and Junk pirates work was to lower my resolution to 1600x1200.

Is this normal or because of my limited ram or am i messing something up ?
First of all, DO you have a 64 bit system? (If you have two folders named program files in C, then you do)
If you DO have a 64 bit system, did you try replacing the java folder in the starsector folder with the one from your computer? This is what I do
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 19, 2015, 12:13:40 PM
Hello. Just wanted to drop by and say thank you for the great mod! :) it really does add a lot to vanilla SS and the ships this mod introduces feel like they really belong in the game. if the game from vanilla came packed with this mod i would not be able to tell that this was a mod or not. Great job :)
I have one question on the more technical side of things: I have 4gigs of ram i did all the instructions in the op and i can not have more than SS+ mod active or the game will not start. I set the limit from 1 to 4 GB

The only way i could make SS+ and Junk pirates work was to lower my resolution to 1600x1200.

Is this normal or because of my limited ram or am i messing something up ?

You have a 1440p monitor but only 4 GB of RAM?  Talk about disproportionate funds allocation.

First off, when you go past 2048 in any one dimension (such as 2560 width) ShaderLib will use more memory to hold the various frame buffers, but that only amounts to a few dozen megabytes.  Second, you can't set the limit to 4 GB because you don't have 4 GB of RAM to allocate, you only have around 2 GB.  The operating system and background programs will use a little under 2 GB, usually.  Lastly, if you have an integrated graphics device, it will pull from your system memory and eat up even more RAM, which can approach an entire GB if you enable lots of mods.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Wild Card on June 19, 2015, 12:36:22 PM
I do have a 64 bit system and i did follow every step of the guide.
Yeah got the monitor later than the PC :) thats why....gonna change my pc but untill than... :)
I have a dedicated graph card...Radeon sapphire HD 6750...i think...
I`m fine with SS+ and junk pirates for the time being...Ran out of cash when i bought my PC so the RAM memory got the short end of the stick :)
Oh well all is fair in PC building and Starsector i guess.
Thank you both for your answers . I get it now :)
P.S great mod Dark.Revenant
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Histidine on June 19, 2015, 05:57:57 PM
A discussion with DR indicated that it shouldn't even be possible, but I've nevertheless found that you can squeeze a few more mods in with limited RAM if you turn off ShaderLib in its config file. Try that and see if it helps.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 19, 2015, 06:22:51 PM
Nah, it's possible, just not very much of an impact.  SL only uses about 100 MB or so at the very max.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Wild Card on June 19, 2015, 10:47:19 PM
Hmm how would i do that ? i mean it's worth a shot.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Histidine on June 20, 2015, 04:19:25 AM
mods/ShaderLib/shaderSettings.json
 "enableShaders":false,
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Wild Card on June 20, 2015, 04:29:51 AM
Thanx ill give it a shot. Who knows maybe ill be able to squeeze 1or 2 more mods
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on June 23, 2015, 11:22:47 AM
Thanx ill give it a shot. Who knows maybe ill be able to squeeze 1or 2 more mods
I found out that JUST using 64 bit java and keeping the the same settings allows me to run a few mods. Currently running BRDY, Templars, Nexe, SS+, Exigency, Common Radar, Console Commands and Save Transfer.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Protoman on June 30, 2015, 12:39:47 PM
I'm wondering if anyone has noticed that the Junk Pirates seem to have little to no effect on the system as a whole? All I have is this mod, and the Junk Pirates mod activated. It's mostly just pirates, the Luddic church, the hegemony, and the tri-somethings (Light blue colored faction). I hate it because if I go to any star system I see huge Armadas spawn out of no where for the pirates and other factions. When I go to the junk pirates... they always have 1 or 2 fleets that have a couple ships and they barely trade. It just doesn't feel good at all, I want to see more of them. Their ships are potent... So I don't see why there are so few. I've tried making multiple characters to see if it had any effect and it doesn't. Any way to fix this? Also was wondering if anyone had suggestions of a non-op factions that are vanilla like that I could add to the mix (:
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Tartiflette on June 30, 2015, 01:21:33 PM
Also was wondering if anyone had suggestions of a non-op factions that are vanilla like that I could add to the mix (:
Pretty much all the factions integrated with SS+ are balanced versus vanilla. Now the closest from perfection of the lot is probably Shadowyard (http://Shadowyard).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on June 30, 2015, 01:29:20 PM
Junk Pirates fleet generation is largely dictated by their own economies, so it's not SS+'s fault.

Fleet sizes overall, especially vanilla, will be trimmed down in the next update.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Protoman on June 30, 2015, 04:34:18 PM
Junk Pirates fleet generation is largely dictated by their own economies, so it's not SS+'s fault.

Fleet sizes overall, especially vanilla, will be trimmed down in the next update.

Ah okay. I did not know that, maybe I should read more into the mod I am using haha. Thanks. I love the mod by the way, it's excellent (:
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Protonus on July 02, 2015, 01:33:22 AM
Hi guys. I'm back.


I missed a lot of things, didn't I? Yes. ;D
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: LuciferNZ on July 14, 2015, 05:35:53 AM
Hey there, loving the mod.

After a first play-through, Ive attempted to make some changes to the SkillData file to change up the difficulty and customise it to what Id like to play.

Ive recompiled the SkillData.java file to get the .class file - and replaced it in the SSP.jar - however nothing is changing.
Am I missing some step?

Regards
Lucy
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dratai on July 14, 2015, 05:54:45 AM
So yeah just in case this hasn't been mentioned yet: it would seem that -because- the mayorate messes with hegemony files, you cannot run mayorate and SCY at the same time.
SCY spawning code throws you a fatal error on making a new campaign thanks to this.
So I guess until the mayorate stops being "slightly out of date" recommend people use only one or the other.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 14, 2015, 07:59:33 AM
Hey there, loving the mod.

After a first play-through, Ive attempted to make some changes to the SkillData file to change up the difficulty and customise it to what Id like to play.

Ive recompiled the SkillData.java file to get the .class file - and replaced it in the SSP.jar - however nothing is changing.
Am I missing some step?

Regards
Lucy

I'd first try to make sure that the class file you made is actually different from the one normally in SSP.jar.  Different file size would be enough of an indication.


So yeah just in case this hasn't been mentioned yet: it would seem that -because- the mayorate messes with hegemony files, you cannot run mayorate and SCY at the same time.
SCY spawning code throws you a fatal error on making a new campaign thanks to this.
So I guess until the mayorate stops being "slightly out of date" recommend people use only one or the other.

I don't know why Tartiflette thinks this is the case, but the current release of Mayorate (0.8.1) does not edit the Hegemony.  HOWEVER, there IS an incompatibility between Scy and the Mayorate, namely the BaseSpawnPoint source file.  Both Mayorate and Scy are guilty of packaging BaseSpawnPoint inside the .jar file (this is bad, because it's a common file that is already part of vanilla; don't overwrite it!).  However, the true blame is actually with SCY, which inexplicably relies on an EDITED BaseSpawnPoint!  Since Mayorate's version of this overwritten vanilla file is, well, the vanilla version, Scy's edited version is not used.  This causes a crash in any function that relies on that edited behavior.  Long story short, both mods should clean that up but Scy is what's truly at fault.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dratai on July 14, 2015, 08:27:02 AM
Ah well that was what I thought was up at first but I am not that good at coding. I suppose the fact that they're both doing it creating the issue?
It seems we've sort of figured it out, Tartiflette says he's working on a workaround if I read his message correctly.

Hopefully we should see a fix soon that at least allows them both to run together.
Seems there's a couple of lines/strings that are unused leftovers that should no longer be there.

Thank you for clearing that up though.

Edit: I'd try to fix it myself but as you can tell I have problems troubleshooting in the first place since neither mods are code I've worked on myself. xP
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dratai on July 14, 2015, 01:35:12 PM
Update: SCY's incompatibility with the mayorate seems to have been fixed.
I'm no longer getting fatal errors on making fresh campaign.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: LuciferNZ on July 14, 2015, 04:13:40 PM
I'd first try to make sure that the class file you made is actually different from the one normally in SSP.jar.  Different file size would be enough of an indication.
It is indeed a different file, but it seems to be defaulting back somehow (in game, not the file hahaha)

I am judging the 'lack of a change' at the first character gen screen (before in-map game) and the hover-overs.
Ive read through the whole thread and saw a small mention of some screens pop-up showing incorrect values - is it that?

Also note, I am extracting only the SkillData.java, modifying, then compiling, then adding it back to the .jar file (via WinRar).
Do I need to recompile the entirety of this jar?  I wasnt sure I needed to.  I have experience as a coder, but always shyied away from java so I have no experience in things like this.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: LuciferNZ on July 14, 2015, 04:22:38 PM
I am judging the 'lack of a change' at the first character gen screen (before in-map game) and the hover-overs.
Ive read through the whole thread and saw a small mention of some screens pop-up showing incorrect values - is it that?
Tested after chargen as well, seems no change there either.

If I remove the modified .class file from the archive, it will not load starsector (as predicted) - but confirms that it must still be loading that file.

Are the variables from SkillData modified from elsewhere? (I have no other mods that are doing so btw)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 14, 2015, 05:03:12 PM
You have to recompile the Jar.  Those are static final definitions which get compiled as constants in the other skill source files.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: LuciferNZ on July 14, 2015, 10:12:09 PM
You have to recompile the Jar.  Those are static final definitions which get compiled as constants in the other skill source files.
Possible to do without an IDE?  I have some familiarity with Eclipse, but would be grateful for a 'quick n dirty' compile via CMD prompt =)

If no quick way, any particular hiccups to look out for if using as a project in eclipse?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 14, 2015, 11:33:19 PM
Well, the problem with a command-line build is you'd have to set up all the dependencies manually.  I'd suggest using an IDE; it's not difficult to set up with Java.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: LuciferNZ on July 15, 2015, 06:18:31 PM
Have done a bit of a search about the Construction Rig changes that SS+ does, but cannot find specifics.

In your Ship Tier list Dark.Rev - the SS+ version is listed as a better ship than the Vanilla one - can you tell me what the complete ship bonuses are?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 15, 2015, 06:46:24 PM
The bonuses are listed on the repair gantry hull mod description.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: TheAnarchitect on July 19, 2015, 08:27:37 PM
When I try to load this mod, It's throwing up this error:

Quote
35163 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:189)
   at com.fs.starfarer.title.C.o0oO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.B.øõo000(Unknown Source)
   at com.fs.starfarer.OoOO.void.class$super(Unknown Source)
   at com.fs.A.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Any idea what I'm doing wrong? I have both required libraries installed and loaded.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: MesoTroniK on July 19, 2015, 09:36:43 PM
You are not using the latest version of Starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: mangalore on July 25, 2015, 02:22:25 PM
Are there any guides how to approach this mod? I have a severe moneyflow problem. I can't seem to scale well with the challenges. Most bounties are too strong or get steamrolled by AI fleets before I can get them and I'm stuck on the Enforcer I started with which is not a bad ship but compared to Vanilla pretty tedious.

I feel a bit stuck on Corvus because I need to know the hunting grounds to barely catch enough small fry pirates to gain money and a bad fight (aka losing an escort) easily wastes a lot of investment.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 26, 2015, 02:23:33 AM
At the beginning, generic X-credits-for-a-frigate bounties and trade runs are the way to go.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: mangalore on July 26, 2015, 05:40:53 AM
Would have hoped there to be a little more to do.

Actually a main problem is that the system forces consistenly intercept and destroy bounties before I can get there. Maybe they are too large or their orders to clear out bounties is too high but that was a big money block because in essence I rarely got a chance to intercept bounties in certain systems like Corvus because a big Hegemony detachment would be spawned closer to the bounty when I warped into the system and I had no chance to do anything about it.

Not sure what to do there but maybe make it that only mercenary forces seek out bounties? It's okay that the above happened but I would say it happened a lot to the point I gave up on certain systems for bounty knowing, it's a lot of time, fuel and supplies down the drain for nothing. Maybe reducing the system forces and them being more focussed on their turf a bit might be helpful.

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 26, 2015, 08:29:34 AM
SS+ is not a magic pill for all of Starsector's problems.  That behavior exists in the vanilla game as well, as I have not changed the fleet AI in any way other than to make them pursue the player more aggressively.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: mangalore on July 26, 2015, 08:54:04 AM
I think it's more the number of fleets operating seems different.

Just pointing out my experience with some progress problems I have because of some weird coaligning effects. Not meant to be critical. The game is 100% richer with your mod, just felt starved for money in that area and was ready to switch to all out trading out of frustration so I thought I mention it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Midnight Kitsune on July 26, 2015, 11:03:39 AM
Actually a main problem is that the system forces consistenly intercept and destroy bounties before I can get there. Maybe they are too large or their orders to clear out bounties is too high but that was a big money block because in essence I rarely got a chance to intercept bounties in certain systems like Corvus because a big Hegemony detachment would be spawned closer to the bounty when I warped into the system and I had no chance to do anything about it.
Two things about bounties: One is that there are two types: Personal and Faction. Faction bounties are put out by a faction and will pay per ship disabled in the fight if they are an enemy of said faction. These types of bounties are good for those having money issues.
Personal bounties have skilled flagship captains and are much MUCH harder, especially in SS+. If you want to get to them before anyone else does, look at the name of the planet and see if it is a gas giant. If it is and you have the fuel, you can use hyperspace to beat other fleets to them. Also, as long as you are not in the same system as they are when they spawn, they won't be attacked as they stay neutral to everyone
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: mangalore on July 28, 2015, 03:12:20 PM
Yeah, the main thing was that the early head bounties of 10k to 30k were too small and got constantly wrecked by whatever faction patrol in the vicinity as they aggressively pursued them which meant I had to keep pirate hunting for what seemed longer than vanilla because there are more faction fleets and thus more that are capable to take the bounties out so I got fewer only later (my feeling). Now in the late game with bounties of 200k only few faction fleets are trying to take them on because they are usually outgunned.

I think it's more the effect of more and beefier faction fleets that the AI thus hunts down everything early on. Difficult to qualify how general the problem is, I mainly felt it was a bump between early and late game as I felt like my midgame got a bit stifled. When I managed to put together an Enforcer flottila things got better fast.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: celestis on July 29, 2015, 10:13:33 AM
Hi! I encountered a bug in battle creation: 2 battle objectives where spawned on exactly the same location. Here's the screen:
(https://www.dropbox.com/s/fmk402p5k5sqqec/objective_bug.png?dl=1)
This happened in small pursuit battle.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: pyg on July 29, 2015, 10:39:10 PM
I suspect this is a vanilla bug (although I never play that) or a feature so long as it's closer to my side.  Anyway I've had this as well.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: mangalore on July 30, 2015, 06:36:46 AM
Another annoying question:

Are construction rigs worth it and if I have a fleet bigger than 50 can I use two to offset? In essence they increase my chances disabled ships of mine get salvaged?

Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on July 30, 2015, 08:10:41 AM
If you get stray ships disabled all the time, they're worth it.  And yes, if you have a larger fleet, multiple rigs will do the trick.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Nanao-kun on August 02, 2015, 07:21:18 PM
What exactly are the boss ships? The codex and files seem to show special versions of ships but I don't think I've even seen them.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Takion Kasukedo on August 02, 2015, 07:35:54 PM
Neither have I, it might require SEEKER or something like that.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Histidine on August 02, 2015, 09:31:41 PM
- They appear as enemies in the Arcade mission.
- You can buy them from the Prism Freeport's high-end seller in Nexerelin (one randomly picked ship available at a time) if you enable this in the config (default off). This doesn't work with the one in SCY, mind.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Nanao-kun on August 02, 2015, 10:45:41 PM
- They appear as enemies in the Arcade mission.
- You can buy them from the Prism Freeport's high-end seller in Nexerelin (one randomly picked ship available at a time) if you enable this in the config (default off). This doesn't work with the one in SCY, mind.
Ah, I see. Thanks.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: cpmartins on August 19, 2015, 06:33:52 AM
I got this error, and I'm not sure if it's about SSP or not, but I'll post it here and let the experts decide:

Spoiler
4925275 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [Sovereignty.ogg]
4925420 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks in advance for any input.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Histidine on August 19, 2015, 07:57:56 AM
If you're not playing the arcade mission then it's a Nexerelin error, but it shouldn't happen. Does the file exist in the Starsector Plus folder with the given subdirectory?

(For now, if it's not there you can just grab another background file and put it in the folder with that filename)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on August 19, 2015, 07:58:48 AM
I got this error, and I'm not sure if it's about SSP or not, but I'll post it here and let the experts decide:

Spoiler
4925275 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [Sovereignty.ogg]
4925420 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks in advance for any input.

That file is in the right spot on my local version of SS+.  If it's not there, something went wrong when you unpacked/downloaded.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: cpmartins on August 19, 2015, 08:55:47 AM
I got this error, and I'm not sure if it's about SSP or not, but I'll post it here and let the experts decide:

Spoiler
4925275 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [Sovereignty.ogg]
4925420 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks in advance for any input.

That file is in the right spot on my local version of SS+.  If it's not there, something went wrong when you unpacked/downloaded.

Strangely enough, that file was in the path, but it was a .jpg. I opened it up on PS, saved it as a .png and it works now.
Go figure. thanks for the heads up man.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Black Crag on August 20, 2015, 09:43:11 AM
sorry for the stupid question but is there a way to increase the relations with factions over 75? i've been killing enemies of the tri-tach all day and havent gotten over 75
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Tartiflette on August 20, 2015, 10:52:50 AM
Take on bounties, named or general both works.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: OOZ662 on August 20, 2015, 04:51:56 PM
There's a "hump" at 75 relation, which I think exists in Vanilla too. You need to do something bigger to get over it; generally when I wipe my first pirate or enemy patrol with cruisers or a lot of destroyers in it it'll push me over. I think I've had a particularly large food relief shipment do it too.

Are the SS+ bounty hunters disabled with Nexerelin? I haven't had anybody come after me in at least as long as I've used it.

I got this error, and I'm not sure if it's about SSP or not, but I'll post it here and let the experts decide:

Spoiler
4925275 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [Sovereignty.ogg]
4925420 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\Starsector Plus,C:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Games\Starsector\starsector-core\..\mods\Citadel,C:\Games\Starsector\starsector-core\..\mods\Common Radar,C:\Games\Starsector\starsector-core\..\mods\Console Commands,C:\Games\Starsector\starsector-core\..\mods\Diable Avionics,C:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,C:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Games\Starsector\starsector-core\..\mods\JP_RC,C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\Neutrino corp,C:\Games\Starsector\starsector-core\..\mods\NewGalacticOrder  v.0.7,C:\Games\Starsector\starsector-core\..\mods\Nexerelin,C:\Games\Starsector\starsector-core\..\mods\pn_0,41,C:\Games\Starsector\starsector-core\..\mods\Patria,C:\Games\Starsector\starsector-core\..\mods\Save Transfer,C:\Games\Starsector\starsector-core\..\mods\SCY,C:\Games\Starsector\starsector-core\..\mods\shadow_ships,C:\Games\Starsector\starsector-core\..\mods\Crystanite,C:\Games\Starsector\starsector-core\..\mods\Templars,C:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,C:\Games\Starsector\starsector-core\..\mods\TwigLib,C:\Games\Starsector\starsector-core\..\mods\valkyrians,C:\Games\Starsector\starsector-core\..\mods\Version Checker,C:\Games\Starsector\starsector-core\..\mods\MusicLib,C:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.?0000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thanks in advance for any input.

That file is in the right spot on my local version of SS+.  If it's not there, something went wrong when you unpacked/downloaded.

I just had this happen myself, and I think it may be related to Nexerelin and its randomized systems. It's looking for a PNG background instead of a JPG for some reason.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Cyan Leader on August 25, 2015, 10:06:49 PM
If I change the easier boarding setting after starting a game will it affect my save or do I have to start over?

Moreover if it doesn't is there a way to do so?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
Post by: Dark.Revenant on August 26, 2015, 08:14:31 AM
Easier boarding will take effect immediately.
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
Post by: Dark.Revenant on September 19, 2015, 10:35:35 PM
The last major update before Starsector 0.7.  Now we have Tiandong Heavy Industries!

We also have new stuff:

Vortex-class Light Carrier [5 Logistics / 11 FP] The Infernal Machine
(http://i.imgur.com/pBgF3ZI.png)
Evil teleporting carriers from hell.

Seeing that the high-tech ship lineup has a supercarrier but nothing smaller, I tried to find a role for a destroyer or cruiser size-class carrier with high-tech design doctrine.  The Heron neatly fills the fast carrier archetype, at least for cruisers, so that left me with destroyers.  The existing Condor has efficiency down pat, while the Gemini is a nice jack-of-all-trades carrier; good weapons, good cargo, and decent carrier performance as well.  I needed something that had its own niche, so I went for the ideal of a premium, top-grade carrier.  The opposite of a Condor, the Vortex is expensive, fast, and hard to kill.  It has enough weapons power to fight off frigates and stall destroyers, and on top of that it can teleport away when endangered and soak shots on its excellent shield.  If you can afford the cost, the Vortex is the best carrier you can get before you enter the territory of large ships.  Sprite by Shellster and MesoTroniK.

Lightning-class Phase Bomber [2 Logistics / 9 FP]
(http://i.imgur.com/OJpwZlB.png) (http://i.imgur.com/OJpwZlB.png)
The B-2 of Starsector.

A fast bomber capable of dive-bombing with an antimatter blaster would be enough to scare small children.  This bomber can phase too, a fact that also scares grown men.  Sprite by HELMUT.


We also have new sprites:
(http://i.imgur.com/TM6lC5h.png) (http://i.imgur.com/lbdQ6JG.png) (http://i.imgur.com/c1I24Yh.png)


(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?c87bj9sz6wir69m)

Download Starsector+ 2.9.0 (https://www.mediafire.com/?c87bj9sz6wir69m)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.9.0.zip)
- or -
Download Starsector+ 2.9.0 (No Music) (https://www.mediafire.com/?hzi32xakqahm34b)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.9.0.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.07 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel 0.8.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Interstellar Imperium 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.4g (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download SCY Nation 0.97 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download Tiandong Heavy Industries 1.0 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (New!)


Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Optional Mods
Nexerelin 0.6 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.9.0
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
Post by: Ahne on September 20, 2015, 12:52:25 AM
Super hyped about the update but also a bit sad. Will play it with new nex and tiandong, much fun ahead.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
Post by: Schwartz on September 20, 2015, 02:49:46 AM
This looks good. Like the new ships and the spawning changes. The Archer looks a bit crispy 'round the back. ;D

..Hey, would you consider fixing the Thunder wings until version 0.7 comes around? Is that even possible? I do miss having them in my fleet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
Post by: Dark.Revenant on September 20, 2015, 02:58:12 AM
They have an AI problem; not something I can fix.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.0
Post by: Serenitis on September 21, 2015, 01:35:00 PM
Are the 'mod' ships actually active in the campaign, or are they for something else?
Because they look rather amazing.

Also, I want a Pony. Mule with a T-Lance. Yes please. (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/stwoon.001_zpsbs06o4e5.gif)
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 21, 2015, 09:28:40 PM
Quick hotfix.


(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?41oowu7tyi7t4ov)

Download Starsector+ 2.9.1 (https://www.mediafire.com/?41oowu7tyi7t4ov)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.9.1.zip)
- or -
Download Starsector+ 2.9.1 (No Music) (https://www.mediafire.com/?x5v69ih3uuba8u2)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.9.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.07 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel 0.8.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Interstellar Imperium 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.4g (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download SCY Nation 0.97 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download Tiandong Heavy Industries 1.0 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (New!)


Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Optional Mods
Nexerelin 0.6 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 2.9.1
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Thaago on September 22, 2015, 08:08:16 AM
Oooh, high end carrier! That will be much fun. I'm hoping that medium slot on back is energy so that it can pack on destroyer level firepower (haven't had a chance to play yet :()

I remember a long time ago a carrier that teleported injured fighters back to it with its ship system; does anyone remember if thats still a thing?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: 603bill on September 22, 2015, 08:57:32 AM
I've been encountering this bug in the arcade.

2515446 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:506)
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:779)
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:405)
   at data.missions.arcade.MissionPlugin.makeShip(MissionPlugin.java:2366)
   at data.missions.arcade.MissionPlugin.advance(MissionPlugin.java:1905)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Midnight Kitsune on September 22, 2015, 09:43:23 AM
I've been encountering this bug in the arcade.

2515446 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:506)
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:779)
   at data.scripts.variants.SSP_FleetRandomizer.getRandomHull(SSP_FleetRandomizer.java:405)
   at data.missions.arcade.MissionPlugin.makeShip(MissionPlugin.java:2366)
   at data.missions.arcade.MissionPlugin.advance(MissionPlugin.java:1905)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Are you running the latest hotfix? IIRC it fixes a crash in the Arcade
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: 603bill on September 22, 2015, 02:05:25 PM
I am running the latest version.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Flying_Whale on September 22, 2015, 11:57:55 PM
How to make AI fleets bigger? Smaller fleets are boring.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Cyan Leader on September 23, 2015, 12:24:10 AM
Boss ships?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 23, 2015, 06:31:05 AM
:/

72067 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
72067 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
72067 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
72067 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
72069 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
72078 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 577.85 MB of texture data so far
72078 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
72234 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
75654 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showNewGameOptionsPanel(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.init(NewGameDialogPluginImpl.java:70)
   at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ôOÒ000(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This happened when I installed Starsector+ 2.9.1 to my fresh Starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Ahne on September 23, 2015, 07:22:27 AM
I have no problems with the latest version of ss+, have you deleted the previous version-folder of ss+? Do you use save game converter?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 23, 2015, 08:19:52 AM
This is a fresh folder of Starsector, so I don't see why it's giving me problems

I also use Save Converter
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 23, 2015, 08:27:11 AM
Next time, please explain the action you did or were doing at the time of the crash.

If I hadn't remembered that particular error, I'd not be able to help much.  In this case, there's a bug in vanilla with save slots if a mod invalidates them, causing a crash.  You'll have to delete your save files from the saves folder.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Serenitis on September 23, 2015, 11:09:01 AM
Boss ships?

Modified variants of several ships, with altered/enlarged configurations and some pimpin' paintwork.

I am (not at all) secretly hoping they are going to appear in campaign and bounty fleets, rather than solely being arcade toys.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Flying_Whale on September 23, 2015, 11:49:34 AM
Just bigger dleets in single player mode. More dangerous.
What is boss ships?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 23, 2015, 01:48:59 PM
I had only tried to start a game, and the save folder is also completely empty, it crashed when I tried to start a new game.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 23, 2015, 02:28:52 PM
Specifically when?  When you clicked the last button after setting your stats?  When pushing the initial Start button?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 23, 2015, 04:16:41 PM
when pushing the "New Game" button to try to make a new character
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 23, 2015, 10:36:05 PM
Operating system?
Latest Starsector (RC 2)?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Histidine on September 23, 2015, 11:30:19 PM
The boss ships can be purchased at Nexerelin's Prism Freeport (but not the SCY one) if the config option is turned off (default on), although many aren't available in the current release.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 24, 2015, 04:56:37 AM
Starsector RC 2 yes, latest version as well
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 24, 2015, 08:24:31 AM
It still seems like corruption or a version mismatch.  That error should not be happening, and nobody else can reproduce it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Takion Kasukedo on September 24, 2015, 08:30:07 AM
I even went down from 2.9.1 to 2.9.0 and it still is giving me that error.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Dark.Revenant on September 24, 2015, 09:10:39 AM
I mean corruption in Starsector itself.  Try a re-download, re-install: http://fractalsoftworks.com/preorder/
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.9.1
Post by: Histidine on September 27, 2015, 08:43:08 AM
Hmm, Vortex (and for that matter, Heron) could stand to be quite a bit cheaper to deploy.

Per-deployment costs:
Condor: 8
Gemini: 10
Heron: 36 (18 per flight deck)
Astral: 100 (16.7 per flight deck)
Vortex: 25!
Title: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on September 27, 2015, 08:24:18 PM
You know how I said there wouldn't be another major update before 0.7a?

I lied.

(http://i.imgur.com/zzkPhX8.png)

The International Bounty Board will post special bounties, featuring new and unique ships and extra-hard difficulty.  There are 16 boss bounty fleets in Starsector Plus, plus more with the following faction mods:
Junk Pirates Pack: 2 bounty fleets
Shadowyards: 2 bounty fleets
Interstellar Imperium: 1 bounty fleet
Knights Templar: 1 bounty fleet

With everything enabled, there are a total of 22 boss bounty fleets and 36 unique ships.

Saves from 2.9.1 will not work in 2.10.0.  Unless you use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950.0), of course


(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?r2sdttbqm3ttig5)

Download Starsector+ 2.10.0 (https://www.mediafire.com/?r2sdttbqm3ttig5)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%202.10.0.zip)
- or -
Download Starsector+ 2.10.0 (No Music) (https://www.mediafire.com/?63nz35m78z3pygt)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%202.10.0.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.07 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel 0.8.2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Download Interstellar Imperium 1.8.3 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.4g (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (slightly out-of-date)
Download SCY Nation 0.97 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Download Shadowyards Reconstruction Authority 0.5.2.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download Tiandong Heavy Industries 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)


Recommended Mods
Common Radar 1.1f (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.0c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Optional Mods
Nexerelin 0.6 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Version 2.10.0
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Takion Kasukedo on September 28, 2015, 01:58:28 AM
oh sweet, i'l play this one in the next playthrough though
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Jonlissla on September 28, 2015, 03:30:26 AM
What determines the standard costs for supplies? In some games it's cheap like 40-50, other games the standard cost is 150 instead. I have no idea what influences this.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on September 28, 2015, 08:23:05 AM
Economy simulation is a harsh, fickle mistress.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on September 28, 2015, 11:58:39 AM
Monkey paw delivers.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Sabaton on September 28, 2015, 12:29:13 PM
Bounties?! For real?!

Spoiler
https://www.youtube.com/watch?v=P3ALwKeSEYs (https://www.youtube.com/watch?v=P3ALwKeSEYs)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Cyan Leader on September 29, 2015, 12:13:26 AM
Are those ships bordable?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Xaiier on September 29, 2015, 07:35:47 AM
Are those ships bordable?

Yep, managed to pick up a Fracture yesterday (mod-Sunder).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on September 29, 2015, 01:54:17 PM
Are those ships bordable?
Yep, managed to pick up a Fracture yesterday (mod-Sunder).
Are they Usable though? I mean don' they have insane supply costs?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Xaiier on September 29, 2015, 03:25:34 PM
Are they Usable though? I mean don' they have insane supply costs?

No, their supply costs are fine. Sure they are a bit more expensive than the average ship of their class, but they also punch well above their weight.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on September 29, 2015, 04:22:24 PM
Only one is truly unobtainable: Olympus X.  It always vaporizes when you blow it up, since it always has another TITAN in stock.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Takion Kasukedo on September 30, 2015, 02:51:33 PM
So, I encountered an error and i'm not sure if it's Starsector+ or Exigency...

Spoiler
1319567 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
   at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
   at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Lemme know what you think it is.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on September 30, 2015, 03:12:58 PM
As I said in the other thread, it's Nexerelin.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Xaiier on September 30, 2015, 08:18:06 PM
I've run into a bit of an issue with the bounty fleets. Due to their "never retreat" mantra it's possible to get trapped in loops where they will have a few ships remaining with no CR. They won't be able to deploy so you can't kill them, but they also won't run away, forcing you to retreat and allow them to rescue some of their ships and get their CR up before you can try again. It's an extra frustration on top of an already annoying demand to hunt down and kill every one of their ships.

EDIT: I retreated and got the bounty anyways but mah loootz!!!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Adraius on October 03, 2015, 02:57:59 PM
I have a small suggestion to make: can the Flare Gun and Flare Burst Launcher have regenerating/reloading ammo a la Sabots?  At first I thoughts these would be pretty useless, but after trying them out I actually quite like them on some ships - but it's awfully hard to justify using an anti-missile weapon that's liable to run out of ammo before the attacker's missiles do.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: TheHengeProphet on October 03, 2015, 03:35:15 PM
Regenerating flaregun ammo would be fun to use as a weapon in itself.  If flares hit hull, they do stupid amounts of damage...

I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).  Do any of these given mod ships come up more than once?

Also, amusing bit: One of the mod ship bounties was Gerard Butler.  I chuckled.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on October 03, 2015, 03:43:31 PM
I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).  Do any of these given mod ships come up more than once?
If you play Nexe then you can buy them in the Prism freeport. Also, you can increase your chances of boarding said ships by destroying other ships completely
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Adraius on October 03, 2015, 03:52:30 PM
I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).
Uh, really?  I play with Rare Ships+Expensive Ships+Easier Boarding, and I'm doing great - I fail maybe one in five boardings.  The mod doesn't help with the chances of ships being salvageable as far as I know; the rate seems pretty generous to me in normal battles, though it's different if there's one particular ship you want.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Takion Kasukedo on October 03, 2015, 05:16:39 PM
Also, amusing bit: One of the mod ship bounties was Gerard Butler.  I chuckled.

Heh, Witcher, eh?

EDIT 01# Oh, I see...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: MesoTroniK on October 03, 2015, 05:20:31 PM
Regenerating flaregun ammo would be fun to use as a weapon in itself.  If flares hit hull, they do stupid amounts of damage...

They deal a lot of EMP damage, but not much conventional damage.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: TheHengeProphet on October 03, 2015, 08:52:16 PM
Interesting, 10 fragmentation and 100 EMP from the flare gun, but 150 fragmentation from the flare burst launcher.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 04, 2015, 03:19:16 AM
[He-Who-Must-Not-Be-Named] can use the Trebuchet.

For the Arachne, ask Cycerin.

For the Phalanx, ask MesoTroniK.

For the Kestrel, ask Tartiflette.

For the Archer, ask HELMUT.

I can't tell what the one on the bottom is from.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Cycerin on October 04, 2015, 03:28:31 AM
That's just an Arachne with some extra meat tacked on to it, dude. If you are going to make a kitbash, at least try to hide what you're doing.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on October 04, 2015, 03:44:09 AM
It's fine by me for the Kestrel (that ship is barely a bash anyway ><)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: HELMUT on October 04, 2015, 04:20:08 AM
I can't tell what the one on the bottom is from.

It's the Archon, by Cycerin.

Personally i'm completely okay with you using my sprites for kitbash.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on October 04, 2015, 07:45:14 AM
I have a small suggestion to make: can the Flare Gun and Flare Burst Launcher have regenerating/reloading ammo a la Sabots?  At first I thoughts these would be pretty useless, but after trying them out I actually quite like them on some ships - but it's awfully hard to justify using an anti-missile weapon that's liable to run out of ammo before the attacker's missiles do.

I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: CrashToDesktop on October 04, 2015, 07:47:54 AM
I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
Thing is, wouldn't that just completely nullify the point of the Flare ship system? :P
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Adraius on October 04, 2015, 11:43:15 AM
I've changed these two things to have reloading ammo myself, and I can confirm that they are actually useful and desireable once you no longer have to ration them.

Regenerating flare launchers alone make Wolf(D)s actually useable.
Thing is, wouldn't that just completely nullify the point of the Flare ship system? :P
Just noticed a couple hours ago that the ship system versions DON'T have unlimited ammo... I thought at least the Phalanx did?  Frankly, I think those ships should be altered to have regenerating flares as well.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on October 04, 2015, 12:17:41 PM
You can change the ship systems to regenerate also. (You can have drones regenerate so they're actually useful.)

Regenerating flares don't really affect the ship systems though. Ships with built-in flares don't need them, and all the others have to pay a weapon slot and OP to use them.
It balances itself.

[edit]
Success!

Caught my first mod-ship, and it was the one I had wanted from the start.
On the 3rd attempt I was blessed by the RNG.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/screenshot001_zpsrpylga2g.png)

It's like a Sunder. But with more missiles, more cargo space, and hearts all over it. It is actually not a bad ship at all. And it's so (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/catface_zpsb6d000b4.gif)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 04, 2015, 01:26:48 PM
The Flare Gun already comes with twice as much ammo as the ship system, and is a whopping 1 OP (zero if you have Optimized Assembly).  It's super cheap; it shouldn't be an incredible point defense weapon on its own (seriously, it can block weapons fire and do EMP to ships), so the downside is that it uses ammo.

Same story with the Flare Burst Launcher.  It's an extremely good PD weapon - the best anti-missile weapon in the game.  Unless your enemy shoots from point blank or uses rockets, it will attract and destroy just about every missile fired at you.  The main downside is it has limited ammo.

You shouldn't need to ration these weapons much; they have a custom AI that uses them smartly and doesn't waste them trying to shoot enemy ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on October 04, 2015, 02:56:54 PM
It's a little weird that the boss Atlas and the Imperium's heavy freighter are both named "Leviathan."
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: TheHengeProphet on October 04, 2015, 03:07:15 PM
On that note, any idea on how much damage the phalanx's and/or afflictor's flares do?  I've actually been destroyed by both when I didn't realize my armor had been stripped...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 06, 2015, 08:55:46 PM
Can someone give me a quick rundown on how the boss ships/fleets actually work? Do they just spawn on map gen and sit around all day, or are they specially or randomly spawned?

[EDIT] I'm ***, read Dark's post again. I'll change my question to; what triggers the international bounty board to give a bounty? Are they permanent, can the fleets be taken by someone else, and are they sent more than once?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: TheHengeProphet on October 06, 2015, 09:02:42 PM
The fleets don't seem hostile to anybody, so from what I can tell, they'll hang around unmolested until killed by the player.  They've so far lasted far longer than normal bounties, but I have no idea on permanence.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 06, 2015, 09:39:47 PM
They do stick around forever.  If an act of god destroys one of the fleets, the next one in line will spawn.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Flying_Whale on October 10, 2015, 01:05:21 AM
I found an error. I killed Iliad (mod. Odissey) and Nebula (mod. Aurora). Got 680 000 for that. And the game has crashed.
New boss (Olympus as far as I remember) causes this crash. The game can not find hull or something like that.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 10, 2015, 01:25:46 AM
Are you using the latest version of the Interstellar Imperium?  If your version is out of date, it won't have those boss ships in there.  You can verify this by going into Interstellar Imperium\data\variants\boss.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Flying_Whale on October 10, 2015, 04:03:54 AM
Hmm, that is right, I didn't have the latest version. Thank you, Dark.Revenant)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 10, 2015, 12:41:26 PM
Im fairly sure using save transfer on a save that has an ACTIVE, unkilled boss bounty causes it to be lost if you transfer that save, as it just moves to the next bounty. I haven't gone through many of the bounties though, could be wrong. Not sure if I should post this here or in Save Transfer

Also, it would be cool if there was something under the logistics tab that let you reduce the massive rep penalties from factions hostile to the one you trade with in the same system.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 10, 2015, 12:48:51 PM
Save Transfer currently doesn't transfer boss bounty progress.  The next version will.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 10, 2015, 01:03:40 PM
Alright sounds good. Not to nag, but another thing that would be cool is maybe an ICE boss now that Histidine got that up and running again. Idk, its a little bare-bones atm and I don't think he wants to be the one to work on it in the long run, so it might be good to wait till someone picks it up for real. I don't know how you handle stuff like that. Just a suggestion.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Surge on October 14, 2015, 08:04:37 AM
Stupid question I know but in my defense it's hard to trawl through 107 pages to find an answer when I could be playing starsector.

So these "boss" fleets with the mod-hull ships, is this a new feature? Because I have not yet seen one in quite a good chunk of time with an older version of SS+, and I'm pretty confident that there is a significant update out now because until recently I had never seen a Vortex either (still haven't seen the triple flak...)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: CrashToDesktop on October 14, 2015, 08:11:39 AM
@Surge
Yea, it's pretty recent.  It was the previous update, it came out a little more than two weeks ago.  You have to start a new game to get them, though, since saves are incompatible between that version and the last (although you can use Save Transfer to keep your stuff).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: MesoTroniK on October 14, 2015, 04:43:27 PM
I highly recommend using Version Checker (http://bit.ly/1wSPmKE) :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on October 14, 2015, 05:32:15 PM
So, how are the boss ships in terms of OP-ness and fun-to-playpilot (with Nexerelin)? Are there any particular ones that you like?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on October 14, 2015, 07:16:09 PM
I've only murdered the twin Lashers so far because I never remember where they are five minutes after the news pops up. They didn't hold up well to a Victory to the face.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on October 15, 2015, 12:20:37 AM
Spoiler
(http://i.imgur.com/mMQnFjQ.png)
[close]

       The Predator!

It's completely awesome looking, hyper aggressive and fun to play.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 15, 2015, 12:32:27 AM
The boss conquest is really, really cool, but I'm going to say the Fracture because the Sunder is a longstanding favorite of mine
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Nanao-kun on October 15, 2015, 08:19:00 AM
I haven't played with all of the boss ships yet, but the Hades make for very nice AI ships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on October 17, 2015, 07:10:49 PM
So after an engagement with a boss bounty fleet, I am facing a lone fighter wing that ran out of fighters. As boss bounty fleets will always try to reengage if they have ships alive, I am forced into an engagement in which the enemy could deploy nothing, and I am stuck in the situation in the pic again. Disengaging and forfeiting loot and boarding seems to be the only way out.

Spoiler
(http://i.imgur.com/6lpnx3t.png)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 17, 2015, 09:54:19 PM
So after an engagement with a boss bounty fleet, I am facing a lone fighter wing that ran out of fighters. As boss bounty fleets will always try to reengage if they have ships alive, I am forced into an engagement in which the enemy could deploy nothing, and I am stuck in the situation in the pic again. Disengaging and forfeiting loot and boarding seems to be the only way out.

Spoiler
(http://i.imgur.com/6lpnx3t.png)
[close]

That's a bug, which I've fixed in my dev version.  They're supposed to stop facemashing you when the leader dies.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 18, 2015, 03:11:55 AM
FYI: Doing an overhaul of market sales availability.

Spoiler
Jangala is looking a lot neater.

(http://i.imgur.com/kOfX8U6.png)

(http://i.imgur.com/RdFCEDY.png)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Adraius on October 18, 2015, 11:10:17 AM
FYI: Doing an overhaul of market sales availability.

Spoiler
Jangala is looking a lot neater.

(http://i.imgur.com/kOfX8U6.png)

(http://i.imgur.com/RdFCEDY.png)
[close]
I'm looking at this and I'm not sure what I'm supposed to be seeing.  What's changing?

If the change is there are fewer things for sale, how will this affect the Rare Ships/Expensive Ships settings?  I play with those on and don't quite remember what the market looks like without those. =P
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 18, 2015, 01:26:25 PM
It won't affect rare ships much, but it does affect non-rare a lot.

Basically, the ship count in the market is down to vanilla levels.  However, I've upped the variety so it matches SS+ fleet composition.

Similarly, for weapons, I brought the # of weapons in each market to vanilla levels, but made it match SS+ weapon ratios, to keep up variety.  Also, I made it more likely to spawn a smaller number of larger stacks, making it easier to outfit ships properly without having a Frankenstein's mash of parts.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Schwartz on October 21, 2015, 04:48:37 AM
I was wondering about that skill giving you -X% CR Deterioration Rate. As I understand it, CR deteriorates once a ship has run out of peak performance time, right? So it only comes into play then?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 21, 2015, 08:43:13 AM
I was wondering about that skill giving you -X% CR Deterioration Rate. As I understand it, CR deteriorates once a ship has run out of peak performance time, right? So it only comes into play then?
Correct.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Solinarius on October 22, 2015, 07:09:44 PM
FYI: Doing an overhaul of market sales availability.

Spoiler
Jangala is looking a lot neater.

(http://i.imgur.com/kOfX8U6.png)

(http://i.imgur.com/RdFCEDY.png)
[close]

Tackling balanced market and fleet spawn weights--with as much material as you work with--looks incredibly time consuming and terrifying. Out of curiosity, are you accomplishing this with the Market plugins?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 22, 2015, 07:23:54 PM
Spreadsheets, data management modules, custom market plugins, etc.  I wouldn't attempt to do all that stuff by hand.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: orost on October 24, 2015, 02:59:22 PM
I'm not sure if it's a bug, but the 250k boss bounty (the one with a Cortex-class and 4x Pinscher-class) came with only one fighter wing, which doesn't seem right considering its main feature is a special carrier with a lot of flight decks.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on October 25, 2015, 02:51:03 AM
I'm not sure if it's a bug, but the 250k boss bounty (the one with a Cortex-class and 4x Pinscher-class) came with only one fighter wing, which doesn't seem right considering its main feature is a special carrier with a lot of flight decks.

Have you updated to the latest version of SS+ (and Nexerelin)? In the old version boss bounty fleets are not neutral to some of the other factions so they can be killed or damaged.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: orost on October 25, 2015, 04:39:46 AM
I don't use Nexerelin and I'm on the newest SS+
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Creepin on October 27, 2015, 12:25:13 PM
Ok, time to ask a serious question: something in SS+ overrides vanilla settings, and I would be grateful for the hint what is doing it and how could I avoid it.

Namely, in my pursuit of giving my ships a better increase in ordnance points I tracked the math behind ordnance points percentage increase down to SkillData.java file. I have modified therein TECHNOLOGY_APTITUDE_OP_BONUS_PERCENTAGE, COMPUTER_SYSTEMS_SHIP_OP_BONUS_PERCENTAGE and MECHANICAL_ENGINEERING_SHIP_OP_BONUS_PERCENTAGE lines to better suit my liking, and tested in vanilla - all fine, working as promised! However, when I run vanilla with SS+ activated (no other mods, just SS+, lazylib & shaderlib), this stops working, reverting my OP percentage bonus for levelling up respective skills to vanilla unmodified numbers.

Far as my general knowledge of modding tells me, mods usually work in this way by overriding vanilla files. So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory. Next thought I checked if OP bonus awards is rerouted by SS+ from standard path of (for example for computer_systems skill) looking at computer_systems.skill, where used data from ComputerSystemsEffect1.java, where in turn used data from SkillData.java. However, SS+ version of computer_systems.skill, even if differs a bit from vanilla one, still refers to the same ComputerSystemsEffect1.java which is absent in SS+ files and therefore must be used from SS core files. This theory failed as well. At this point, having all my theories on what in SS+ could have override vanilla SkillData.java settings failed, I'm asking for an advise, in what direction I should dig further.

Thanks in advance :)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 27, 2015, 01:07:49 PM
Really wish there was a way to get the boss ships besides capturing them, or they had a 100% chance to be available to capture or something, idk. Its basically impossible to capture the all ones where more than one boss ship is involved, and getting the rest isn't exactly a cakewalk either. I know nexerelin has them for sale at the freeport, but I don't prefer to use nexerelin much.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: CrashToDesktop on October 27, 2015, 01:21:07 PM
I think you can purchase the boss ships at the Prism Freeport once you've defeated them (if you have the Prism Freeport enabled) in Nexerelin.  But, obviously that's in Nexerelin and not in SS+ (I think).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Agalyon on October 27, 2015, 02:14:12 PM
I think you can purchase the boss ships at the Prism Freeport once you've defeated them (if you have the Prism Freeport enabled) in Nexerelin.  But, obviously that's in Nexerelin and not in SS+ (I think).
I know, but like I said, I don't use Nexerelin much.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on October 27, 2015, 02:23:11 PM
So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory.
No you're absolutely correct. However, the SkillData.java file for SS+ is stored in the SSP.jar file in the jar folder.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Creepin on October 27, 2015, 02:50:26 PM
So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory.
No you're absolutely correct. However, the SkillData.java file for SS+ is stored in the SSP.jar file in the jar folder.
Blaze, thank you a lot for your prompt reply!

It is surely a step in right direction, but even though I was able to locate SkillData.java within SSP.jar, modify it and package jar back (making sure afterwards that changes I made were still there), in SS+ game I still get vanilla bonuses. Any idea on what could went wrong?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on October 27, 2015, 04:46:04 PM
SS can't read the java file that's stored inside the jar; it uses the equivalent .CLASS file.

So you'll either have to:
1. Compile the java file into a class file.
2. Delete the class file, and move the java file to the equivalent location within the standard file system.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Creepin on October 28, 2015, 10:50:24 AM
SS can't read the java file that's stored inside the jar; it uses the equivalent .CLASS file.

So you'll either have to:
1. Compile the java file into a class file.
2. Delete the class file, and move the java file to the equivalent location within the standard file system.
Blaze, thank you for your patience :)

Here's what I've got:
Spoiler
I figured that learning java is a bit overkill to freaking change 3 numbers in text file, so I went along second option you provided. I created folder "Starsector Plus\data\characters\skills\scripts", copied thereto SkillData.java from SSP.jar and then erased both SkillData.java & SkillData.class from SSP.jar. Didn't worked :( Then I pondered a bit more on what you meant under "equivalent location", erased "Starsector Plus\data\characters\skills\scripts" folder, and put SS+'s SkillData.java into "starsector-core\data\characters\skills\scripts", overwriting vanilla file. Didn't worked as well :(
I'm trying to describe my actions in as much detail as I can in hopes you might see what I did wrong. Any ideas?
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on October 28, 2015, 11:45:13 AM
Quote
I created folder "Starsector Plus\data\characters\skills\scripts", copied thereto SkillData.java from SSP.jar and then erased both SkillData.java & SkillData.class from SSP.jar.
That should have worked. Did you make sure the changes you made were there? Packaging/Unpackaging can do odd things.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Creepin on October 28, 2015, 12:16:25 PM
That should have worked. Did you make sure the changes you made were there? Packaging/Unpackaging can do odd things.
Yes, I have double-checked :(
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 28, 2015, 07:33:00 PM
Constants from SkillData.java are compiled into each of the individual skills, so you can't replace them without re-compiling those skills (or removing them from the Jar and having Janino automatically compile them at runtime).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Creepin on October 29, 2015, 02:00:59 PM
Constants from SkillData.jar are compiled into each of the individual skills, so you can't replace them without re-compiling those skills (or removing them from the Jar and having Janino automatically compile them at runtime).
Thanks a lot Dark.Revenant! Due to your clarification I was finally able to modify SS+ game and now could play it exactly in the way I enjoy most!

In case anyone as clueless as I was will be interested, here's what I did:
Spoiler
to modify a skill effects I (using ComputerSystemsEffect1 as an example)
- found ComputerSystemsEffect1.class file in SSP.jar in data\characters\skills\scripts\ folder (.jar opens like an archive by 7zip);
- decompiled this .class file in to readable form by using online decompiler (javadecompilers.com in my case);
- saved this decompiled contents as a plain text file, naming it ComputerSystemsEffect1.java;
- created \scripts folder in Starsector Plus\data\characters\skills folder;
- placed newly created ComputerSystemsEffect1.java therein;
- erased ComputerSystemsEffect1.java and ComputerSystemsEffect1.class files from SSP.jar, like you would do with a usual .rar or .zip;
- modified .java file to my heart's content, and happily played with modified numbers actually appearing in SS+!
P.S. works for aptitudes too :)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: orost on October 30, 2015, 02:24:47 PM
I got an assassination bounty against Templars and when I got there the target fleet was composed entirely of a single Tempest (with the name of the assassination target). It dropped Templar flux cores after being killed. Doesn't seem right.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on October 30, 2015, 02:38:08 PM
I got an assassination bounty against Templars and when I got there the target fleet was composed entirely of a single Tempest (with the name of the assassination target). It dropped Templar flux cores after being killed. Doesn't seem right.
Sounds like a fleet spawn bug as the game (or SS+) defaults to a single Tempest if it encounters problems IIRC
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on October 31, 2015, 04:55:06 PM
Did bounty hunter fleets get tweaked up again in the new release?
I'm finding them much harder than previously, to the point that some of them are essentially impossible to beat or escape.

Any chance bounty hunter fleets can be ramped up a bit slower in the next release?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on October 31, 2015, 05:12:08 PM
The next release does not have bounty hunter fleets at all, so I think your fears will be put to rest.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: sirboomalot on October 31, 2015, 09:37:26 PM
No bounty hunter fleets!? What about those of us who like a challenge?  ;)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on October 31, 2015, 10:26:39 PM
No bounty hunter fleets!? What about those of us who like a challenge?  ;)
Thanks to the changes in .7, bounty hunter fleets are no longer possible AFAIK
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on October 31, 2015, 10:42:06 PM
No bounty hunter fleets!? What about those of us who like a challenge?  ;)
Templars?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 01, 2015, 12:16:25 AM
No bounty hunter fleets!? What about those of us who like a challenge?  ;)
Thanks to the changes in .7, bounty hunter fleets are no longer possible AFAIK

No, it's more than in 0.7, bounty hunter fleets need a total ground-up redesign and re-implementation.  I figured I'd see how the game plays without them before seeing if they need to be in afterwards.

Also removed are a few things, like rolling back the boarding, Construction Rig, and Valkyrie changes.  And the skill changes.  For the former, I need to totally redo those to get them to work at all, and in 0.8 they'll be pointless anyway.  For the latter, well, Officers really change everything.  I am keeping the new hullmod unlocks and the "Wing Command" and "Logistical Oversight" skills in, however.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on November 01, 2015, 08:53:59 AM
No bounty hunter fleets!? What about those of us who like a challenge?  ;)
Thanks to the changes in .7, bounty hunter fleets are no longer possible AFAIK

No, it's more than in 0.7, bounty hunter fleets need a total ground-up redesign and re-implementation.  I figured I'd see how the game plays without them before seeing if they need to be in afterwards.

Also removed are a few things, like rolling back the boarding, Construction Rig, and Valkyrie changes.  And the skill changes.  For the former, I need to totally redo those to get them to work at all, and in 0.8 they'll be pointless anyway.  For the latter, well, Officers really change everything.  I am keeping the new hullmod unlocks and the "Wing Command" and "Logistical Oversight" skills in, however.
*plays taps for the lost boarding boosts*
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 05, 2015, 08:44:07 PM
So i just installed this along with shaderlib, lazy lib, increased memory ect.  And none of the content is appearing.  Only other mode I have installed is Omnifactory.  What am I doing wrong?  Box is checked in the startup menu as well so thats not the issue.


Only thing that comes up in-game is a couple BRDY hullmods.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 05, 2015, 09:10:18 PM
What content?

Do you get the extra missions?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 05, 2015, 09:13:20 PM
The other factions arent there, no additional ships, no weapons, no other systems beyond what vanilla offers.  Havent checked on the missions since they aren't my cup of tea but i'll look into those real quick.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 05, 2015, 09:16:53 PM
yes, extra missions appear to be functioning.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 05, 2015, 09:23:40 PM
Again, what content?  SS+ does not add factions or systems, but it does add ships/weapons that you can find if you look around.  All of those factions are separate downloads.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 05, 2015, 09:25:56 PM
Oh, well that changes a lot then.  I assumed "Integrated Factions" meant they were part of the mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Adraius on November 05, 2015, 10:33:28 PM
Oh, well that changes a lot then.  I assumed "Integrated Factions" meant they were part of the mod.
Heh, that's what I thought too when I first looked at SS+ and Nexerelin - I had to ask on Reddit (https://www.reddit.com/r/starsector/comments/3kzldx/question_regarding_integrated_mods/).  Dark.Revenant, would it be reasonable enough to add "need to be downloaded separately" at the top of the Integrated Factions section of the OP?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on November 05, 2015, 11:09:03 PM
Oh, well that changes a lot then.  I assumed "Integrated Factions" meant they were part of the mod.
Heh, that's what I thought too when I first looked at SS+ and Nexerelin - I had to ask on Reddit (https://www.reddit.com/r/starsector/comments/3kzldx/question_regarding_integrated_mods/).  Dark.Revenant, would it be reasonable enough to add "need to be downloaded separately" at the top of the Integrated Factions section of the OP?

It's at the bottom, but nobody ever reads the whole set of instructions to anything after all.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: FabianClasen on November 07, 2015, 03:18:41 AM
Have they ever considered moving this (Starsector as a whole) to steam, so that the steam workshop can take care of all the mod dependencies? Would surely be rad.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: MesoTroniK on November 07, 2015, 03:48:23 AM
Starsector will likely be on Steam, when it is done™.

I hope that Starsector never uses Steam Workshop... It is a Pandora's Box and would drive me (as a modmaker) to insanity, although some say I am already there.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Histidine on November 07, 2015, 03:54:20 AM
Oh, well that changes a lot then.  I assumed "Integrated Factions" meant they were part of the mod.
Heh, that's what I thought too when I first looked at SS+ and Nexerelin - I had to ask on Reddit (https://www.reddit.com/r/starsector/comments/3kzldx/question_regarding_integrated_mods/).  Dark.Revenant, would it be reasonable enough to add "need to be downloaded separately" at the top of the Integrated Factions section of the OP?

It's at the bottom, but nobody ever reads the whole set of instructions to anything after all.
"Integrated" is probably the wrong term to use anyway, should be changed.
Though I'm not sure what works. "Curated" doesn't really convey the idea of the added features, "supported" implies other faction mods break with it... "Fully supported"? ...Kinda clunky though.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on November 07, 2015, 04:49:13 AM
Have they ever considered moving this (Starsector as a whole) to steam, so that the steam workshop can take care of all the mod dependencies? Would surely be rad.
No thank you. Steam Workshop makes it very difficult to gain some visibility for newcomers, is extremely limited in term of what you can do to make a nice presentation, and has a very unappealing EULA.

You grant Valve and its affiliates the worldwide, non-exclusive, right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, in connection with the operation and promotion of the Steam site. This license is granted to Valve for the entire duration of the intellectual property rights and may be terminated if Valve is in breach of the license and has not cured such breach within fourteen (14) days from receiving notice from you sent to the attention of the Valve Legal Department at the applicable Valve address noted on this Privacy Policy page. The termination of said license does not affect the rights of any sub-licensees pursuant to any sub-license granted by Valve prior to termination of the license. Valve is the sole owner of the derivative works created by Valve from your Content, and is therefore entitled to grant licenses on these derivative works. If you use Valve cloud storage, you grant us a license to store your information as part of that service. We may place limits on the amount of storage you may use.

Basically you give up all rights on what you upload there. If they want they can charge for it, modify it, create other stuff from it etc etc without your consent. And of course, once it's uploaded you have no right to remove it. For example, should you make a TC on a steam game, then want to make it a stand alone game, they could claim ownership on it.

So yeah... Not really "rad" from my point of view.

"Integrated" is probably the wrong term to use anyway, should be changed.
Though I'm not sure what works. "Curated" doesn't really convey the idea of the added features, "supported" implies other faction mods break with it... "Fully supported"? ...Kinda clunky though.
"Symbiotic factions"? "Cooperative factions"? "Stand-alone Integrated faction"? "Extensions"? "DLC factions"? "Non-Packaged Integrated factions"?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: ValkyriaL on November 07, 2015, 04:52:33 AM
if anything mods could be downloaded from this forum, and the game itself on steam.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Gothars on November 07, 2015, 06:05:05 AM
I think it would be pretty "rad" if mods could be downloaded via the Starsector homepage, under their own tab.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 07, 2015, 06:47:02 AM
"Symbiotic factions"? "Cooperative factions"? "Stand-alone Integrated faction"? "Extensions"? "DLC factions"? "Non-Packaged Integrated factions"?

How about "compatible factions"?  Factions that are compatible with the mod, but not included.

Though I'm curious why SS+ includes BRDY hullmods into the tech tree when BRDY isn't included.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 07, 2015, 12:12:01 PM
That's because I add the BRDY hullmods to character skills, which means I have to include those hullmods in SS+.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 07, 2015, 12:24:10 PM
That's because I add the BRDY hullmods to character skills, which means I have to include those hullmods in SS+.

Wouldn't it be a good idea to remove the blackrock-only requirement from them then?  Otherwise its just a couple of dead buttons in the hullmod selection unless you download the BRDY mod.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 07, 2015, 12:31:40 PM
Those hullmods are specifically designed/balanced for BRDY hulls.  Unless the BRDY mod makes them available for everything for some reason, I won't be changing it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 07, 2015, 12:35:35 PM
Not trying to be offensive here but if they aren't usable without installing another mod, why bother including them at all?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 07, 2015, 01:18:40 PM
 Because, generally speaking, two mods can't edit the player skills.  So, given that those hullmods should be unlockable, a mod like SS+ has to implement the unlocking.  Unfortunately, this means that they have to be included in SS+, lest the game crash with BRDY disable.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tschudy on November 07, 2015, 02:31:05 PM
Ok, so SS+ has to act as a "core" mod that the others plug into.  that makes more sense.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on November 20, 2015, 07:52:27 AM
Seems to me one thing 0.7a is missing is dedicated sensor systems; either hullmods or ships. The beginnings of electronic warfare...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Cyan Leader on November 20, 2015, 09:45:43 AM
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Surge on November 20, 2015, 10:28:52 AM
I'd like some tweaking of the new investigations. Having factions look into you being at +80 with their sworn enemy is fine but right now the investigations are so frequent that it's functionally impossible to not be forced to pick a side in the war for the sector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on November 20, 2015, 10:44:26 AM
Uh...do you mean in like a cheat-y way? Because the normal way is to just talk to them in the comm menu of a market location, then click the empty "photo" thing on a ship in the fleet or refit screen.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Midnight Kitsune on November 20, 2015, 11:00:14 AM
Uh...do you mean in like a cheat-y way? Because the normal way is to just talk to them in the comm menu of a market location, then click the empty "photo" thing on a ship in the fleet or refit screen.
This mod is basically FOR cheating (in a good way as to help modders test their stuff)
Annnnnd DOH! I posted my stuff in the wrong forum thread...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on November 20, 2015, 11:01:12 AM
I think you might be meaning to post in the Console Commands thread; this here is StarSector Plus.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Euqocelbbog on November 20, 2015, 02:29:04 PM
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Euqocelbbog on November 20, 2015, 02:29:59 PM
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.

Edit: oh hey, looks like the Omen has it too.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on November 20, 2015, 07:54:17 PM
There's a codex for ship systems isn't there?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on November 20, 2015, 07:55:35 PM
Ship systems, yes. Hullmods, no.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Toxcity on November 20, 2015, 08:14:20 PM
I was wondering if (at least in a later version) you were going to expand the Luddic Path faction like you did with the pirates. I could easily see them using some sort of Desdinova like frankenship.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Blaze on November 20, 2015, 11:07:54 PM
So I picked up an Omen, it turns out that highres sensors increases a ships sensor rating (go figure) depending on their ship size.

300% for frigates, 200% for destroyers, and 100% for cruisers and capships.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Surge on November 21, 2015, 03:04:56 AM
Can we get a "false distress signal" ability that will bait nearby fleets towards you? Possibly with a reputation penalty if a lawful faction responds.

I find myself sensor pulsing in hyperspace to draw in pirates pretty frequently.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Ranakastrasz on November 21, 2015, 10:58:54 AM
Can we get a "false distress signal" ability that will bait nearby fleets towards you? Possibly with a reputation penalty if a lawful faction responds.

I find myself sensor pulsing in hyperspace to draw in pirates pretty frequently.
Why a false distress signal? Why not a real one? IF a lawful faction arrives, you can ask/buy supplies/fuel. If its a pirate, it will probably attack you. And if lawful, you can chose to attack anyway.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Ranakastrasz on November 21, 2015, 11:28:55 AM
So I picked up an Omen, it turns out that highres sensors increases a ships sensor rating (go figure) depending on their ship size.

300% for frigates, 200% for destroyers, and 100% for cruisers and capships.
Wait what? This mod isn't compatible with 0.7, It crashes with a "Fatal: Index: 0, Size:0" Error.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Euqocelbbog on November 21, 2015, 01:15:34 PM
Wait what? This mod isn't compatible with 0.7, It crashes with a "Fatal: Index: 0, Size:0" Error.

The Omen is a vanilla ship.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Ranakastrasz on November 21, 2015, 01:52:03 PM
Oh, That makes sense.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Euqocelbbog on November 21, 2015, 02:12:30 PM
Yeah, don't fret about not recognizing it, as it's just about always been so rare that it only really exists in the codex. I don't think I've ever seen it fielded by the AI and I've only seen it in markets a couple times in all the years I've played Starsector.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Thaiauxn on November 22, 2015, 06:53:03 PM
Taking a wild guess that StarSector+ is not working with the new .7 :p I'd just like to confirm.

(https://lh3.googleusercontent.com/-H5ht6XBc1xU/VlJ-ynV74iI/AAAAAAAAF2o/HCFsFQUto7c/s1280-Ic42/blam.png)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SafariJohn on November 22, 2015, 07:02:17 PM
When the title of the thread says [0.7] instead of [0.65.2a] then that will mean a new, 0.7-compatible version has been released.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Thaiauxn on November 22, 2015, 07:14:10 PM
When the title of the thread says [0.7] instead of [0.65.2a] then that will mean a new, 0.7-compatible version has been released.

Right. Walking Dead tonight it is then. :p My 0.7 experience so far has included 3 attempts getting *** in a Wolf with a turning speed of a glacier. I'm excited to have the start with the Alastor back. That is my starting ship.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 22, 2015, 07:31:21 PM
When the title of the thread says [0.7] instead of [0.65.2a] then that will mean a new, 0.7-compatible version has been released.

Right. Walking Dead tonight it is then. :p My 0.7 experience so far has included 3 attempts getting *** in a Wolf with a turning speed of a glacier. I'm excited to have the start with the Alastor back. That is my starting ship.

SS+ uses the vanilla start in 3.0.0.  The old system was too unwieldy.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on November 23, 2015, 06:53:46 AM

SS+ uses the vanilla start in 3.0.0.  The old system was too unwieldy.
What? Why? It wasn't unwieldy, it was great!
On a side note, are Torches with built-in Safety Overrides going to be a thing?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on November 23, 2015, 06:58:45 AM
It's not unwieldy to use, it's a huge pain to make and update each time. If you are curious, go into your old SS+ folder and check the data/campaign/rules.csv and see what a mess it is.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Toxcity on November 23, 2015, 07:21:10 AM
I know you said you were going back to the vanilla start because it was simple, but could you provide some choices for your starting ship? Like for the bounty start the choice of starting with the Lasher, Wolf, or Alastor.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Thaiauxn on November 23, 2015, 09:12:25 AM
I agree with the starting choice. StarSector+ 2.10.0 really elevated the start of a new game from, "I kinda like this game but I dread starting with a ship I hate." To; "now I am excited to start anew and see what happens."
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: ferociousblazze on November 24, 2015, 12:41:01 AM
Do you have any kind of eta for when it will be compatible with 0.7a ?
I know it's a pretty big mod and will probably take some time just wondering if you can see the end of the update :P

(hope i'm not missing a post regarding this)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on November 24, 2015, 12:54:31 AM
SoonTM
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: NightfallGemini on November 24, 2015, 03:45:30 AM
When the title of the thread says [0.7] instead of [0.65.2a] then that will mean a new, 0.7-compatible version has been released.

Right. Walking Dead tonight it is then. :p My 0.7 experience so far has included 3 attempts getting *** in a Wolf with a turning speed of a glacier. I'm excited to have the start with the Alastor back. That is my starting ship.

SS+ uses the vanilla start in 3.0.0.  The old system was too unwieldy.

Having popped open said .csv, holy hell. That looks like a slog to put together and I completely understand why you're going to stick with the vanilla start.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 24, 2015, 03:55:16 PM
I kept a ship selection step.  Split between the three start types, you can have a Cerberus, Hound, Nautilus, Lasher, Wolf, Tiger, Venom, or Alastor.

ETA is indeed Soon.  There is a different setup procedure this time, which involves running a setup script before you enable SS+.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Cycerin on November 24, 2015, 03:59:05 PM
Let the Cycle of Soon spin eternal.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Thaiauxn on November 24, 2015, 06:28:28 PM
SOON...ish.

You are a champion for enabling the ship select. That for me is more than enough.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: speeder on November 27, 2015, 04:59:48 PM
It was your mod, or Nexerelin that let you choose your starting faction?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Waarr on November 27, 2015, 05:40:34 PM
That was Nexerelin, since it's the only mod that lets you join a faction
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: try666 on November 28, 2015, 04:40:52 PM
hi,wake up :'(
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on November 29, 2015, 04:08:53 AM
hi,wake up :'(
SoonTM, soonTM...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on November 30, 2015, 12:28:00 PM
Awaiting next opportunity to perform random hijinks with bootleg Aurora and Pinkmule.

All aboard the soontrain.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on November 30, 2015, 02:00:30 PM
Does it go "soon soon" ?
Also fingers crossed that we get a Luddic Path variant of the Torch.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Nanao-kun on November 30, 2015, 02:03:38 PM
Does it go "soon soon" ?
Also fingers crossed that we get a Luddic Path variant of the Torch.
A Luddic Path Venom X would be frightening.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: MesoTroniK on November 30, 2015, 04:10:22 PM
Also fingers crossed that we get a Luddic Path variant of the Torch.

The sprite is too noisy for a paintjob.

A Luddic Path Venom X would be frightening.

I don't see that happening in lore terms, it does after all use salvaged Hyperion components.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on November 30, 2015, 05:19:31 PM
Does it go "soon soon" ?
Also fingers crossed that we get a Luddic Path variant of the Torch.

The stock Torch is already the perfect Pather ship.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on November 30, 2015, 11:32:12 PM
Does it go "soon soon" ?
Also fingers crossed that we get a Luddic Path variant of the Torch.

The stock Torch is already the perfect Pather ship.

Hmpfh! I'll build in those Safety overrides myself! And smite all the things!

Also, Lud (with one d) means "crazy" in my mother tongue
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: OOZ662 on December 01, 2015, 12:42:25 AM
In English, a Luddite is someone opposed to modernization, coming from a group of protesting workers that destroyed some of the first machinery. It has come to be an insult for calling people generally stupid or badly old-fashioned.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Unfolder on December 02, 2015, 09:38:19 AM
*heavy breathing*
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on December 02, 2015, 11:57:01 AM
[breathing intensifies]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Ryu116 on December 02, 2015, 12:56:16 PM
(https://i.imgur.com/NUyttbnh.jpg)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JohnDoe on December 02, 2015, 01:05:50 PM
(http://i.imgur.com/nVbXAwu.jpg)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Sabaton on December 02, 2015, 02:19:36 PM
You guys do realize updating  such a large mods takes time, right?
Just enjoy the vanilla flavor for a while longer.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: c plus one on December 02, 2015, 08:41:58 PM
I'm with Sabaton on this subject. Starsector+ is arguably one of, if not "THE", most complex and wide-scope mod for this game. You can't just wave a magic wand over that quantity and complexity of coding, say update thyself, and expect it to be good to go. ::)
Concerning the perceived slowness of Dark.Revenant's updating efforts, I'd far rather have him get it done right than get it done quick.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on December 02, 2015, 08:58:24 PM
It's not a matter of there being work to do; it's been done for nearly a week.  I'm waiting for 0.7.1 because otherwise it'll instantly crash if you try to play it.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Auraknight on December 02, 2015, 09:27:07 PM
It's not a matter of there being work to do; it's been done for nearly a week.  I'm waiting for 0.7.1 because otherwise it'll instantly crash if you try to play it.
Is it that bad? my modding friend says .7 is the worst version for modding he's seen in a long time. I know jack-*** about it myself, so...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on December 02, 2015, 09:28:08 PM
It's not a matter of there being work to do; it's been done for nearly a week.  I'm waiting for 0.7.1 because otherwise it'll instantly crash if you try to play it.
Is it that bad? my modding friend says .7 is the worst version for modding he's seen in a long time. I know jack-*** about it myself, so...
It was that bad for Starsector+.  Faction mods are much easier to update.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Grizzlyadamz on December 02, 2015, 09:33:00 PM
What's being changed in the 0.7.1 release?
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Cergos on December 02, 2015, 10:52:57 PM
What's being changed in the 0.7.1 release?

Cats and Dogs living together, likely in space:

http://fractalsoftworks.com/forum/index.php?topic=10051.0 (http://fractalsoftworks.com/forum/index.php?topic=10051.0)

also bugfixes
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on December 03, 2015, 12:25:26 AM
Is it that bad? my modding friend says .7 is the worst version for modding he's seen in a long time. I know jack-*** about it myself, so...
Ha! I found it to be the easiest by a HUGE margin: It only take 20min to make a 0.65.2 mod compatible to 0.7. Then there is some work needed to exploit correctly the new functionality and expand the texts to match vanilla but it's creative work and playtesting, not bugfixes. Now there is a couple of blocking issues concerning mods that try some more complex stuff like SS+ or TwigLib. But compared to the 0.65 mod-pocalyspe, this is a breeze.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Koartz on December 03, 2015, 03:06:45 PM
Anybody know when the 0.7.1 release is projected to come out? I was looking at the thread for it, but I didn't see a release timeline. I might just be blind and have missed it though  :P
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on December 03, 2015, 03:09:24 PM
Anybody know when the 0.7.1 release is projected to come out? I was looking at the thread for it, but I didn't see a release timeline. I might just be blind and have missed it though  :P


Let the Cycle of Soon spin eternal.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Koartz on December 03, 2015, 03:39:58 PM
Anybody know when the 0.7.1 release is projected to come out? I was looking at the thread for it, but I didn't see a release timeline. I might just be blind and have missed it though  :P


Let the Cycle of Soon spin eternal.

Yeah I was afraid of that. I've been seeing a lot of SoonTM on the forums lol.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JT on December 03, 2015, 05:54:33 PM
As someone who was a fan of the boarding mechanics in the Starblargher versions prior to this one (I always pull my hair out when Alex simplifies a gameplay system that didn't need simplifying), will we still have the option of boarding with crew and marines, or will the new vanilla style take over (I notice "boarding changes" in the changelog as something removed)?  SS+ had an option for easier boarding and boarding of multiple ships, so it'd be gravy if we could have old-style boarding too unless the change was in hard code.

[edit] Wow, going over the FleetInteractionDialogPluginImpl, I can see why you trimmed this out. I wonder why Alex made those variables private rather than protected?  Looks like a hard override of init() too... blech. =)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: mvlbrotherg24 on December 04, 2015, 01:16:39 PM
It's not a matter of there being work to do; it's been done for nearly a week.  I'm waiting for 0.7.1 because otherwise it'll instantly crash if you try to play it.

"Its been unleashed!!!! 0.7.1 has been unleashed!!!! GIVE ME STARSECTOR++++ NOOOOOOOOOOOOWWWW!!!"

cough... Is exactly what we shouldn't post to let the moderator know.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on December 04, 2015, 03:07:13 PM
Release the Kraken!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on December 04, 2015, 03:35:23 PM
Soon! Soon! That's the sound of tha Police.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on December 05, 2015, 12:17:32 AM
Delays.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: mvlbrotherg24 on December 05, 2015, 10:45:41 AM
Delays.

In case no one thanks you enough. Thank you!!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Elijah on December 05, 2015, 11:19:47 AM
Delays.

In case no one thanks you enough. Thank you!!

Thank you!!!!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Unfolder on December 05, 2015, 12:21:23 PM
wonder if SS+ is integrated into vanilla yet

oh cool another vanilla update

Spoiler
(http://i2.kym-cdn.com/photos/images/newsfeed/000/490/095/d7c.gif)
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JT on December 05, 2015, 02:52:15 PM
Anyway, I figured I'd simultaneously put up and shut up and just go ahead and re-introduce the old style boarding mechanics in the mod I've been quietly working on, but I have a question:

How do SSP_FleetEncounterContext and SSP_FleetInteractionDialogPluginImpl override the vanilla classes?  Does the mere act of extending vanilla classes and overriding their functions automatically apply those changes to the vanilla functions? Or am I not noticing a classloader somewhere?  (I guess if we're counting that's two questions, but both are co-dependent.)

I obviously want to include SS+ compatibility -- thankfully that part is easy to build into my own overrides -- but I'm worried about the clashing of the overrides (load order precedence). I have some C++ programming skill, but Java's a new animal to me (especially with IDEs that insist on overriding my formatting because they actually defined formatting as part of the bloody language specification =P).
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Dark.Revenant on December 05, 2015, 02:58:16 PM
Java formatting is extremely loose; it's almost as forgiving as C.  IDEs just do their own thing.

SSP_FleetEncounterContext and SSP_FleetInteractionDialogPluginImpl override the vanilla classes via the built-in plugin registration system.  SS+'s hook for plugins like these is SSP_CampaignPlugin.  For plugin choices, load order isn't as important.  If you pick a higher priority than MOD_GENERAL, it will use yours instead of mine.

Java does not have multiple inheritance or dynamic inheritance without the use of special frameworks that allow it.  (Generally speaking, if you want to do that, you should be using Python...)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: JT on December 05, 2015, 04:00:10 PM
Heh, I was actually about to jump on here to say I had just found the loader in the campaign plugin, but I guess that's too late now. =)

Fighting Eclipse's formatting was like herding cats. Netbeans is a little more forgiving on the formatting, at least, and I can disable most of the annoying adjustments. But I do seem to recall that there is an official language specification for formatting when I was reading up on it, although I'm no longer confident I'll be able to find it and it could have been someone's tutorial now that I thnk about it.  Mainly, I use a non-standard indentation style (opening braces on the same line, closing braces are indented) because I grew up originally on indentation-as-syntax languages -- BYOND/DM, technically, but Python also, yep.  Having the braces interrupt the flow of indentation by ensuring they are at the same level of indentation does a world of harm to my comprehension, even given the (mere) year of formal C++.

[edit] And done! Priority MOD_SET per Alex's recommendations in the enumeration's Javadoc, and all is well. Thanks mate!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: tophereth on December 06, 2015, 09:05:03 AM
I see the changelog for the unreleased version was posted.  I'm glad faction compatibility was updated.  I haven't played starsector since around .5 and there are so many cool faction mods that have been released since then.  I....just....NEED TO TRY ALL OF THEM!!!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Elijah on December 06, 2015, 12:25:45 PM
The waiting intensifies  ::)
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Serenitis on December 06, 2015, 12:46:47 PM
Have you heard?
Spoiler
That soon is the word.
[close]
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: SpacePoliticianAndaZealot on December 06, 2015, 01:42:05 PM
Starsector+? More like SoonTM simulator 2016!
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Elijah on December 06, 2015, 01:47:26 PM
Have you heard?
Spoiler
That soon is the word.
[close]

1   
Soon
As defined by Dark.Revenant: "Soon" does not imply any particular date, time, decade, century, or millennia in the past, present, and certainly not the future. "Soon" shall make no contract or warranty between Dark.Revenant and the end user. "Soon" will arrive some day, Dark.Revenant does guarantee that "soon" will be here before the end of time. Maybe. Do not make plans based on "soon" as Dark.Revenant will not be liable for any misuse, use, or even casual glancing at "soon."
The patch will be released soon.

2   
soon
When we feel like it.
We will have more information soon.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Pavlov on December 06, 2015, 02:15:30 PM
Ya know I'm anxious for the best mod to come out too but bitchin about it like whiny children won't make it come faster.
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Tartiflette on December 06, 2015, 02:24:41 PM
Given that each HotFix for 0.7.1 broke something new for SS+, soon means sometime after Alex has finished patching this release...
Title: Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
Post by: Elijah on December 06, 2015, 02:28:38 PM
Given that each HotFix for 0.7.1 broke something new for SS+, soon means sometime after Alex has finished patching this release...

Yep, it makes sense. I hadn't notice yesterday there was another hotfix for the base game.
Title: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 06, 2015, 08:26:02 PM
Here we go.

(http://i.imgur.com/EUG7bgr.png) (http://i.imgur.com/Jy8KbRd.png) (http://i.imgur.com/Rqd1Ig2.png) (http://i.imgur.com/10PjX4Z.png) (http://i.imgur.com/SoOPEtF.png)
The extended Sunder family.

(http://i.imgur.com/TxANlqt.png) (http://i.imgur.com/zNfEUO2.png) (http://i.imgur.com/S5tiUfn.png)
More Pather ships.

This is a big update with lots of changes besides this, but you can find that out in-game or in the patch notes.


(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?v90omq5yys0nj9f)

Download Starsector+ 3.0.0 (https://www.mediafire.com/?v90omq5yys0nj9f)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.0.0.zip)
- or -
Download Starsector+ 3.0.0 (No Music) (https://www.mediafire.com/?aa9cago91op4mlv)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.0.0.zip)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Beta v1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Updated!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not working yet!)
Download Interstellar Imperium 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
Download The Knights Templar 0.9.5b (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not working yet!)
Download Scy Nation 0.98 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download Tiandong Heavy Industries 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)


Recommended Mods
Common Radar 2.1 (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.6b (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Updated!)
Save Transfer 1.6.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Version Checker 1.5 (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)

Optional Mods
Nexerelin 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 3.0.0
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Nanao-kun on December 06, 2015, 08:28:45 PM
Several mods updating at almost the same time.

It's true, the mod mafia is true!
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Deathfly on December 06, 2015, 08:36:46 PM
Several mods updating at almost the same time.

It's true, the mod mafia is true!

And more and more mafioso were confirmed.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: tophereth on December 06, 2015, 08:44:19 PM
Oh my god.  My chest.  I think i'm having a heart attack.......no.....there we go. I'm fine.


Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Weltall on December 06, 2015, 09:13:55 PM
I feel I found out and bought Starsector at one of it's best moments :D Learned to play it on 0.65.2 with the major mods and today finished my first successful play.. and on my second play-through I can go on the updated 0.7! Best timing ever :D
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: JohnDoe on December 06, 2015, 09:42:40 PM
Thank you!

Well, there goes my productivity.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Jonlissla on December 06, 2015, 09:45:26 PM
And once again, the mod mafia strikes. Several large mods updated at once.

Be afraid, everyone.

Be very afraid.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Surge on December 06, 2015, 11:31:27 PM
Luddic Lashers are the work of satan. And I thought XCOM could be harsh at times.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Snoogy on December 07, 2015, 01:27:20 AM
Is there any way to turn off crew salaries?  I prefer to be a slave-driver in space.  ::)
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Schwartz on December 07, 2015, 02:36:50 AM
Nice. Those Sunders look beastly.

I'm not sure the Shield Bypass needed to be buffed though. It was already pretty good on low-tech ships, particularly AI ships. The AI just happily catches stuff with their terrible shields instead of using armour, so SB was a straight upgrade there. I guess time will tell.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 02:46:29 AM
Nice. Those Sunders look beastly.

I'm not sure the Shield Bypass needed to be buffed though. It was already pretty good on low-tech ships, particularly AI ships. The AI just happily catches stuff with their terrible shields instead of using armour, so SB was a straight upgrade there. I guess time will tell.
It's because it costs OP, and missiles really mess up shieldless ships.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Shyguy on December 07, 2015, 05:24:52 AM
Didn't other versions of this made have a few extra options for starting choices like becoming a luddic captain or am I getting it mixed up with another mod?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: OOZ662 on December 07, 2015, 05:27:19 AM
Nexerelin is the one that lets you pick a faction start. It's still in beta for this version.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Histidine on December 07, 2015, 06:03:20 AM
The old SS+ had a (sort-of-optional) faction-related backstory selection as part of the character creation process (character born in the Hegemony/Tri-Tachyon/independents/Luddic Church/Pirates, could go on to work for them). But it got axed due to being too complicated to maintain.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Shyguy on December 07, 2015, 08:18:11 AM
Shame I actually enjoyed being able to have fun without being forced to play as a smuggler or bounty hunter due to the trading ships you got with the trader faction choices
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: planeswalker on December 07, 2015, 08:53:48 AM
Dark Revenant:

Thanks for releasing this mod, I enjoyed the previous versions on 0.65 and no doubt will do so on this one as well.

I got a question though, in the 'vanilla' starsector, you can edit skills so for example Technology will give 2-3 extra OP per level instead of just 1, or the skills like computer systems. Is it possible to edit these things in this mod as from what I've seen there is no skilldata.java like in the normal version.

Thanks
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 09:03:17 AM
Dark Revenant:

Thanks for releasing this mod, I enjoyed the previous versions on 0.65 and no doubt will do so on this one as well.

I got a question though, in the 'vanilla' starsector, you can edit skills so for example Technology will give 2-3 extra OP per level instead of just 1, or the skills like computer systems. Is it possible to edit these things in this mod as from what I've seen there is no skilldata.java like in the normal version.

Thanks

You're welcome!

To change the skills, you'll have to re-compile the jar (SkillData.java is in SSP.jar).
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: planeswalker on December 07, 2015, 09:12:03 AM
This may sound stupid but how do you do that? My editing skills are limited to changing stuff on Notepad++ and I've not fiddled with Java before

Edit to add, I tried extracting the file via WinRAR, editing it then putting it back in however after starting a new game, it the values stay the same and are not updated, hmm wierd
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: FooF on December 07, 2015, 10:19:30 AM
Keep getting this crash:

Seems to be a missing .png for the luddic path buffalo...

Code
36125 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: ChrisH on December 07, 2015, 10:26:53 AM
This is my first time ever trying out Starsector +

Does anyone have any suggestions as to interesting early game fleet combos ect. ?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Troika on December 07, 2015, 10:30:07 AM
Where are the pirate ships sold?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 11:00:46 AM
Keep getting this crash:

Seems to be a missing .png for the luddic path buffalo...

Code
36125 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]

I'm fairly sure that's from using an out of date shaderlib.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: TaLaR on December 07, 2015, 11:23:52 AM
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...

Otherwise awesome mod as always.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Nanao-kun on December 07, 2015, 11:27:24 AM
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...

Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 11:37:15 AM
Nex bug, I believe.  SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: FooF on December 07, 2015, 12:45:51 PM
I'm fairly sure that's from using an out of date shaderlib.

Fixed it. Thanks!
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Cyan Leader on December 07, 2015, 01:42:51 PM
If I wanted to disable your changes to Officer XP gain, would deleting the line "officerLevelUp":"data.scripts.campaign.SSP_OfficerLevelupPluginImpl" in settings.json do the trick?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: liriotn on December 07, 2015, 02:11:49 PM
Hi guys

hmmm this mod isn't working for me... I have this error message below... any ideas??? halfway through loading the game it CTD

Thanks

[attachment deleted by admin]
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Weltall on December 07, 2015, 02:30:05 PM
Hi guys

hmmm this mod isn't working for me... I have this error message below... any ideas??? halfway through loading the game it CTD

Thanks

I am new, so the only idea I have is that you might have not given it more ram manually. Have you seen the link in the first post that says  "This mod is not guaranteed to work without 2GB+ memory allocation!" It links you to a nice easy guide on how to do it.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: liriotn on December 07, 2015, 02:33:01 PM
I did do it previously, ill give it another go. thanks
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: liriotn on December 07, 2015, 02:42:44 PM
ok so now I have this,



[attachment deleted by admin]
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Weltall on December 07, 2015, 02:54:27 PM
ok so now I have this,

Uhm. If you got the jre folder from Program Files and not Program Files (x86), then I do not know. Just a longshot. You do have windows 64bit tight?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: liriotn on December 07, 2015, 02:59:32 PM
yup 
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: liriotn on December 07, 2015, 03:07:21 PM
and just to add a bit more the game works with all other mods, nexerelin and factions etc, tried all combinations and it is just this mod that is CTD....
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Zaphide on December 07, 2015, 03:16:57 PM
ok so now I have this,

Uhm. If you got the jre folder from Program Files and not Program Files (x86), then I do not know. Just a longshot. You do have windows 64bit tight?

Are you using the latest StarSector version? 0.7.1a-RC5?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: NZK on December 07, 2015, 03:31:48 PM
I apologise if this has already been covered off, but I'm having a few issues getting the Mod to load with the Imperium and Shadowyards factions.

Loading SS+ without any additional factions, no probs.

But I get the "Null" error message when the factions are attached.

Any thoughts?

Cheers
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Auraknight on December 07, 2015, 03:44:31 PM
Heya! I am a modding novice, only really tried messing with the pre-made weapons, so I'm clueless when it comes to what's going wrong here. I've got 64bit java, and all but the two unupdated mods on the SS+ list, not sure which is causeing the problem, or if it's SS+ itself.
Here's the error
Spoiler
Fatal:com.fs.starfarer.api.campaign.starsystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
Check the starsector.log for more info.
The log is as follows: (note, i only took the end part, as I imagine that's where the problem is, if you need more, Glad to offer it.
Code
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_burstThrusters_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id cubeboost_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id eth_phasecloak_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fox_citadelphase_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id CitadelEMPSystem_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_hullBreaker_drone_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brphasecloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id lucifergenerator_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarcloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarrepulsor_SHIP_SYSTEM not found
34392 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
34392 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
34403 [Thread-9] INFO  sound.F  - Creating music buffer #1
57333 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57485 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
57485 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]
EDIT:
forgot to mention, silly of me, that the game crashes right after confirming my skillbuild on character creation.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ranakastrasz on December 07, 2015, 04:54:54 PM
Lightweight plating seems to increase deployment cost by a flat 15%, rather than 15% of the base deployment cost. Is this intentional? If so, It seems like it removes a majority of the benefits you might otherwise get from the hullmod.
~Assuming Lightweight plating is infact added by this mod. Might be mistaken.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 05:32:39 PM
Heya! I am a modding novice, only really tried messing with the pre-made weapons, so I'm clueless when it comes to what's going wrong here. I've got 64bit java, and all but the two unupdated mods on the SS+ list, not sure which is causeing the problem, or if it's SS+ itself.
Here's the error
Spoiler
Fatal:com.fs.starfarer.api.campaign.starsystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
Check the starsector.log for more info.
The log is as follows: (note, i only took the end part, as I imagine that's where the problem is, if you need more, Glad to offer it.
Code
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_burstThrusters_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id cubeboost_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id eth_phasecloak_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fox_citadelphase_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id CitadelEMPSystem_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_hullBreaker_drone_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brphasecloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id lucifergenerator_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarcloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarrepulsor_SHIP_SYSTEM not found
34392 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
34392 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
34403 [Thread-9] INFO  sound.F  - Creating music buffer #1
57333 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57485 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
57485 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]
EDIT:
forgot to mention, silly of me, that the game crashes right after confirming my skillbuild on character creation.

You'll have to use the Citadel Dev; the one posted on the front page isn't compatible.


If I wanted to disable your changes to Officer XP gain, would deleting the line "officerLevelUp":"data.scripts.campaign.SSP_OfficerLevelupPluginImpl" in settings.json do the trick?

Technically, yes.  it can also have other unwanted side-effects, though, like making famous bounties cap at 20 instead of level 36.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: travhill20 on December 07, 2015, 07:10:07 PM
I'm getting this error with only starsector plus and lazy lib and the shader lib mods. Happens at the end of the initial loading screen when the bar is just about to be completely full.
28912 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.characters.skills.scripts.AdvancedTacticsPerk2]
java.lang.RuntimeException: Error compiling [data.characters.skills.scripts.AdvancedTacticsPerk2]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.characters.skills.scripts.AdvancedTacticsPerk2
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more


[attachment deleted by admin]
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 07, 2015, 08:11:13 PM
You have to delete the original Starsector Plus folder; if you install over an old one, it'll break.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: ciago92 on December 07, 2015, 08:23:38 PM
Not sure if your mod or BR but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here.  Have posted in BR as well.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Tartiflette on December 07, 2015, 11:53:24 PM
Lightweight plating seems to increase deployment cost by a flat 15%, rather than 15% of the base deployment cost. Is this intentional? If so, It seems like it removes a majority of the benefits you might otherwise get from the hullmod.
~Assuming Lightweight plating is infact added by this mod. Might be mistaken.
It's from Scy (as well as Minimal Preparation) And it was intentional. While I see your point, I fear it could become way too powerful at high level when you have a reduced deployment cost, a good ship and can manage to only take hits to your shields. Safeties Override + Lightweight Plating builds would be straight up unfair (they might already be).
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Unfolder on December 08, 2015, 09:25:49 AM
you did good
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Cyan Leader on December 08, 2015, 11:51:23 AM
OK, something is off about the bounties.

I've been getting several destroyers on my 20-30k bounties, something that in the vanilla game would be 2-3 frigates at most. I went after a 75k bounty now and this is what showed up:

(https://madokami.com/m8eov4.png)

Look, I'm glad that the bounties are a challenge, but really? An Astral at 75k? I wasn't expecting to find such a top tier ship until 200-300k.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: HELMUT on December 08, 2015, 12:03:04 PM
To be honest, that fleet isn't that strong.

Those 4 Wasps are interceptors, practically harmless against anything bigger than a bomber.

The 2 Daggers will follow your Desdinova for the whole fight. But as long as you keep them in sight, you shouldn't be caught by a torpedo.

The 2 Tridents are trickier. While the Atropos are mostly for comic relief, the Harpoons however, can catch you quite easily.

The Astral isn't a proper combat ship by itself. I guess it'll depend of what fit its large missile mounts.

I'll assume by the size of your fleet, that you're mainly using the combat skill tree. If you're high level enough, you can maybe rush the Astral with your flagship and wreck it quick enough.

Otherwise you can slowly grind down the fighters until they're out of replacement, then finish off the lone Astral.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 08, 2015, 12:04:51 PM
Sounds like a bog standard 16 point fleet.  Bring some AF weapons and torpedoes and you're good to go - that thing has no escorts.

That said, I am adjusting bounties and prices soon.  That fleet would be at least 100k in the update.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Cyan Leader on December 08, 2015, 12:23:45 PM
I managed by equipping that subsystem that allowed longer peak times and slowly picked off the fighters. When it came to the Astral I couldn't beat its shields but it got stupid a couple of times and I managed to fire at its back.

Still, I feel the bounties are all over the place. Granted I'm running like 7 mods so maybe this isn't SS+ related, but some 30ks were cakewalks while some were nigh impossible (like 2-3 support destroyers), back when I still was running a Wolf. I feel that vanilla didn't have such discrepancy.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Toxcity on December 08, 2015, 12:48:46 PM
I don't know how fleets are generated exactly, but depending on how much FP affects things that could be causing it. For example the Falcon, Venture, Revenant, and Desdinova are all 12 FP. It's probably more in depth than that though.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Carroy on December 08, 2015, 01:58:03 PM
Not sure if your mod or BR but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here.  Have posted in BR as well.

I have the same kind of problem. I keep losing rep with diable avionics because i'm hostile with "Bounty hunters" and "The wanted".
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Midnight Kitsune on December 08, 2015, 04:58:42 PM
Not sure if your mod or BR but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here.  Have posted in BR as well.

I have the same kind of problem. I keep losing rep with diable avionics because i'm hostile with "Bounty hunters" and "The wanted".
It is a bug caused by Nexe so check there for help
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Heavy Weapons Pony on December 08, 2015, 05:38:46 PM
Hmn. My game simply blackscreens with SS+ enabled. The game still appears to be running. Music, menu sounds, etc. But the screen, apart from my cursor, is completely black. And yes, I do have the other three things that go with it checked.

Err.. Help?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 08, 2015, 06:01:35 PM
Hmn. My game simply blackscreens with SS+ enabled. The game still appears to be running. Music, menu sounds, etc. But the screen, apart from my cursor, is completely black. And yes, I do have the other three things that go with it checked.

Err.. Help?

Sounds like a driver problem with shaderlib.  Make sure Starsector isn't using integrated graphics.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Blaank on December 08, 2015, 06:51:51 PM
23318 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/factions/player_npc.json]
24715 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getEntriesForRole(Ljava/lang/String;Ljava/lang/String;)Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getEntriesForRole(Ljava/lang/String;Ljava/lang/String;)Ljava/util/List;
   at data.scripts.variants.SSP_Database.rebuildRoleEntries(SSP_Database.java:575)
   at data.scripts.variants.SSP_Database.init(SSP_Database.java:181)
   at data.scripts.SSPModPlugin.onApplicationLoad(SSPModPlugin.java:214)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

SS+, MusicLib, ShaderLib, LazyLib as mods.  All 4 checked.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 08, 2015, 06:53:53 PM
You aren't using the latest version of Starsector.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: frogbones on December 08, 2015, 07:16:31 PM
Hey not sure how to go about this, so here it goes.

When I finish set up for my player and start loading the game world. I get this and can't figure it out.

Fatal: Spec of class [com.fs.starfarer.rpg.super] with id [suicidal] not found

it can be fearless, suicidal etc.etc.

thanks
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Blaank on December 08, 2015, 07:20:52 PM
Thanks.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Histidine on December 08, 2015, 08:29:11 PM
Hmn. My game simply blackscreens with SS+ enabled. The game still appears to be running. Music, menu sounds, etc. But the screen, apart from my cursor, is completely black. And yes, I do have the other three things that go with it checked.

Err.. Help?
I'd had this a couple of times before; not running so many mods at once made it go away.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 08, 2015, 08:41:20 PM
Hey not sure how to go about this, so here it goes.

When I finish set up for my player and start loading the game world. I get this and can't figure it out.

Fatal: Spec of class [com.fs.starfarer.rpg.super] with id [suicidal] not found

it can be fearless, suicidal etc.etc.

thanks

You're using a mod, or multiple mods, that are not compatible with 0.7.1a.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Maelstrom on December 08, 2015, 09:11:40 PM
have a question... is it noraml the market stability is always near 0 and the max I have seen on a station is 4... makes the game feel so empty... and grim... is that normal? I mean, I would like a bit more population because it feels lonely as hell and gets really boring... like I have to mine a *** ton of stuff to supply volturn ALONE there is no fleet supplying it! Tried tweaking stuff, prices, demand, markets... nothing there seems to be a problem with smugling but... wait, did I change the number of pirate fleets? -_- but no, shouldn't be a problem I only increased them by 5 max fleets... anyway, didn't have that problem with nexerelin alone so it is your mod causing that issue :P
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Heavy Weapons Pony on December 09, 2015, 03:10:23 AM
Hmn. My game simply blackscreens with SS+ enabled. The game still appears to be running. Music, menu sounds, etc. But the screen, apart from my cursor, is completely black. And yes, I do have the other three things that go with it checked.

Err.. Help?
I'd had this a couple of times before; not running so many mods at once made it go away.

But.. I'm only using the mods that SS+ requires... Lazylib and Shaderlib, same problem still.

Edit: and the problem has randomly gone away. Yay?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Weltall on December 09, 2015, 06:50:21 AM
Edit: and the problem has randomly gone away. Yay?

Maybe you restarted your pc? From Minecraft experience, restarting the computer makes java feel better.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: SpacePoliticianAndaZealot on December 09, 2015, 07:30:25 AM
Oh! I haven't checked this thread for days!
Regarding the update, I find the new Sunder sprites sexually attractive.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ronald Klein on December 09, 2015, 08:59:47 AM

 Just started playing this mod with a high level character that I transferred from vanilla and the bounty fleets are simply absurd.There are none smaller than 500-600k creds and those have things like 1 Paragon, an astral, and a metric *** ton of destroyers with about 30-40 strike craft. How exactly are you supposed to beat that when I can't even deploy more than 130 points at a time,let alone have to deal with a 25 ship limit?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Nimaniel on December 09, 2015, 09:25:02 AM
When I download SS+ from Mediafire I get a notification that it is malicious. Tried both the music and no-music links. Same result.

False positive?

Any idea what in the mod triggers the antivirus alert?

(I read back ~3 pages to see if this has been brought up before, but didn't see anything..)
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: OOZ662 on December 09, 2015, 09:33:24 AM
NOD32 freaked out at me yesterday for trying to download the K-Lite Codecs update from MajorGeeks. Perhaps they're getting jumpy.

Also depends on if your antivirus is telling you that Mediafire is a potentially dangerous website (it is, since anything can be uploaded there) or specifically that the SS+ archive file is dangerous.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: HELMUT on December 09, 2015, 09:37:21 AM
How exactly are you supposed to beat that when I can't even deploy more than 130 points at a time,let alone have to deal with a 25 ship limit?

I think the deploy points limit is random from one fight to another (or at least it was in the previous version), and low deployment battles are actually to your advantage when you're outnumbered. The 25 ship limit have been upped to 35 in SS+.

Nimaniel, probably a false positive from your antivirus. Scanned my folder with Avira and it seems clean.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ronald Klein on December 09, 2015, 09:49:14 AM

  35? So I've been deliberately limiting myself like an idiot.Great...
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Shyguy on December 09, 2015, 10:36:03 AM
Will you be making any changes to the trading and bounties in the mod? It's already annoying enough that shortages pay less than what I bought the food for and not getting named bounties because an allied fighter got the last hit in is really starting to get to me.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 09, 2015, 11:11:02 AM
Will you be making any changes to the trading and bounties in the mod? It's already annoying enough that shortages pay less than what I bought the food for and not getting named bounties because an allied fighter got the last hit in is really starting to get to me.

Last-hitting is not a thing in Starsector.  If you were involved in the battle, you get a share.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Shyguy on December 09, 2015, 01:06:33 PM
Will you be making any changes to the trading and bounties in the mod? It's already annoying enough that shortages pay less than what I bought the food for and not getting named bounties because an allied fighter got the last hit in is really starting to get to me.

Last-hitting is not a thing in Starsector.  If you were involved in the battle, you get a share.

I didn't mean normal bounty ships, i'm on about the commanders worth 20K and above because i've never gotten any money from killing them with allies in the battle
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Bastion.Systems on December 09, 2015, 01:19:33 PM
What is that loading-screen help text on "unique start options" about? I changed rareships=true, and uncommented the values under expensiveships, but it seems to have changed nothing.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: AeusDeif on December 09, 2015, 01:52:32 PM
Ok, so how do I opt out of certain portraits being used in game? They're nice and all but some completely clash with vanilla style portraits, and I'd like things to fit. Anyone know which file/line of code I need to mess with to just omit a certain portrait?

EDIT: also I'd like to know how to do this with music too, as I installed the music version of SS+, then switched to the non music version, yet I'm still getting ambient mod music...
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: SpacePoliticianAndaZealot on December 09, 2015, 02:20:45 PM
Did you disable the MusicLib in the mod selector?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 09, 2015, 02:24:41 PM
Ok, so how do I opt out of certain portraits being used in game? They're nice and all but some completely clash with vanilla style portraits, and I'd like things to fit. Anyone know which file/line of code I need to mess with to just omit a certain portrait?

Which portraits?  SS+ only adds player portraits and IBB portraits - disabling the former is pointless and disabling the latter is impossible.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Vinyl Dash on December 09, 2015, 02:41:14 PM
Hey, I was just wondering, is the starter wolf having a loadout 11 OP above the default maximum intentional? It kind of makes the heavy weaponry option feel really bad, since you can't actually use the heavy blaster without taking out all the stuff your wolf starts with, or getting another ship to put it on. It also locks the player out of modifying their ship, unless they want to lose access to the over-OP'd ship they already have. Not being able to play around with your loadout isn't much fun.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 09, 2015, 02:49:58 PM
You should tell Alex to fix that vanilla variant then  :P
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: AeusDeif on December 09, 2015, 02:54:32 PM
Did you disable the MusicLib in the mod selector?

actually I deleted it from the mod folder when I replaced SS+ with the no music version.

Which portraits?  SS+ only adds player portraits and IBB portraits - disabling the former is pointless and disabling the latter is impossible.

player portraits, the kind you select when starting a new character. Saying it's pointless is a non-answer. I don't want anime characters next to a different art style.

you know, they might be from one of the supported faction mods.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Toxcity on December 09, 2015, 03:21:22 PM
That's Blackrock and Shadowyards to my knowledge.
Title: Crash
Post by: Zelphir on December 09, 2015, 03:41:06 PM
Hello everyone I have been trying to get starsector+ started and to my knoweldge everything is installed correctly I hope you can help

I will start starsector+ up ( Music or non Music version ) with the required libraries. The game starts and goes to the loading screen where it loads to 99% and errors out to this message crashing the game.


22374 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getEntriesForRole(Ljava/lang/String;Ljava/lang/String;)Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getEntriesForRole(Ljava/lang/String;Ljava/lang/String;)Ljava/util/List;
   at data.scripts.variants.SSP_Database.rebuildRoleEntries(SSP_Database.java:575)
   at data.scripts.variants.SSP_Database.init(SSP_Database.java:181)
   at data.scripts.SSPModPlugin.onApplicationLoad(SSPModPlugin.java:214)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Lazy Lib is version 2.1

Shader lib is version 1.1.2

Update - I saw my game version was RC10 and the version on the website was RC5 so I missed that. My bad. Problem resolved. I will leave this here in case other people encounter this error however.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Cycerin on December 09, 2015, 03:41:58 PM
Did you disable the MusicLib in the mod selector?

actually I deleted it from the mod folder when I replaced SS+ with the no music version.

Which portraits?  SS+ only adds player portraits and IBB portraits - disabling the former is pointless and disabling the latter is impossible.

player portraits, the kind you select when starting a new character. Saying it's pointless is a non-answer. I don't want anime characters next to a different art style.

you know, they might be from one of the supported faction mods.

It's easy to remove portraits by editing .faction files. Just make sure you edit the "player" .faction in the mod's directory to remove references there too (it's used for selecting portraits on startup)
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Vinyl Dash on December 09, 2015, 03:45:07 PM
You should tell Alex to fix that vanilla variant then  :P

I dunno, Sure, it's a vanilla variant, but it's never used by any faction, and the player can't acquire it until they invest some points in technology. I feel like there's a difference between being in the pre-made variant list as an example of what you could do, and being given it when you start out.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ronald Klein on December 10, 2015, 02:20:35 AM
 
  Are you supposed to be unable to find any supplies or fuel at any station? Currently I will find at most 200-300 fuel and far fewer supplies at every single station I have checked including some military markets.

 This means that I don't even get enough fuel to replace what I spend to get to said station,since I have a massive fleet that burns through 70 fuel a day and I am forced to engage fleets on the way to try and scavenge some plus I constantly need even the piddling 50 fuel you can always find on the black market.

 So is this a bug or...?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ronald Klein on December 10, 2015, 04:53:49 AM


 Also, is there any way to edit some of the hullmods included in here? I'm thinking especially maximized ordnance has penalties that far outweigh the benefits and I'd like to tweak a little more to my liking
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Tartiflette on December 10, 2015, 05:12:07 AM

  Are you supposed to be unable to find any supplies or fuel at any station? Currently I will find at most 200-300 fuel and far fewer supplies at every single station I have checked including some military markets.

 This means that I don't even get enough fuel to replace what I spend to get to said station,since I have a massive fleet that burns through 70 fuel a day and I am forced to engage fleets on the way to try and scavenge some plus I constantly need even the piddling 50 fuel you can always find on the black market.

 So is this a bug or...?
That is usually a problem with the other factions mods you are using. SS+ itself barely nudge the sector economy.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: JohnDoe on December 10, 2015, 06:31:14 AM
Do the ships still have inherent range bonus or were they removed? Also, does Logistical Oversight still reduce the supply usage or does it only speed up CR recovery?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: AeusDeif on December 10, 2015, 07:53:29 AM
Are you supposed to be unable to find any supplies or fuel at any station? Currently I will find at most 200-300 fuel and far fewer supplies at every single station I have checked including some military markets.

you could try a fuel port like sindrian diktat's homeworld.

if it's a temporary economic fluctuation you could try leaving some of your fleet in storage til you find more fuel.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: AeusDeif on December 10, 2015, 08:23:12 AM
regarding the upcoming changes for 3.0.1, "Faction hostility events now drop your reputation to hostile at the start if you're commissioned"

will your reputation move back up to inhospitable/suspicious at the end of hostilities? or will a hostile faction keep shooting you even after it makes peace with the faction you're commissioned with?

also regarding "Market weapons and ships now depend on stability (overall abundance is decreased)"

does ship availability also relate to market size or the nature of the market? (as in military markets having military ships on open market, non military more civilians ships, and are faction ships more available in markets of their faction?)

I ask because in a recent playthrough it seemed that ships from various factions were a lot more ubiquitous than I expected, I'm actually looking forward to less abundance

That's Blackrock and Shadowyards to my knowledge.

true, but starsector plus/graphics/ssp/portraits had some too


It's easy to remove portraits by editing .faction files. Just make sure you edit the "player" .faction in the mod's directory to remove references there too (it's used for selecting portraits on startup)

tyvm for the tip! I decided to try just replacing the resources in the mods' graphics/portrait folders. same names but generic portraits.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Ronald Klein on December 10, 2015, 09:00:56 AM

 Hostile with both Syndria and the Hegemony... Any info on hullmods?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 10, 2015, 11:10:28 AM
Do the ships still have inherent range bonus or were they removed? Also, does Logistical Oversight still reduce the supply usage or does it only speed up CR recovery?

Yes to range, no to supply usage.  If it actually reduced supply per deployment, you could deploy more ships than you are normally supposed to be able to.  I'll consider doing it for monthly supply costs though.  Note that the Minimized Logistics hullmod DOES reduce supplies per deployment, making it easier to deploy.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Shyguy on December 10, 2015, 05:41:03 PM
Will there ever be an option to disable the crew payments in so I can actually have money on hand to keep buying supplies and fuel?
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Xanderzoo on December 10, 2015, 05:44:31 PM
It appears that if you lose the Starsector Arcade mission and then play a different mission, the post processing effects don't disappear.

Spoiler
(https://www.dropbox.com/s/rcwrdkr4oftkez4/postpro.jpg?raw=1)
[close]
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 10, 2015, 05:47:32 PM
That mission actually has its own post processing.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Xanderzoo on December 10, 2015, 06:33:46 PM
Oh.  :P I guess I should have tested that first.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: JohnDoe on December 10, 2015, 07:20:51 PM
Do the ships still have inherent range bonus or were they removed? Also, does Logistical Oversight still reduce the supply usage or does it only speed up CR recovery?

Yes to range, no to supply usage.  If it actually reduced supply per deployment, you could deploy more ships than you are normally supposed to be able to.  I'll consider doing it for monthly supply costs though.  Note that the Minimized Logistics hullmod DOES reduce supplies per deployment, making it easier to deploy.

Hmm.. can we get a summary on whether each of the following skill/aptitude actually affect total supply cost upon deployment, during maintenance and during repairs?

The maintenance ones are pretty clear, but not the others.
Title: Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
Post by: Dark.Revenant on December 10, 2015, 08:59:17 PM
Hmm.. can we get a summary on whether each of the following skill/aptitude actually affect total supply cost upon deployment, during maintenance and during repairs?
  • Player/Officer Combat Aptitude - "Reduces deployment CR cost by X%"
  • Leadership Aptitude - "-X% supply use for maintenance"
  • Fleet Logistics - "-X% supply use for maintenance"
  • Logistical Oversight - "+X% CR recovery rate"
  • Field Repairs - "X% faster ship repairs"
In vanilla/3.0.0:
Increases daily supply cost and increases from-0-CR supply cost
Reduces monthly supply cost
Reduces monthly supply cost
Increases daily supply cost (no effect on total deployment/recovery costs)
Sometimes reduces repair supply costs
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Surge on December 11, 2015, 01:31:24 AM
Just to be clear, it's intended for me to have just found the Stheno mod-destroyer in prism freeport's high end seller market right?

also yes I had completed that IBB bounty.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Cik on December 11, 2015, 01:41:12 AM
i've seen several of those for sale there, including 2 of the four cerberus and both of the lashers from the first two bounties.

i haven't done any more, i expect it's intentional if a little weird, i burned those things to a crisp.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 11, 2015, 01:51:48 AM
Just to be clear, it's intended for me to have just found the Stheno mod-destroyer in prism freeport's high end seller market right?

also yes I had completed that IBB bounty.
I didn't make the Prism Freeport, but yes, I believe that was the intention of those who made it.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 11, 2015, 01:58:21 AM
It's a Nexerelin feature. Boss ship availability is linked to the IBB sidequest progress. Basically, destroy a boss ship and it'll appear in the Prism Freeport high-end market, and after buying, they're permanently gone.

If you're lucky, you can also board the boss ships, to get more than one of them.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: try666 on December 11, 2015, 05:14:39 AM
can we increase the boarding chance?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: speeder on December 11, 2015, 07:45:44 AM
Starsector+ still has the crew salary?

I ask this because I am thinking of putting crew salary on my mod (that does not affect fleets at all...) thus I wanted to make the salary in line with SS+

Many businesses in SS use permanent crew + some crew turnover.

For example by default if I remember correctly, a mine use 500 crew, with 99% staying (thus they have to constantly re-hire 5 people)

But this results in the mining crew costs being only 50 (5 crew * 10)

This is screwing up some of my calculations on my mod, so I thought of making the mines for example pay to their crew the same salary the crew get on SS+ if they are on player fleet (thus the costs of a mining crew would be 500*salary+5 new crew hiring price).
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 11, 2015, 09:27:38 AM
Crew salaries are being changed and are also optional in 3.0.1.  They also represent combat crew, not miners.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Cyan Leader on December 11, 2015, 11:19:32 AM
I have been ignoring Boss Bounties for a while (over one cycle) and now that I'm finally in a condition to do them it has disappeared.

What gives? Can I force it to respawn through a command?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: speeder on December 11, 2015, 11:27:20 AM
They also represent combat crew, not miners.

I know.

Still, I wanted to make the values similar, because it comes from the same source

When you buy crew in a station, you deplete the "crew" stock, based on the crew you bought, the "green" crew is valued 0.5, the "veteran" 2, and the "elite" 4 (and "regular" 1, of course).

So on Vanilla each mining business (and each mining station can have several) need 500 crew, also a mining station make 5 crew stock get depleted every month (example: killed, left the station, got disabled, whatever...)

So, suppose a pure mining station has 10 mines, it will need 5000 crew, plus 50 will be missing every update (default is a month).

Now suppose in a month of bad luck, the station can't import any crew... also suppose you left lots of "elite" crew there previously for whatever reason, then you come back, and buy 200 elite crew.

The effective crew population in the station (ie: taking account veterancy) will become 5000 - 50 - 200*4 thus 4150

The 10 mines, that needed 500 crew each, now has 4150 available to them, and thus will produce only 83% of the ore they could mine.



Thus, there IS a connection, a very real one, between combat crew and mining crew, if you dump crew on a planet, it can hit max production (on vanilla) or even increase production (on my mod), if you take too much crew from a planet, you reduce its goods output (vanilla).

But I just asked a number, aiming to make my mod work better with SS+, if you don't want that, no problem.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 11, 2015, 12:27:30 PM
Frankly, you should use whatever number works best for your mod.  SS+ is supposed to change for other mods, anyway, not the other way around.

I have been ignoring Boss Bounties for a while (over one cycle) and now that I'm finally in a condition to do them it has disappeared.

What gives? Can I force it to respawn through a command?
It's still there.  Just look for it.  The event icon/message will be gone but the fleet never respawns.  I should probably leave a six-month time limit for IBBs so this doesn't happen.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Serenitis on December 11, 2015, 01:41:13 PM
Crew salaries are being changed and are also optional in 3.0.1. 
Oh good. This is one of those things that looks great when you first see it, but the more you play the more it just bugs the hell out of you.


Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 11, 2015, 02:13:51 PM
Crew salaries are being changed and are also optional in 3.0.1. 
Oh good. This is one of those things that looks great when you first see it, but the more you play the more it just bugs the hell out of you.

This actually made me laugh so hard. I spent almost all my remaining money on supplies and flew out to find some pirates and get some money from bounties, until it started saying I have a debt and I can't pay salaries. I was like.. "WHAT?!" I was desperately flying around looking for pirates to kill, hoping the bounty will not disappear before I find some. It was amusing in a bad way, especially after my crew started losing morale cause of it. I believe this feature is the perfect reason to get Command Experience maxed out before getting a couple of capital ships XD
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Euqocelbbog on December 11, 2015, 06:29:10 PM
Crew salaries are being changed and are also optional in 3.0.1. 
Oh good. This is one of those things that looks great when you first see it, but the more you play the more it just bugs the hell out of you.

Also looking forward to it. As it is, the cost of having a mid-sized fleet of a couple cruisers, some frigates, a destroyer, and a decent marine contingent is pretty much financially crippling if you don't do some silly micromanagement of cycling out elite crew, especially now that your ability to pursue bounties and trade is severely limited if you take a commission.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 11, 2015, 06:40:50 PM
Crew salary is actually pretty balanced with Nexerelin's salary (paid to you). I can't imagine playing only with SS+ though; by the time you get to capitals you're bleeding ~30k/month.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 11, 2015, 07:06:01 PM
Salaries in SS+ are less than halved in general in 3.0.1; you might want to consider leaving it on at first.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 11, 2015, 08:20:11 PM
Salaries in SS+ are less than halved in general in 3.0.1; you might want to consider leaving it on at first.

Half salaries? Sounds like the crew members got happy for no reason for a moment. Back to yearly salary being for an Elite 200 $pacebucks. Being an Elite soldier and putting your life on the line does not pay well in the universe of Starsector.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Cik on December 11, 2015, 09:55:50 PM
well, 200 credits could be a great deal. after all, a frigate which is probaby requires an enormous amount of (now mostly wrecked) industrial capacity to produce can be had for 5000-10000.

so, 200 credits could be easily enough to support a large extended family or after a few tours to retire comfortably on a nice planet.

Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 11, 2015, 10:22:43 PM
Even with 400, for a large crew of 1500 souls you would pay 600000 yearly. You can make  about 700000 if you manage to buy 2000 (one superfreighter) supplies for a really low price over time (or all once if you are lucky, for around 50 and sell them around 700. 300000 extra if you sell them in a less uhmm legal market. I really do not feel $pacebucks is a problem, but indeed for someone that does not like extra micromanagement, it indeed should be annoying to keep making sure people get paid.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Tartiflette on December 12, 2015, 01:05:46 AM
Even with 400, for a large crew of 1500 souls you would pay 600000 yearly. You can make  about 700000 if you manage to buy 2000 (one superfreighter) supplies for a really low price over time (or all once if you are lucky, for around 50 and sell them around 700. 300000 extra if you sell them in a less uhmm legal market. I really do not feel $pacebucks is a problem, but indeed for someone that does not like extra micromanagement, it indeed should be annoying to keep making sure people get paid.
With a crew of 1500, you probably have a fleet strong enough to take on 300k bounties, so it doesn't seems that bad even for someone that hates trading.

Also, that's pretty much the point of salaries: incentive the player to use a small fleet of elite ships rather than simply stack them up without much consequences. It also gives High Tech ships and their reduced crew a slight economical advantage since they lost some of their appeal with the Ballistic buffs from the last few patches.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 12, 2015, 03:08:24 AM
Oh my god that Stheno with Level 20 officer. :o
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Probe1 on December 12, 2015, 04:31:39 AM
Why is everything for sale [Custom] rather than [Standard]?  Where is Custom defined in the code?  I'm having a lot of trouble getting into modding for SS+ because I can't find how the variant is defined.

Specifically, I radically altered the stats of the Ox for education.  Then slowly disabled mods on by one until I found the one in question that was overriding vanilla behavior.  But I can't find any file relating to Ox in \variants or \hull .  The custom system is overriding vanilla, but I don't see where and could use a hand.

Edit I've found it myself.  I can't figure out why you needed to redefine the vanilla ships but onto the next project.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: SpacePoliticianAndaZealot on December 12, 2015, 04:36:43 AM
Custom means bare-bone hulls, without anything on them. You never buy the complete ship, only the hull. Pre-made variants are here mostly for the reference of what exactly the ship is able to do.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: miljan on December 12, 2015, 06:01:19 AM
How much ram would I need to run this 10 recommended faction (i have 4 gb of ram on my win 7 64bit). Would it work ok, or would i need to run less faction (I am only interested in starsector + with additional factions, without any additional mods, so no Nexerelin 0.7 or better graphics and similar)?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 12, 2015, 07:07:12 AM
With a crew of 1500, you probably have a fleet strong enough to take on 300k bounties, so it doesn't seems that bad even for someone that hates trading.

Also, that's pretty much the point of salaries: incentive the player to use a small fleet of elite ships rather than simply stack them up without much consequences. It also gives High Tech ships and their reduced crew a slight economical advantage since they lost some of their appeal with the Ballistic buffs from the last few patches.

Bounties get so high? :D Just the though made me smile.. But yes, in one way or another salaries seem fine to me.

If anything Dark Revenant , would it be hard to add multiple options like "Full Salaries", "Half Salaries" and "No Salaries"?

How much ram would I need to run this 10 recommended faction (i have 4 gb of ram on my win 7 64bit). Would it work ok, or would i need to run less faction (I am only interested in starsector + with additional factions, without any additional mods, so no Nexerelin 0.7 or better graphics and similar)?

By default your Windows, without running any other application, must be using 1.5GB - 2GB got itself. That leaves only 2GB which is how much 32bit Java can use up to. Having said that, I think you are on the limit when you use even just SS+. I am not sure it will work actually, but with all the factions I am sure your pc will struggle. When I ran SS+, Nexerelin and 6 factions, I was seeing 3.5GB used by Starsector most of the time. ALthoguh I used Nexerelin too, so I am not sure.

A test will definitely work better~
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 12, 2015, 08:22:58 AM
I run SS+ and 3 factions on a 32bit system with 3.5GB usable RAM; 1350mb allocated in vmparams. The stability has dropped since 0.65a as I used to run 4 factions with Nexerelin fine but now it struggles a bit and generally crashes if I quit back to the main menu and try to load again from there with just the 3 and no Nex.

The best way to find out what your system can do is to fiddle with it yourself. Such is the way in this world of billions of different computer hardware iterations.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 12, 2015, 08:38:21 AM
You might also want to disable ShaderLib to add less stress to your PC.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Euqocelbbog on December 12, 2015, 11:46:39 AM
With a crew of 1500, you probably have a fleet strong enough to take on 300k bounties, so it doesn't seems that bad even for someone that hates trading.

In theory this appears sound but in reality bounties as a source of income are vastly reduced now that if you have a commission you can only reliably do bounties for one faction. In addition, now that bounty fleets can move around it's not terribly uncommon for them to just wander off into the aether. It also feels like having several faction mods activated exacerbates the problem because there will be significant periods of time where some factions just aren't offering any bounties whatsoever.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Tartiflette on December 12, 2015, 11:54:24 AM
SS+ adds more named bounties, special IBB boss fleets and faction based bounties, I think there is quite enough. Also with 1500 crew, you can make a fair chunk of money from the faction commission. But the whole point of having crew salaries is exactly that: you can have a huge fleet, but that's an investment and require some commitment to keep it afloat.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 12, 2015, 01:07:54 PM
In theory this appears sound but in reality bounties as a source of income are vastly reduced now that if you have a commission you can only reliably do bounties for one faction. In addition, now that bounty fleets can move around it's not terribly uncommon for them to just wander off into the aether. It also feels like having several faction mods activated exacerbates the problem because there will be significant periods of time where some factions just aren't offering any bounties whatsoever.

Today pocketed my first large bounty of 278000 and I have no commission with any nation. I am on Nexerelin along SS+ so I do not know if that changes things. I am Neutral towards everybody for now since I do not have a large enough fleet, I am playing it a bit safe. I was kind of shocked to be honest, because I just attacked the remaining forces from a pirate vs Templars battle and when I finished I saw the money I got and my jaw dropped to the floor.

The sure is though I had no commission with Tri-Tachyon, but I am on Cooperative due to killing so many pirates around Hybrasil. In general I have been getting oodles of $pacebucks from bounties, but that is because Templars have went on rampage all over the map and bounties because of them pop up like crazy. I feel after that is fixed things will get slower again.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: celestis on December 12, 2015, 10:33:02 PM
Small question about the "boss bounties". I was playing with Nexerelin & SS+ and came across several boss fleets so far. Issue is that the fleets appear irrespective of the player fleet strength. I had only 2 frigates when the first one started chasing me. The only option for me was to get near friendly patrol and engage them with allies, and that was not nearly as fun as fighting them alone. Is there a way to postpone their spawns until you get comparable fleet?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 12, 2015, 10:35:29 PM
They're supposed to spawn in a secluded area, but there's a bug that makes them appear in places the player is likely to go.  This is a non-issue in 3.0.5.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: celestis on December 12, 2015, 10:41:18 PM
Glad to hear that, looking forward to the update!
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 13, 2015, 12:02:33 AM
May I suggest that the Predator's Burst Jets be replaced or changed to something like Maneuvering Jets? The fact that it can only go forward and AI's tendency to spam it makes the ship's behavior very suicidal, even when it's piloted by cautious or timid officers or being assigned to escort another ship.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 13, 2015, 12:12:28 AM
May I suggest that the Predator's Burst Jets be replaced or changed to something like Maneuvering Jets? The fact that it can only go forward and AI's tendency to spam it makes the ship's behavior very suicidal, even when it's piloted by cautious or timid officers or being assigned to escort another ship.

You're supposed to pilot that ship.  Also, it's the same system used by the Punisher, and that seems to handle it decently despite being a slower ship overall.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 13, 2015, 01:19:57 AM
I think they both fare pretty well against equal or lesser opponents, but they lack ways to properly disengage when pressured. It's kind of funny how the Predator's survivability is below that of Raptor or even Kestrel in the hand of AI.
Benched my Predator for now. ::)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: AeusDeif on December 13, 2015, 02:27:11 AM
any thought given to marines being able to gain experience like crew?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Chaotic-Entropy on December 13, 2015, 04:41:33 AM
Which file contains the crew salaries settings? I really want to tweak it a bit so that it's not punching me in the balls constantly whilst I desperately try and find enemies to sate my crews money lust.

It's draining my funds overly and stopping me from progressing, especially considering I haven't seen one actual mission so far that I could realistically complete for any respectable bucks. I do like the addition of salaries though, if a somewhat less generous one, I'm a space captain not a freakin' charity.

Edit: I realise that it's being changed in the next version, but I want to play nooowww... D':
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: ZIVth on December 13, 2015, 04:42:53 AM
I love Starsector+, and I've been playing it for the last couple of SS versions ever since I discovered it. Having said that, the latest version's salaries are a real drag, coupled with the higher costs of ships, as well as the sparseness of bounties and nerfing of the recent organ trading missions.

Apart from waiting for the next version, is there any edits I can make to the current one to reduce the amount paid out? My current 5 frigate fleet costs nearly 5k in salaries per month, which is making the game pretty grindy.

Edit: ^^^ Also what he said.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 13, 2015, 04:50:06 AM
You can also trade your crew down. Unless you're flying bleeding-edge ships, selling some elites for regulars isn't going to hurt that badly. Lowers your salaries and tends to turn a little profit on the exchange, especially on the black market.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 05:11:46 AM
AI's tendency to spam it makes the ship's behavior very suicidal

Whaaaa. What are you talking about. AI being suicidal? The AI is really careful and do their best to stay safe. Just yell at your monitor like I do when they decide to plunge in the middle of the enemy ships with their engines turned to them, letting them shoot your precious ships down.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Serenitis on December 13, 2015, 11:18:33 AM
Any chance the pirate start could be put back in the mix at some point?
Title: Best Way to Reduce Lag in Hyperspace? (SS+)
Post by: Mudanzas Valencia on December 13, 2015, 11:37:07 AM
Hello:


I'm playing SS+ with all the mods, my computer can handle realspace and battles pretty well but I'm dropping to 45 fps in hyperspace. I've dedicated 3-4 gbs (8 gig total) to SS+ in the vprams. I've already disabled shader lib (it's still compatibility enabled) but everything else is default. Any obvious settings to reduce hyperspace lag or is there jsut too many battles for my CPU/GPU? (3.20 gHz/ eight gig total)



Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Thaago on December 13, 2015, 12:03:14 PM
I'm having an issue: moderate spikes of lag in the campaign, which I can deal with, but massive lag in battles. My computer is a piece of crap, so I've disabled shaderlib, but something else is going on that is taking up huge amounts of resources.

This happens with battles with just 3 frigates (mine plus 2 enemy). With vanilla I can handle the 80 ship mega battles without any lag or framerate issues. I've also noticed increased stuttering during "preloading" of the main menu, but I just figured that was due to the larger number of textures being loaded.

Any idea what could be causing this or advice? As with most I very much enjoy this mod and would love to play it (thanks as always for the hard work of making it!).
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: wozmir on December 13, 2015, 12:22:21 PM
Oh, the new update notes are up. I really like this one:
Quote
Faction hostility event count is reduced depending on number of factions (offsets the quadratic increase in hostility events with added factions)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Tartiflette on December 13, 2015, 12:37:57 PM
I'm having an issue: moderate spikes of lag in the campaign, which I can deal with, but massive lag in battles. My computer is a piece of crap, so I've disabled shaderlib, but something else is going on that is taking up huge amounts of resources.
I'm playing SS+ with all the mods, my computer can handle realspace and battles pretty well but I'm dropping to 45 fps in hyperspace. I've dedicated 3-4 gbs (8 gig total) to SS+ in the vprams. I've already disabled shader lib (it's still compatibility enabled) but everything else is default. Any obvious settings to reduce hyperspace lag or is there jsut too many battles for my CPU/GPU? (3.20 gHz/ eight gig total)

Are your performances better when using the same factions mods but not SS+? SS+ increase the number of fleets so there might be an impact on the campaign layer, more so in hyper than normal space, but it shouldn't change anything in combat.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Mudanzas Valencia on December 13, 2015, 01:00:14 PM
Are your performances better when using the same factions mods but not SS+? SS+ increase the number of fleets so there might be an impact on the campaign layer, more so in hyper than normal space, but it shouldn't change anything in combat.

Oh...well I originally posted in general for general requests to ask about reducing hyperspace lag while using mods...but for whatever reason mods moved it specifically to SS+ folder. Um...I don't know, I guess I'll star a thread in mod general discussion about reducing lag?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 01:04:33 PM
Are your performances better when using the same factions mods but not SS+? SS+ increase the number of fleets so there might be an impact on the campaign layer, more so in hyper than normal space, but it shouldn't change anything in combat.

Oh...well I originally posted in general for general requests to ask about reducing hyperspace lag while using mods...but for whatever reason mods moved it specifically to SS+ folder. Um...I don't know, I guess I'll star a thread in mod general discussion about reducing lag?

I'm playing SS+ with all the mods, my computer can handle realspace and battles pretty well but I'm dropping to 45 fps in hyperspace. I've dedicated 3-4 gbs (8 gig total) to SS+ in the vprams. I've already disabled shader lib (it's still compatibility enabled) but everything else is default. Any obvious settings to reduce hyperspace lag or is there jsut too many battles for my CPU/GPU? (3.20 gHz/ eight gig total)

I have a 3.2GHz quad core tooand 8GB ram and an ATI R9 290 that has 3GB ram. I have dedicated 2GB min and 5GB max to the gam and hyperspace FPS can go from 17FPS when there are many fleets in my screen and it is chaotic to 30FPS when I am in motion and there are some fleets around and 45 to 60 when it is empty. I am using the shaderlib but that is because I imagined my GPU can handle the stress and not tax the CPU. I have though Nexerelin, SS+ and 4 factions, and thanks to Nex that hyperspace can get quite chaotic. 30 FPS in hyperspace is the most common FPS I get.

AS a sidenote, even if I play videos the same time (youtube or media player) I do not get any slowdowns in hyperspace.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: theSONY on December 13, 2015, 03:26:33 PM
Umm.. is there a Boss Bounties a separate mod ?
can't play SS+ ( : ( ) b'coz weak pc
if not i have request if possible (those special ships... mmmm  ::) )
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 13, 2015, 03:28:39 PM
ShaderLib isn't free on the CPU: it's a 10-20% performance hit to the CPU in battle.  No performance loss in campaign unless you don't have enough VRAM to load up all the textures (can happen if you're using lots of factions - especially Scy - and have under 1GB), in which case your performance will tank.

Currently, vanilla Starsector campaign's main performance hits are hyperspace storm calculations, fleet AI, and rendering fleets.  These are all CPU hits, not GPU hits (yes, even the rendering is more of a CPU than a GPU hit).  If you're in hyperspace with a lot of fleets on screen, that's basically the worst-case scenario.


I'm having an issue: moderate spikes of lag in the campaign, which I can deal with, but massive lag in battles. My computer is a piece of crap, so I've disabled shaderlib, but something else is going on that is taking up huge amounts of resources.

This happens with battles with just 3 frigates (mine plus 2 enemy). With vanilla I can handle the 80 ship mega battles without any lag or framerate issues. I've also noticed increased stuttering during "preloading" of the main menu, but I just figured that was due to the larger number of textures being loaded.

Any idea what could be causing this or advice? As with most I very much enjoy this mod and would love to play it (thanks as always for the hard work of making it!).

How much VRAM do you have?  If you run out, performance will die.  Some mods (SS+, Scy) use a lot by default due to the amount of graphics assets they load.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 03:41:43 PM
ShaderLib isn't free on the CPU: it's a 10-20% performance hit to the CPU in battle.  No performance loss in campaign unless you don't have enough VRAM to load up all the textures (can happen if you're using lots of factions - especially Scy - and have under 1GB), in which case your performance will tank.

So either way those nice sweet effects of the ShaderLib will tax the CPU even if the GPU can handle the graphics and texture stress?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 13, 2015, 03:52:08 PM
ShaderLib isn't free on the CPU: it's a 10-20% performance hit to the CPU in battle.  No performance loss in campaign unless you don't have enough VRAM to load up all the textures (can happen if you're using lots of factions - especially Scy - and have under 1GB), in which case your performance will tank.

So either way those nice sweet effects of the ShaderLib will tax the CPU even if the GPU can handle the graphics and texture stress?

Yep.  You expected otherwise?  Something has to tell the GPU what to do, after all.  It's a big, dumb number cruncher.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: ZIVth on December 13, 2015, 04:01:55 PM
I love Starsector+, and I've been playing it for the last couple of SS versions ever since I discovered it. Having said that, the latest version's salaries are a real drag, coupled with the higher costs of ships, as well as the sparseness of bounties and nerfing of the recent organ trading missions.

Apart from waiting for the next version, is there any edits I can make to the current one to reduce the amount paid out? My current 5 frigate fleet costs nearly 5k in salaries per month, which is making the game pretty grindy.

Edit: ^^^ Also what he said.

Reposting this because it seems to have gotten buried. Where are the salary calculations hidden in the SS files? Are they accessible for casual edits?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Thaago on December 13, 2015, 04:06:30 PM
ShaderLib isn't free on the CPU: it's a 10-20% performance hit to the CPU in battle.  No performance loss in campaign unless you don't have enough VRAM to load up all the textures (can happen if you're using lots of factions - especially Scy - and have under 1GB), in which case your performance will tank.

Currently, vanilla Starsector campaign's main performance hits are hyperspace storm calculations, fleet AI, and rendering fleets.  These are all CPU hits, not GPU hits (yes, even the rendering is more of a CPU than a GPU hit).  If you're in hyperspace with a lot of fleets on screen, that's basically the worst-case scenario.


I'm having an issue: moderate spikes of lag in the campaign, which I can deal with, but massive lag in battles. My computer is a piece of crap, so I've disabled shaderlib, but something else is going on that is taking up huge amounts of resources.

This happens with battles with just 3 frigates (mine plus 2 enemy). With vanilla I can handle the 80 ship mega battles without any lag or framerate issues. I've also noticed increased stuttering during "preloading" of the main menu, but I just figured that was due to the larger number of textures being loaded.

Any idea what could be causing this or advice? As with most I very much enjoy this mod and would love to play it (thanks as always for the hard work of making it!).

How much VRAM do you have?  If you run out, performance will die.  Some mods (SS+, Scy) use a lot by default due to the amount of graphics assets they load.

I'm guessing no hit on the CPU is the Shaderlib is set off in its config but still enabled?

I have 1024 MB VRAM on an AMD Radeon HD 6450. I don't know anything about graphics cards except that its pretty weak sauce :P.

Mods I was trying:
SS+
Blackrock
Citadel
Interstellar Imperium
Templar

Overreaching for how weak the system is?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 13, 2015, 04:19:46 PM
ShaderLib isn't free on the CPU: it's a 10-20% performance hit to the CPU in battle.  No performance loss in campaign unless you don't have enough VRAM to load up all the textures (can happen if you're using lots of factions - especially Scy - and have under 1GB), in which case your performance will tank.

Currently, vanilla Starsector campaign's main performance hits are hyperspace storm calculations, fleet AI, and rendering fleets.  These are all CPU hits, not GPU hits (yes, even the rendering is more of a CPU than a GPU hit).  If you're in hyperspace with a lot of fleets on screen, that's basically the worst-case scenario.


I'm having an issue: moderate spikes of lag in the campaign, which I can deal with, but massive lag in battles. My computer is a piece of crap, so I've disabled shaderlib, but something else is going on that is taking up huge amounts of resources.

This happens with battles with just 3 frigates (mine plus 2 enemy). With vanilla I can handle the 80 ship mega battles without any lag or framerate issues. I've also noticed increased stuttering during "preloading" of the main menu, but I just figured that was due to the larger number of textures being loaded.

Any idea what could be causing this or advice? As with most I very much enjoy this mod and would love to play it (thanks as always for the hard work of making it!).

How much VRAM do you have?  If you run out, performance will die.  Some mods (SS+, Scy) use a lot by default due to the amount of graphics assets they load.

I'm guessing no hit on the CPU is the Shaderlib is set off in its config but still enabled?

I have 1024 MB VRAM on an AMD Radeon HD 6450. I don't know anything about graphics cards except that its pretty weak sauce :P.

Mods I was trying:
SS+
Blackrock
Citadel
Interstellar Imperium
Templar

Overreaching for how weak the system is?

The two hardest-hitting ones are SS+ and Blackrock, followed by Templars.  With just those five you should theoretically be okay.  ShaderLib has no performance/memory impact whatsoever if it's disabled - I went through a considerable effort to make sure it can be completely disabled.  As best as I can tell, it's either some Java 8 problem with your system, you're close to out of RAM, or your VRAM is getting bogged down too much.  Try turning off BRDY and Knights Templar, as a test case.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Thaago on December 13, 2015, 04:30:41 PM
Will do. Question: I've been using Java 7 as the 64 bit jre - should I switch to Java 8? I lost track of what SS can handle.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Midnight Kitsune on December 13, 2015, 04:35:45 PM
Will do. Question: I've been using Java 7 as the 64 bit jre - should I switch to Java 8? I lost track of what SS can handle.
NO! Hell Alex is switching BACK to java 7 as 8 sucks so much!
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 04:43:21 PM
Yep.  You expected otherwise?  Something has to tell the GPU what to do, after all.  It's a big, dumb number cruncher.

Not a 20% T_T So if I turn off the nice effects, when a ton of explosions happen on screen it will be 20% faster?.... I am glad i find slowdowns amusing, cause it feels like it is slowmotioning the destruction. I wish a second core would be the one to do that T_T

Apart from waiting for the next version, is there any edits I can make to the current one to reduce the amount paid out? My current 5 frigate fleet costs nearly 5k in salaries per month, which is making the game pretty grindy.
Reposting this because it seems to have gotten buried. Where are the salary calculations hidden in the SS files? Are they accessible for casual edits?

I am pretty sure it is hardcoded because there seem to be no obvious option in the files that points out salaries or crew. Also considering it will be the first v3 patch, I am guessing it will come out sooner or later. XD


NO! Hell Alex is switching BACK to java 7 as 8 sucks so much!

O.O.... *checks his Java* ... time to roll back.. I wonder if I should get update 79 or 80. Or maybe the not publicly shared 91? >.> I did not know these versions existed.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 13, 2015, 05:11:59 PM
Yep.  You expected otherwise?  Something has to tell the GPU what to do, after all.  It's a big, dumb number cruncher.

Not a 20% T_T So if I turn off the nice effects, when a ton of explosions happen on screen it will be 20% faster?.... I am glad i find slowdowns amusing, cause it feels like it is slowmotioning the destruction. I wish a second core would be the one to do that T_T

It's more like 12%, actually.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 05:28:17 PM
Yep.  You expected otherwise?  Something has to tell the GPU what to do, after all.  It's a big, dumb number cruncher.

Not a 20% T_T So if I turn off the nice effects, when a ton of explosions happen on screen it will be 20% faster?.... I am glad i find slowdowns amusing, cause it feels like it is slowmotioning the destruction. I wish a second core would be the one to do that T_T

It's more like 12%, actually.

That precision made me smile :) I am close it is close to 10%! :D Well one way or the other, I would not stop using it. You have done such a wonderful job with it. No way I am not using it.



I tried Java 7 update 91 and made battles slower (even the ones with not many ships). With Java 8 (latest update) they were much faster. Also there is a slight slowdown in the map too, but looking at FPS I see them at times as long as with 8, so it might be a placebo effect. But in battles it is definitely slower. I am going to try Java 7 update 80 which is the last one offered in Java page and see if that is better.



It might be just me but the latest version of Java 8 is indeed faster in battles. In the map it was the same all slow and sluggy at the point where there were a lot of fleets. But it battle I have had a obvious to me slowdown in both Java 7u79 and 7u91.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 13, 2015, 07:02:57 PM
Currently there is no reason to ever use Dedicated Targeting Core as it gives 0/0/20/25 range bonus, and cost more OP to install than Integrated Targeting Unit which grants a 10/15/20/25 bonus.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 13, 2015, 07:05:53 PM
Isn't one much easier to get than the other, thus the other just being a straight upgrade?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 13, 2015, 07:09:37 PM
Considering the integrated targeting unit needs the player to add 7 points on technology tree, I am pretty sure it acts as an upgraded option of dedicated targeting core.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 13, 2015, 07:22:30 PM
That's the point; ship fitting in SS is about trade-offs, not straight upgrades. All hullmods have drawbacks or otherwise an opportunity cost. Dedicated targeting core and Integrated targeting unit are the only anomaly. And it's not like you should worry about skill points by the time you need to install dedicated targeting core on your ship.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 14, 2015, 05:40:34 AM
That's the point; ship fitting in SS is about trade-offs, not straight upgrades. All hullmods have drawbacks or otherwise an opportunity cost. Dedicated targeting core and Integrated targeting unit are the only anomaly. And it's not like you should worry about skill points by the time you need to install dedicated targeting core on your ship.

On my Vanilla play I did use Dedicated targeting core. That is because I was getting no good ships that could be captured throughout the entire game, thus I just accepted the fact that I would buy my ships. I had an Onslaught much before I got a Integrated Targeting Core, considering I always raise all three skill trees to 5, then combat to 10 and after that I go for Technology higher than 5. That means I unlock it at around level 40 and till then, if I actually use the oodles of money I make, I can buy if not a capital ship at least a Cruiser.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Jude on December 14, 2015, 06:11:32 AM
Out of curiosity, since I'm quite late to the party; what's the standard for SS+ integrated mods?

Were they all made in collaboration with SS+? Were they deemed balanced and lore-friendly and thus added in afterwards? Are mods ever added to or removed from SS+ integration?

I'm just interested in the story behind it all.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Tartiflette on December 14, 2015, 06:34:03 AM
Out of curiosity, since I'm quite late to the party; what's the standard for SS+ integrated mods?

Were they all made in collaboration with SS+? Were they deemed balanced and lore-friendly and thus added in afterwards? Are mods ever added to or removed from SS+ integration?

I'm just interested in the story behind it all.
Yes, yes and potentially yes.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Jude on December 14, 2015, 06:35:08 AM
Yes, yes and potentially yes.
Concise and to the point. Guess that answers that.  ;)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 14, 2015, 09:06:02 AM
I add integrated mods infrequently, when there's a high-quality mod that's reasonably balanced (like, in the ballpark of vanilla balance - even the Templars apply since there are lots of drawbacks to using their stuff, and they're hard to get) and is stable enough to spend the time for integration, and has a developer willing & able to collaborate.  The next on the list is probably Diable Avionics.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Jude on December 14, 2015, 09:11:52 AM
I add integrated mods infrequently, when there's a high-quality mod that's reasonably balanced (like, in the ballpark of vanilla balance - even the Templars apply since there are lots of drawbacks to using their stuff, and they're hard to get) and is stable enough to spend the time for integration, and has a developer willing & able to collaborate.  The next on the list is probably Diable Avionics.
I suppose if I were to make a mod, SS+ integration would be my ultimate goal. Until I realize I have to keep updating it and laze out.  :P
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Mudanzas Valencia on December 14, 2015, 10:10:16 AM
I'm glad you are adding faction cohesiviness in weaponry cause with all factions enabled the pirates have a real "kitchen sink" approach that makes it difficiult to tell what your getting into. Is it an easy battle or suicide - who knows?!?!

It's really hard to get a named bounty when you're just starting out - maybe make smaller bounties? 10000 gold with just a few enemy ships.

The hacking modules are extremely dangerous if you encourter them randomly or when you go after a bounty, especially when you're starting out. Might...might want to nerf hacking modules

Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 14, 2015, 10:21:57 AM
I'm glad you are adding faction cohesiviness in weaponry cause with all factions enabled the pirates have a real "kitchen sink" approach that makes it difficiult to tell what your getting into. Is it an easy battle or suicide - who knows?!?!

It's really hard to get a named bounty when you're just starting out - maybe make smaller bounties? 10000 gold with just a few enemy ships.

The hacking modules are extremely dangerous if you encourter them randomly or when you go after a bounty, especially when you're starting out. Might...might want to nerf hacking modules



Of all the factions, Pirates got hit the hardest with a weapon table reduction.  The really anti-beginner weapons are either gone or very rare with run-of-the-mill pirates, though some of the restrictions are relaxed for bounty fleets.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 14, 2015, 10:31:22 AM
Of all the factions, Pirates got hit the hardest with a weapon table reduction.  The really anti-beginner weapons are either gone or very rare with run-of-the-mill pirates, though some of the restrictions are relaxed for bounty fleets.

Is it SS+ or Nexerelion that makes pirate fleets more common and makes slightly larger ones to appear more? In Vanilla at least it was so hard to find pirates and I am happy to see them appear more and more in the modded game.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 14, 2015, 11:34:37 AM
SS+ increases pirate fleet count, but not size.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 14, 2015, 11:38:55 AM
SS+ increases pirate fleet count, but not size.

It definitely is one of the best features! Maybe I see bigger ones (rarely) because of the new team up feature and them being more all around when they join. Finally pirates feel at least stronger and more alive, rather than the sparse ones :D
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Surge on December 15, 2015, 01:13:14 AM
I did kind of like the novelty of finding pirate fleets with the odd ship decked out in exigency weapons, really gave the impression that they'd hit a jackpot, but not THAT big of a jackpot.

I totally understand the need to do away with things like that though.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Garmine on December 15, 2015, 11:42:20 AM
Am I the only one who can not find a single officer on any of the markets (including large markets) using SS+ (without Nexerelin)? I have spent a few days going around without seeing any either on hostile or friendly markets. :(
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 15, 2015, 11:47:07 AM
Am I the only one who can not find a single officer on any of the markets (including large markets) using SS+ (without Nexerelin)? I have spent a few days going around without seeing any either on hostile or friendly markets. :(

In game days or real life days? They can be as rare as common. I have to admit though in vanilla they seemed more common. Might just be my luck though.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Garmine on December 15, 2015, 12:00:53 PM
In game days or real life days? They can be as rare as common. I have to admit though in vanilla they seemed more common. Might just be my luck though.

A week in real life, it's around ~24 (real) hours ingame.

In vanilla I just usually go 2 systems and already have 2-3 officers hired.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Zenobious on December 15, 2015, 12:33:11 PM
Am I the only one who can not find a single officer on any of the markets (including large markets) using SS+ (without Nexerelin)? I have spent a few days going around without seeing any either on hostile or friendly markets. :(

Nope, I haven't been able to find any officers either, after about an IRL week of SS+ play. I'm also having trouble finding supplies and fuel for sale just about anywhere, sometimes even the biggest stations and planets only have ~50 of them.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 15, 2015, 12:44:40 PM
I seem to find officers and supplies just fine.  You guys are having a huge number of issues that break the game, and I can't verify any of them.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 15, 2015, 12:51:07 PM
I seem to find officers and supplies just fine.  You guys are having a huge number of issues that break the game, and I can't verify any of them.

Hahahaha XD I find officers just fine. If I would say anything, is since I started modded, most of my officers are aggressive. I swear to god I never seen an aggressive one in my vanilla gameplay, lol. So My problems is too many aggressive and for him not many officers. Those dices we are rolling are definitely bad.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Nimaniel on December 15, 2015, 12:52:13 PM
Someone commented that officers were too frequent (in vanilla), so maybe Alex tweaked it. It took me a while to find my first officers in my current SS+ playthrough (maybe on the 10th planet I visited?), but now I have a full 10 officer roster.

On another note, I am seeing trade goods that cost 1 credit in SS+. One time it was drugs and organs on Sindria after a siege, another time supplies on another planet after a disruption event.

Picking up 2,5k supplies at 1 credit each is moderately game-breaking. Well, game-balance-distorting anyway. Not sure if the cause is SS+, but I suspect it is.

Prices should probably never be offset by a fixed amount, but only by a percentage.

I think Alex is doing an economy overhaul in the near future, so perhaps it's best to just wait and see.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: HELMUT on December 15, 2015, 01:08:30 PM
Finding officers is a matter of luck, sometimes it's better to take a bit of time and supplies to roam around every stations in a system to see who's available.

I also had some troubles finding fuel and supplies in my last campaign, had to rely on the black market but even then i was struggling. It's all about knowing the sweet spots that sell a lot of stuff. Sindria in Askonia always sells a lot of fuel for a good price. Ratatosk in Valhalla, Agreus in Arcadia have quite a few supplies. If you play with mods, Citadel's system (of the same name) have quite a lot of resources too, even if the system is a bit remote. After a while, you learn where to do your shopping.

Nimaniel, The resources costs aren't linked to SS+ in particular but rather to the faction mods added to it. Some faction's market must be wrecking the whole sector's economy. Knowing which one is the tricky part.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Zenobious on December 15, 2015, 01:44:32 PM
I seem to find officers and supplies just fine.  You guys are having a huge number of issues that break the game, and I can't verify any of them.

As HELMUT suggested, it probably isn't SS+'s fault in specific, rather the unfortunate intersection of it and one of the other mods it supports. I just thought I should post so that Garmine didn't feel all alone...

Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Marcus Garvey on December 15, 2015, 05:31:22 PM
From what I've seen it's totally random whether the economy breaks or not. It's definitely something with faction mods, I've had games where supplies are nowhere to be seen outside of the black market(and even then theyre 500-700 credits apiece), and I've had plenty of games(with the same versions of the same mods) where supplies are 30-70 and extremely widely available. I'd just keep starting new games until you get a good one.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 15, 2015, 05:36:48 PM
From what I've seen it's totally random whether the economy breaks or not. It's definitely something with faction mods, I've had games where supplies are nowhere to be seen outside of the black market(and even then theyre 500-700 credits apiece), and I've had plenty of games(with the same versions of the same mods) where supplies are 30-70 and extremely widely available. I'd just keep starting new games until you get a good one.

In vanilla game, with absolutely no mods whatsoever and the latest version of the game, supplies at their lowest when I bought them in the thousands, they were 30-70. I would sell them when I would find markets asking them from 500-700 if the market was asking large quantities and 800-900 no matter the amount.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Taverius on December 15, 2015, 07:44:17 PM
Salamander desc:

... The unreliable ammo feeder was repalced with ...

Stheno desc:

... Domain scientist, mind uploaded into an AI ... - I feel like it should either be 'his mind' or 'mind-uploaded'

Sunder [S/U] desc: the base description text needs to be updated to the current one.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 15, 2015, 08:00:33 PM
Your irrepalcabel.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 15, 2015, 08:06:24 PM
Your irrepalcabel.

*You're irreplaceable. <- Peple always kick me out of partys, for forgeting to breing my fanny.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Taverius on December 15, 2015, 09:23:14 PM
Your irrepalcabel.

Tahnk yuo!

Another one - Flare Burst Launcher desc mentions 15 charges, but the weapon ammo count is 10.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Cik on December 15, 2015, 09:27:27 PM
Your irrepalcabel.

oh *** what happened
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: kazi on December 15, 2015, 11:05:20 PM
Dark Revenant (get it, coz hs goffik) iz jost beeing goffik, giv fangz 2 da preps flaming da mawd, thuts why hiz is acting defrent, k?

wut.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Cik on December 15, 2015, 11:59:53 PM
my immortal you've returned pls god no
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: valefore on December 16, 2015, 07:19:07 AM
Code
237108 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_FamousBountyEvent.initBountyAmount(SSP_FamousBountyEvent.java:462)
at data.scripts.campaign.events.SSP_FamousBountyEvent.startEvent(SSP_FamousBountyEvent.java:322)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at data.scripts.campaign.events.SSP_EventProbabilityManager.startFamousBountiesIfNeeded(SSP_EventProbabilityManager.java:88)
at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:63)
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
237243 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Mobilization.ogg]
237244 [Thread-11] INFO  sound.H  - Playing music with id [Mobilization.ogg]

Reporting this error. I have a bunch of mods enabled (Every compatible once except P3), so I can't confidently say this is due to Starsector+, but since it talks about SSP bounties I thought it had something to do with SS+ IBB.
In fact, everything was running fine until I finished off what seemed to be the last IBB boss fight (with the mod Paragon). After I defeated the guy, I always get this error and crash after approximately the same amount of time regardless of action.

btw, IBB was great fun. Thanks for the experience.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Maelstrom on December 16, 2015, 07:23:01 AM
btw, there is a null crash when defeating the olympus x bounty and then clicking the claim victory... happened three times and had to use consol comands and hope the game didn't crash if i just let the game slowly fady into darkness etc... anyway, that worked but this is defenitly something bugged... I think its due to the olympus since it creates a ship mid battle and the only way to maybe prevent it is to destroy the olympus before it launches anything bugging the ship list out... but thats only a theory :P
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Tartiflette on December 16, 2015, 07:25:26 AM
btw, there is a null crash when defeating the olympus x bounty and then clicking the claim victory... happened three times and had to use consol comands and hope the game didn't crash if i just let the game slowly fady into darkness etc... anyway, that worked but this is defenitly something bugged... I think its due to the olympus since it creates a ship mid battle and the only way to maybe prevent it is to destroy the olympus before it launches anything bugging the ship list out... but thats only a theory :P
What version of Starsector are you using? That bug should have been corrected the curent one: 0.7.1RC5.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 16, 2015, 09:29:00 AM
Cant complete delivery mission. Need to deliver 12 hand weapons but the dude sais I dont have it. Could you please look into delivery missions? If this happens right at the start its bound to happen later as well.
I obtained the hand weapons from the Black Market of Jangala then delivered them to Eventide. Postmaster at Eventide sais I dont have the 12 hand weapons which is not true. I have them!
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: monkhouse on December 16, 2015, 09:32:44 AM
Cant complete delivery mission. Need to deliver 12 hand weapons but the dude sais I dont have it. Could you please look into delivery missions? If this happens right at the start its bound to happen later as well.

Had the same problem with harvested organs - then I bought one more (bringing the total to 13) and it let me complete the mission, leaving me with 1 remaining in cargo. Rather odd. Maybe a '>' in there somewhere where there should be a '>='?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Wyvern on December 16, 2015, 10:01:34 AM
Cant complete delivery mission. Need to deliver 12 hand weapons but the dude sais I dont have it. Could you please look into delivery missions? If this happens right at the start its bound to happen later as well.

Had the same problem with harvested organs - then I bought one more (bringing the total to 13) and it let me complete the mission, leaving me with 1 remaining in cargo. Rather odd. Maybe a '>' in there somewhere where there should be a '>='?
Vanilla rounding error.  Will be fixed in .7.2.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 16, 2015, 10:01:51 AM
Code
237108 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_FamousBountyEvent.initBountyAmount(SSP_FamousBountyEvent.java:462)
at data.scripts.campaign.events.SSP_FamousBountyEvent.startEvent(SSP_FamousBountyEvent.java:322)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at data.scripts.campaign.events.SSP_EventProbabilityManager.startFamousBountiesIfNeeded(SSP_EventProbabilityManager.java:88)
at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:63)
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
237243 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Mobilization.ogg]
237244 [Thread-11] INFO  sound.H  - Playing music with id [Mobilization.ogg]

Reporting this error. I have a bunch of mods enabled (Every compatible once except P3), so I can't confidently say this is due to Starsector+, but since it talks about SSP bounties I thought it had something to do with SS+ IBB.
In fact, everything was running fine until I finished off what seemed to be the last IBB boss fight (with the mod Paragon). After I defeated the guy, I always get this error and crash after approximately the same amount of time regardless of action.

btw, IBB was great fun. Thanks for the experience.
Known issue that's being fixed for the next update.  To fix it, just reset the IBB stage with console commands: famousbountystage 0
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Garmine on December 16, 2015, 11:30:19 AM
I seem to find officers and supplies just fine.  You guys are having a huge number of issues that break the game, and I can't verify any of them.

A single hour of gameplay after I complained and I managed to get 2 officers... So it was just my really bad luck, as usual. Nevermind ^^

As HELMUT suggested, it probably isn't SS+'s fault in specific, rather the unfortunate intersection of it and one of the other mods it supports. I just thought I should post so that Garmine didn't feel all alone...

Oh, thanks Zenobious! :3
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Mudanzas Valencia on December 16, 2015, 03:05:02 PM
i die so hard with all mods installed lol, rename this mod eye of terror
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 16, 2015, 05:41:36 PM
Since I just found out that the vanilla boarding change change from 20% to 5%, I wanted to suggest for SS+ to add a choice to choose between then new 5% and old 20%. I say SS+ because when the game starts it makes questions, giving the player the choice to live in a universe where there are uhmmmm.. more surviving ships after battle? I am just saying this as a suggestion because I loved the high chance to capture ships, letting me use and try ships I normally would not. Welp, that was just a suggestion though XD
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Garmine on December 17, 2015, 11:41:27 AM
Btw boarding, are the very special ships (from IBB bounties) capturable or acquirable by other means? As with the 5% boarding chance I never had the chance to capture one.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Adraius on December 17, 2015, 12:54:18 PM
Since I just found out that the vanilla boarding change change from 20% to 5%, I wanted to suggest for SS+ to add a choice to choose between then new 5% and old 20%. I say SS+ because when the game starts it makes questions, giving the player the choice to live in a universe where there are uhmmmm.. more surviving ships after battle? I am just saying this as a suggestion because I loved the high chance to capture ships, letting me use and try ships I normally would not. Welp, that was just a suggestion though XD
If this isn't too difficult, I'd love to have this feature too.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 17, 2015, 04:21:40 PM
Since I just found out that the vanilla boarding change change from 20% to 5%, I wanted to suggest for SS+ to add a choice to choose between then new 5% and old 20%. I say SS+ because when the game starts it makes questions, giving the player the choice to live in a universe where there are uhmmmm.. more surviving ships after battle? I am just saying this as a suggestion because I loved the high chance to capture ships, letting me use and try ships I normally would not. Welp, that was just a suggestion though XD
If this isn't too difficult, I'd love to have this feature too.
Alex's boarding chance stat doesn't work (I set IBBs to have something like 10000% chance to board).  I'm forcefully making them boardable in 3.1.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 17, 2015, 05:37:33 PM
Alex's boarding chance stat doesn't work (I set IBBs to have something like 10000% chance to board).  I'm forcefully making them boardable in 3.1.

Oooo, finally special ones will be taken for a price. But I like boarding like I said, because I enjoyed capturing all my ships (except freighters that I bought) rather than buying them. It felt enjoyable having such a random fleet. This is why I said that. I do not care much to capture ships to avoid paying for them or selling them. I just love knowing that all my ships are prizes that I won from battles.

You said you will change the settings for IBB. Although me setting the chance to 20% will still affect the normal ships, right?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Adraius on December 17, 2015, 06:47:53 PM
Since I just found out that the vanilla boarding change change from 20% to 5%, I wanted to suggest for SS+ to add a choice to choose between then new 5% and old 20%. I say SS+ because when the game starts it makes questions, giving the player the choice to live in a universe where there are uhmmmm.. more surviving ships after battle? I am just saying this as a suggestion because I loved the high chance to capture ships, letting me use and try ships I normally would not. Welp, that was just a suggestion though XD
If this isn't too difficult, I'd love to have this feature too.
Alex's boarding chance stat doesn't work (I set IBBs to have something like 10000% chance to board).  I'm forcefully making them boardable in 3.1.
Wait, really?  So changing the variable does nothing at all?  Is there any other way to make boarding opportunities more likely?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 17, 2015, 09:21:00 PM
The one in settings.json works.  The code-set memory key for specific ships to be more likely - that's the one that doesn't work.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Snrasha on December 17, 2015, 11:45:56 PM
You cannot modifie FleetEncountercontextplugin or FleetEncountercontext for that?

Hum, in javadoc, i have not found, yes....  (We have just after boarding so, i need search more or we cannot)

But for salvage, we can change, no?  Raise salvage if friend with a pirate faction '.'  . (Ok bad idea.)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Serenitis on December 18, 2015, 09:15:35 AM
I miss the multiple boarding events from the previous releases SS+.
That was so much fun.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 18, 2015, 09:23:24 AM
I miss the multiple boarding events from the previous releases SS+.
That was so much fun.

Wasn't that a vanilla thing? I mean I do not think SS+ is at fault they disappeared, since 0.7 changed boarding chance to 5% from 20% that it was on 0.6.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Nanao-kun on December 18, 2015, 11:00:08 AM
I miss the multiple boarding events from the previous releases SS+.
That was so much fun.

Wasn't that a vanilla thing? I mean I do not think SS+ is at fault they disappeared, since 0.7 changed boarding chance to 5% from 20% that it was on 0.6.
Multiple boarding events were SS+ I believe.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: SpacePoliticianAndaZealot on December 18, 2015, 11:08:38 AM
Nope, they weren't. And they were indeed dropped with 0.7 update.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Midnight Kitsune on December 18, 2015, 12:47:51 PM
Nope, they weren't. And they were indeed dropped with 0.7 update.
Multiple boarding opportunities (where you can board more than one ship from a fight) where indeed a feature of 65.2 SS+ but sadly couldn't be kept due to .7 changes
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 18, 2015, 01:16:15 PM
Shame shame. Also is it just me, or boarding has become easier when it happens? Be it the ships I boarded with the 5% and the ships I tried to board after I altered it to 20%, it does not seem not for the ships to explode. Then again I am guessing that might have been an SS+ feature, since if I remember well there was a skill lowering the chance of an explosion? <- Never played 0.65 vanilla.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Midnight Kitsune on December 18, 2015, 01:27:47 PM
Shame shame. Also is it just me, or boarding has become easier when it happens? Be it the ships I boarded with the 5% and the ships I tried to board after I altered it to 20%, it does not seem not for the ships to explode. Then again I am guessing that might have been an SS+ feature, since if I remember well there was a skill lowering the chance of an explosion? <- Never played 0.65 vanilla.
Yes boarding was made much easier/ less RNG dependent (No self destruct/ unusable ships) in .7. To balance this, the chances were cut down to 5% and required marines only, who had their prices increased
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 18, 2015, 03:19:29 PM
Anybody could tell me how to buy the big battleships like the Paragon?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 18, 2015, 03:22:26 PM
Anybody could tell me how to buy the big battleships like the Paragon?

They appear in Tri-Tachyon markets rarely. Really, really, really rarely
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 18, 2015, 03:54:59 PM
Also anybody could tell me what limits my deployable force amount? I mean the projected supply cost. Sometimes I can deploy 120 worth of units but sometimes just 90. What is this? Any way to increase this?
So if I grind myself up to like 80+/100 rep I still have to like get insanely lucky to buy a Paragon? This means just speeding up the game till the market "spawns" it?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 18, 2015, 03:59:11 PM
I think the limitation of deployment comes depending how many points the other side chooses to use. The default limit is 400 and many times I get 240 and other times as little as 120 if not less. I just guess the other side used a lot. I think this happens to make sure that if you fight a really large fleet, you wont fight the same amount of points for enemies, but they will be more than you. Of course I am just guessing it works like that.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 18, 2015, 06:30:00 PM
I seem to recall a slider in the options that will let you turn that base up/down, though the only reason I'd see to adjust it were if your computer couldn't handle so many ships at once or if you wanted to make management harder and AI derps more likely. I've never touched it, personally.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: JohnDoe on December 19, 2015, 06:27:10 AM
Also anybody could tell me what limits my deployable force amount? I mean the projected supply cost. Sometimes I can deploy 120 worth of units but sometimes just 90. What is this? Any way to increase this?
So if I grind myself up to like 80+/100 rep I still have to like get insanely lucky to buy a Paragon? This means just speeding up the game till the market "spawns" it?
It's limited by the fleet point ratio between your forces and your opponent's. The bigger your fleet is, the bigger share your deployment can be.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Mudanzas Valencia on December 19, 2015, 07:24:10 AM
Mod have you considered eliminating the antagonistic hit for taking a faction commission? The reason I ask is, if you have all factions enabled, most factions have at least five enemies, some of which are VERY powerful. In effect, taking a commission is extremely dangerous, especially early on, particularly in regards to making the templars antag you, since they are enemies with everyone I think, so de facto taking a comission with anyone is declaring war on templars (BAD)

What I would prefer is, no antag from taking a comission, but obviously it blocks you from taking other comissions, and gives you an antag hit if you give up your comission with the giver. Moroever, the comission scales with loyalty in addition with ship size, so that it pays little for killing frigates at low loyalty, but high for killing capital ships at high loyalty. The comission system becomes, in effect, an incentive to take on powerful faction enemies and also rewards long term loyalty to a faction, but does not bring down the wrath AUTOMATICALLY of every enemy.

If that balance is too far skewed, maybe make it so commissions prevent you from using enemy bases, even while stealthed
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 19, 2015, 07:57:41 AM
Spoiler
Mod have you considered eliminating the antagonistic hit for taking a faction commission? The reason I ask is, if you have all factions enabled, most factions have at least five enemies, some of which are VERY powerful. In effect, taking a commission is extremely dangerous, especially early on, particularly in regards to making the templars antag you, since they are enemies with everyone I think, so de facto taking a comission with anyone is declaring war on templars (BAD)

What I would prefer is, no antag from taking a comission, but obviously it blocks you from taking other comissions, and gives you an antag hit if you give up your comission with the giver. Moroever, the comission scales with loyalty in addition with ship size, so that it pays little for killing frigates at low loyalty, but high for killing capital ships at high loyalty. The comission system becomes, in effect, an incentive to take on powerful faction enemies and also rewards long term loyalty to a faction, but does not bring down the wrath AUTOMATICALLY of every enemy.

If that balance is too far skewed, maybe make it so commissions prevent you from using enemy bases, even while stealthed
[close]

Considering the only faction that should be feared like that is the Templar (at least from the SS+ ones), I think it would be "kind" of ok to find a reason for the Templar to not hate you because you got a commission, but not change the whole game's mechanic. It is logical and immersive to be hated if you a a commission with a faction that is at war with another and feels right for the faction that you took the commission from to ask you to fight their enemies. Maybe making Templar not caring for commission, since in their eyes you are still a freelancer, could be ok.

I am guessing through you would keep getting a hit every month for not making the Templar hate you.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 09:04:57 AM
I have 95/100 rep at Try Tachyon.... So what else must I do to buy a Paragon battleship? The biggest ship I have seen was a a Battlecruiser. Its hardpoints suck badly tho so I chose in the end to skip it and wait for a Paragon.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 19, 2015, 09:14:07 AM
So what else must I do to buy a Paragon battleship?

Wait. See my signature. Welcome to Starsector.

Ships available at market are pseudo-randomly generated based on the size, prosperity, and alignment of the market. If you're at a market that can have a Paragon for sale and it doesn't, you can buy all the large ships available and hope it nudges it to spawn in the next market refresh, or just wait.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 19, 2015, 09:18:10 AM
When I said really really rarely, I king of meant really really REALLY RARELY!

If you keep looking the dices that the game throws about it appearing, will eventually land on double six and you will be able to buy it. Just do not be shocked if when it will appear, you will find two of them. Luck can always be so weird.. I never managed to find a single darn Conquest in my vanilla game.. but I did find twice the Paragon which I did not want.. I felt Lady Luck was laughing her ass off..
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: ChrisH on December 19, 2015, 09:33:01 AM
I have 95/100 rep at Try Tachyon.... So what else must I do to buy a Paragon battleship? The biggest ship I have seen was a a Battlecruiser. Its hardpoints suck badly tho so I chose in the end to skip it and wait for a Paragon.

Save before entering the star system after not having visited the port for 30 days.
Visit market
IF = Your ship is not there > Then > Load save -> IF = Your ship is there = Success
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 01:10:47 PM
When I said really really rarely, I king of meant really really REALLY RARELY!

If you keep looking the dices that the game throws about it appearing, will eventually land on double six and you will be able to buy it. Just do not be shocked if when it will appear, you will find two of them. Luck can always be so weird.. I never managed to find a single darn Conquest in my vanilla game.. but I did find twice the Paragon which I did not want.. I felt Lady Luck was laughing her ass off..
Does it matter if Im not Comissioned to Tri Tachyon? I mean I see the ship stock changes each time I re-enter the system using this method:
Quote
Save before entering the star system after not having visited the port for 30 days.
Visit market
IF = Your ship is not there > Then > Load save -> IF = Your ship is there = Success
I have seen another Battlecruiser but Im getting very very tired of this. This is nonsense.... Im 100/100 with Tri Tachyon they should most certainly sell me a Paragon and not waste hours of saving/loading the game.
PS: Im also doing this at the Ogma buy point since it seems it is one size bigger market than the other in the Magec system.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: OOZ662 on December 19, 2015, 01:14:29 PM
Your Commission to TriTachyon means about as much as Letters of Marque did to governments in the age of sail. Sure, they'll pay you to take out their foes, but they won't specially build you a ship to do it with. Those go to their navies. If you happened to find a ship second hand on the market, though, then you're welcome to buy it.

It's not that "they aren't selling [you] the ship," it's that "there aren't any available for sale."
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 19, 2015, 01:15:07 PM
Does it matter if Im not Comissioned to Tri Tachyon?

I am pretty sure, how much the faction likes you or if you have a commission with them, does not affect the ships that appear. The stability of the station is what makes better ships appear. If the faction does not like you enough or you do not have commission wit hthem, you will just be unable to buy the ship.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 01:40:51 PM
Stability 5 market seems to have less/smaller ships in the Magec System (Port Tse Franchise Station #3) than the Stability 5 market Ogma in the Hybrasil system.
Can the Paragon even appear at these stability levels or Im wasting my time?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 19, 2015, 01:50:21 PM
Can the Paragon even appear at these stability levels or Im wasting my time?

That I can not tell you, since like I said I have seen Paragons, but never the ship I looked for, which was Conquest. What I can tell you though is that afar from what military stations that have the military ships, I have seen that the bigger the population, the more and better ships appear. But to get more people I think you do need higher stability. If not, someone should correct me.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 02:16:16 PM
Okay I give up. After 2 hours of trying to get a Paragon with re-loading game still none. Best I got was an Original Cruiser with 2 Special Gung something guns which I tried and was nice tho. Also I think I have seen Battlecruiser just once.
Also tried to reduce the smuggling in Ogma but its impossible. Stays -4 even after months. Oh and since indepents are the smugglers and the traders in one person after I become hostile with them for shooting down their smugglers then the normal traders run like chicken away from the station and I get a log that trading is disrupted :/
Console commands here I come....... (tho really dont want to)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: SpacePoliticianAndaZealot on December 19, 2015, 02:20:27 PM
Yeah, I can confirm Vindicator is the best and the largest ship you can find on non-military submarkets. That sucks :(
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 02:58:06 PM
Stability seems to be very important because at Jangala I have seen the Onslaught battleship several times already (Jangala stability 10 vs Ogma stability 5)
So the question is: How can I stabilize the market? I cant seem to be able to stop smugglers and smuggling wont decrease and If I try please see this about my previous post:
Quote
Also tried to reduce the smuggling in Ogma but its impossible. Stays -4 even after months. Oh and since indepents are the smugglers and the traders in one person after I become hostile with them for shooting down their smugglers then the normal traders run like chicken away from the station and I get a log that trading is disrupted :/
PS: I have just seen 2 Conquest Battlecruisers at Sindrian Dictat's Sinria station with a low stability 4 market :/ lol
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: StarSchulz on December 19, 2015, 03:07:40 PM
I created a major smuggling disruption that lasted more than an entire cycle, once. The only thing that i can think of to increase stability is to increase their exports. so, buy all of their stuff!
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 19, 2015, 03:33:36 PM
I am pretty sure to create stability you have to press the M button and see what they have excess and what they lack. Buy off of them what they have excess of and sell them what they are in need of.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 19, 2015, 03:37:25 PM
If you're running Interstellar Imperium, Cydonia in the Corsica system has a fairly large Tri-Tachyon military market, and it should stock Paragons occasionally.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 04:28:35 PM
I am pretty sure to create stability you have to press the M button and see what they have excess and what they lack. Buy off of them what they have excess of and sell them what they are in need of.
Yeah tried that. Spend 1million credits. Not much change.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 04:53:55 PM
Also tried the following command to increase the speed for resetting and searching for markets in the whole game using console commands:
ForceMarketUpdate;FindShip Paragon
The above result was entered around 100 times and zero Paragon in the entire universe. Please could you look into this?
EDIT: Tested with the Imperium + Blackrock mod the above command and yes Cydonia does sell Paragons. Not very often (like every 5 update) so its very good!
Shouldnt the vanilla + Starsector sectors sell as well?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 05:05:58 PM
Guys any idea on how to convert my savegame which has Starsector+ to include the Blackrock + Imperium factions?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Nanao-kun on December 19, 2015, 05:08:38 PM
Guys any idea on how to convert my savegame which has Starsector+ to include the Blackrock + Imperium factions?
Have you tried the Save Transfer mod?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 05:15:49 PM
Guys any idea on how to convert my savegame which has Starsector+ to include the Blackrock + Imperium factions?
Have you tried the Save Transfer mod?
Thank you very much! Works like a charm!
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 19, 2015, 05:26:25 PM
Just started a new game with Starsector+ Imperium and Blackrock but the Victory class battleship is not on the market ever. Is this intended?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: sycspysycspy on December 19, 2015, 10:12:29 PM
My IBB bounties strangely disparaged... I did not completed any of them and they are just no more. And I am not sure when.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Mudanzas Valencia on December 20, 2015, 06:44:57 AM
Maybe instead of making them hostile, commissions could just make enemies inhospitable if you haven't actively antaged them. Maybe you could add some exceptions (joining eos makes templars vengeful) but in general it's just inhospitable.

Seriously I think the commission system was designed with only four major factions in mind, do you want to fight for the tachyons, the hegemony, the pirates or independents. When you've got 15 factions with a web of relations the antaging can get...ridiculous. Moroever, becasue factions don't just control fleet types and markets but also whole quadrants then comissions can be...limiting, especially near the beginning. This isn't really a balancing issue so much as a fun issue, I like being able to cruise around the expanded galaxy and read all the cool descriptions and buy neat things, if half the galaxy hates you that's lame. Of course eventually you do want to antag everyone and destroy the galaxy as an endgame, but it would be beter to do that piecewise than all at once.

Granted you can just avoid comissions (which I have been doing) but perhaps this problem is just related to the fact that it's really hard to make money through fighting alone right now between crew and supply costs, bounty difficulties/competition with AI, and with commissions makign the game into a gauntlet it's just logisitcally frustrating. maybe that will change with the next build.     
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 20, 2015, 07:51:20 AM
Indeed that would be nice, but being just inhospitable with Templar would mean a permanent -5 hit in your reputation with your factions. Then again if your faction has plenty of enemies you can fill that up easily, but I think with 15 faction the problem is elsewhere. How does it work for someone, when his faction goes constantly back and forth at war and truce with ALL the factions. Along with the permanent -5 for the Templar, the player would have to zoom around the whole galaxy, attacking fleets of the factions that his own faction just went to war.

In the vanilla that was manageable only because I kept attacking only Tri-Tachyon, so getting even a monthly hit of 10 if Hegemony went at war with two factions, was manageable when killing Tri-Tachyon. But if there were so many factions, I can easily imagine a war with 4 factions at the same time all the time, with the factions that are at war revolving FTL. The modded game I played was with Nexerelin on Corvus mode, so playing as my own faction removed from my back the problem. But without it, it would be such a pain for sure.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 20, 2015, 09:23:07 AM
Guys Im having troubles. I comissioned myself to Tri Tachyon. The problem is I keep getting rep penalties because Im not hostile with the "Knights of Ludd". Who the hell are those guys? Where to find them? I cant see them as a power and im dropping in rep rapidly with Tri Tachyon. Help please.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 20, 2015, 09:56:21 AM
Guys Im having troubles. I comissioned myself to Tri Tachyon. The problem is I keep getting rep penalties because Im not hostile with the "Knights of Ludd". Who the hell are those guys? Where to find them? I cant see them as a power and im dropping in rep rapidly with Tri Tachyon. Help please.

That's a vanilla bug that will be fixed on the next release of Starsector.

As a sidenote, I think Knights of the Ludd is the Luddic Church? Can't be sure though.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: SpacePoliticianAndaZealot on December 20, 2015, 02:14:22 PM
Indeed it is. Essentialy the official military forces of peaceful Luddites.

OT: use Console Commands mod to work around the issue.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 20, 2015, 04:00:14 PM
I am hostile to the Luddic Church. So what rep should I mod then?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 20, 2015, 04:09:29 PM
I am hostile to the Luddic Church. So what rep should I mod then?

When I said it is a bug, I meant the game asking the player to lower reputation with the Knights of the Ludd, when they are not supposed to be a separate faction, but the same as Luddic Church. The sub faction is reffered as knights_of_ludd in files. Try that?



Just tried "adjustrelationship player knights_of_ludd -100"

At least it said the reputation was adjusted.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: KopiG on December 20, 2015, 05:06:45 PM
Thank you weltall will try this.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: SpacePoliticianAndaZealot on December 20, 2015, 11:48:24 PM
Just a quick sidenote: it's easier to use setrelationship rather than adjustrelationship since  the latter adds the specified rep value to the existing one, while the former simply sets it to the specified value.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Galwail on December 21, 2015, 09:30:23 AM
Hi, I have tried the Starsector+ mod and all the new ships and options are really great. Is it possible to board and capture some of the OP mod ships from IBB bounties? Is it intentional that the locomotive tug can't use augmented engines? I would really like to use it to tug my capital ships.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 21, 2015, 10:41:39 AM
Is it possible to board and capture some of the OP mod ships from IBB bounties?

Because we were talking how vanilla Starsector lowered Boarding chances from 20% to 5% from 0.65 to 0.7, Dark Revenant mentioned that in next update he will make IBB ships having full chance to be boarded on the next Starsector+ update.

Alex's boarding chance stat doesn't work (I set IBBs to have something like 10000% chance to board).  I'm forcefully making them boardable in 3.1.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Neo on December 21, 2015, 11:41:55 PM
 
I have encountered a problem trying to edit SkillData.java for a modpack containing SS+.  I have narrowed it down to SS+ causing changes in the config to not manifest (they do manifest when SS+ is toggled off).  I tried looking in the SS+ mod directory:
...Starsector\mods\Starsector Plus\data\characters\skills

...but I couldn't find anything that manifested changes.

Is there anyway to custom edit skills for SS+, and if so how is this done exactly?

Thanks.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: StarSchulz on December 22, 2015, 12:04:00 AM
I'm still getting the bug that causes fleets to ignore you when they haven't seen you recently, you are hostile, and your transponder is off. It isn't related to nexerelin, as i tested it with the knights templar and starsector + being the only mods installed. As you did the test yourself, when you have the knights templar installed only everything works fine, but with starsector + installed it causes them to change behavior. the templar would ask me to turn my transponder on if i ran into them, but i could refuse and leave without consequence.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 22, 2015, 12:07:42 AM

I have encountered a problem trying to edit SkillData.java for a modpack containing SS+.  I have narrowed it down to SS+ causing changes in the config to not manifest (they do manifest when SS+ is toggled off).  I tried looking in the SS+ mod directory:
...Starsector\mods\Starsector Plus\data\characters\skills

...but I couldn't find anything that manifested changes.

Is there anyway to custom edit skills for SS+, and if so how is this done exactly?

Thanks.

Do not redistribute Starsector+.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 22, 2015, 12:40:04 AM
I'm still getting the bug that causes fleets to ignore you when they haven't seen you recently, you are hostile, and your transponder is off. It isn't related to nexerelin, as i tested it with the knights templar and starsector + being the only mods installed. As you did the test yourself, when you have the knights templar installed only everything works fine, but with starsector + installed it causes them to change behavior. the templar would ask me to turn my transponder on if i ran into them, but i could refuse and leave without consequence.
Seems that it either works or doesn't work, at random.  After testing several times, they stopped attempting to chase me.  Can't explain it.

This appears to be a general problem with kill-em-all factions.  The default behavior for a non-transponder fleet is to ignore them, after all.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Neo on December 22, 2015, 12:51:55 AM

~snip

Do not redistribute Starsector+.

Sorry for the confusion. This is is a personal pack I've been making for myself over the past week after coming back to Starsector after a year and I simply wanted to implement some custom tweaks after playing a few sessions(I just refer to them as modpacks in general).  I do not intend to distribute SS+. In that regard, I assume it is an as is package then Or?
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: StarSchulz on December 22, 2015, 12:52:52 AM
Well at least i know i'm not seeing things. is there anything that can be done to fix it, besides ignore it and totally not abuse it in further playthroughs?  :P
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 22, 2015, 01:17:30 AM

~snip

Do not redistribute Starsector+.

Sorry for the confusion. This is is a personal pack I've been making for myself over the past week after coming back to Starsector after a year and I simply wanted to implement some custom tweaks after playing a few sessions(I just refer to them as modpacks in general).  I do not intend to distribute SS+. In that regard, I assume it is an as is package then Or?

You'll have to unpack SSP.jar and for the source, then recompile with your changes.  This requires a working knowledge of Java.

Well at least i know i'm not seeing things. is there anything that can be done to fix it, besides ignore it and totally not abuse it in further playthroughs?  :P

I'll do what I can, but it's not something that's likely to be perfect.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: schrotz on December 22, 2015, 01:22:06 AM
I'm not really good with the computers and with only SS+ ( plus the libs of course ) and 4gb memory allocated I'm getting this error on launching the game:


Fatal:com.fs.starfarer.api.SettingsAPI.getEntriesForROle(Ljava/lang/String;Ljava/lang/String;)Ljava/util/List;

What does it mean?

Best regards.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Dark.Revenant on December 22, 2015, 02:13:20 AM
It means Starsector isn't fully updated.  You ought to re-download (to RC5)
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: adecoy95 on December 22, 2015, 12:41:34 PM
man this is a really challenging mod! i died a few times and ended up in a really tiny ship lol

im starting with my own faction that has a planet, any tips for helping me get started? i am having difficulties staying ahead of buying supplies and fuel and am perpetually broke, even with the free 5000 credits occasionally
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: HELMUT on December 22, 2015, 12:59:27 PM
If you're starting with your own faction, i guess you're also playing with Nexerelin.

One thing i noticed with Nexe is that the economy generation is quite random. Sometimes i ended up with supplies costing an average of 250, which make the game very tedious. Personally, i always check the global supply price in the intel screen when i start a campaign, if it's above 100, i re-start another campaign. The save-transfer mod is handy if you want to transfer your character and fleet in another campaign.

Otherwise, regularly raiding convoys is a good way to get supplies and fuel. If the economy and the prices are out of whack, you can even re-sell those supplies for a good amount of money.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 22, 2015, 01:24:25 PM
Yeah I remember a talk about prices and how a player ended up changing the commodities.csv to lower the price of supplies since he was getting really high prices for them, with the common prince being 240. He lowered the base price to 1 and finally supplies appeared around 70 credits, which is normal. Sadly the vanilla game's economy is broken, so it is not absolutely the fault of mods that the enemony gets messed up.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: HELMUT on December 22, 2015, 01:35:03 PM
Vanilla economy isn't broken, it's actually the mods that screw things up. So far, the "big" factions mods are doing a good job at not wrecking the global economy. Nexerelin is a trickier case, as it randomly generate the sector and its economy, it's still a beta version though.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 22, 2015, 01:57:38 PM
I am not sure what you think I meant, about broken economy. Currently prices can go from very lower (single digit) to very high and it does not seem to be only on specific commodities. There was a talk on here where Alex asked for saves to look up why this was happening and fix it; http://fractalsoftworks.com/forum/index.php?topic=10271.15 (http://fractalsoftworks.com/forum/index.php?topic=10271.15)

Also they say one picture a thousand words XD

Spoiler
Quote
(http://i.imgur.com/qCO59lr.png)
[close]
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: adecoy95 on December 22, 2015, 09:27:04 PM
where do i find the mining ships?, i can neither win battles or even see hostile fleets with this new sensor stuff so i need to mine to get a fleet that does anything
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: Weltall on December 22, 2015, 09:34:49 PM
In SS+ it is not that hard like Vanilla. At least pirates seem to be all around in hyperspace. Whenever a bounty would be up I would sit in hyperspace close to the gate and keep sending a burst signal to see enemies or attract them.
Title: Re: [0.7.1a] Starsector+ 3.0.0
Post by: adecoy95 on December 22, 2015, 09:38:54 PM
In SS+ it is not that hard like Vanilla. At least pirates seem to be all around in hyperspace. Whenever a bounty would be up I would sit in hyperspace close to the gate and keep sending a burst signal to see enemies or attract them.

i havent played vanilla since like 0.5 or 6 but maby its harder now idk, i am just kinda frustrated at losing dozens of fleets even trying to leave my starting system, fortunately losing complete trash frigates dosent cost anything in the mod but its wearing on me
Title: [0.7.1a] Starsector+ 3.1.0
Post by: Dark.Revenant on December 22, 2015, 09:41:13 PM
If I'm not mistaken, this change log is even longer than the last.

This update WILL break your saves, but luckily there's Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) for that.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?quv7vdlm83yvuks)

Download Starsector+ 3.1.0 (https://www.mediafire.com/?quv7vdlm83yvuks)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.1.0.7z)
- or -
Download Starsector+ 3.1.0 (No Music) (https://www.mediafire.com/?l4g4q6luf9huat3)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.1.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not working yet!)
Download Interstellar Imperium 1.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.5c (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Updated!)
Download Scy Nation 0.98D (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download Tiandong Heavy Industries 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)


Recommended Mods
Common Radar 2.1 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Updated!)
Save Transfer 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)
Steiner Foundation 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (New!)
Combat Chatter 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (New!)

Optional Mods
Nexerelin 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Version 3.1.0
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: StarSchulz on December 22, 2015, 09:58:28 PM
Thank you for increasing the max officer count. i never knew that was the case, i was wondering why i couldn't find any x.x

Many of the things listed in those patch notes were things that i found annoying, but weren't so obvious that i noticed it. so, THANK YOU SO MUCH.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Weltall on December 22, 2015, 10:04:31 PM
*he cleans his throat and straightens his face* ..... WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: StarSchulz on December 22, 2015, 10:32:44 PM
warning lights were going on all over the place, has the hull breach been repaired?


Edit: clearly it has!
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Gezzaman on December 22, 2015, 10:46:46 PM
thankyou for adding more fuel / supplies scavenged post battle.

makes fighting a lot more desirable now :D

Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: sycspysycspy on December 22, 2015, 11:38:59 PM
I love you, you are the best!
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: SpacePoliticianAndaZealot on December 23, 2015, 12:27:27 AM
Naw, this isn't awesome at all ;D
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: JohnDoe on December 23, 2015, 01:03:23 AM
What a way to spend Christmas! Thank you.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Taverius on December 23, 2015, 02:02:29 AM
  • Tons of options added to startOptions.json, allowing about 90% of the mod's features to be toggled on or off

I've been waiting for this. Depending on the point of view, you've either saved or ruined my christmas.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Snrasha on December 23, 2015, 03:53:24 AM
Question, i have fast check for a thing for salvage and i have find a strange thing :

we have:
Quote
float adjustedFPSalvage = 0;

Then:
Quote
adjustedFPSalvage *= 1.25f;

But,  0 * 99999f = 0f , no ? So when we kill templar, we win 0 bonus,no?  I do not understand this.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Dark.Revenant on December 23, 2015, 04:09:27 AM
Please read the whole segment of code.  In a loop, we have this:
Code: java
            adjustedFPSalvage += data.getMember().getFleetPointCost() * mult;
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Snrasha on December 23, 2015, 04:18:10 AM
Ah yes, oups. Thank.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: theSONY on December 23, 2015, 09:42:47 AM
is it to late ?
i got this version SS+ 3.0.0.
Spoiler
13616688 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [RunningDark.ogg]
13617000 [Thread-11] INFO  sound.H  - Playing music with id [RunningDark.ogg]
13663391 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_FamousBountyEvent.initBountyAmount(SSP_FamousBountyEvent.java:462)
   at data.scripts.campaign.events.SSP_FamousBountyEvent.startEvent(SSP_FamousBountyEvent.java:322)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startFamousBountiesIfN eeded(SSP_EventProbabilityManager.java:88)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:63)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
i dunno even is this couse SS+ so don't yell at me if it isn't ! >:(
my mods' exelerin , SS+(no music) ,omnifactory, Tiandong Heavy Industries & all the requirements
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Dark.Revenant on December 23, 2015, 12:07:25 PM
I'm pretty sure that's because you beat the last bounty.  It's a known problem with 3.0.0; if you upgrade to 3.1.0, it won't happen.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: SpaceRiceBowl on December 23, 2015, 02:00:08 PM
For some reason, I can't seem to find any bounties besides the Francis Butler one. Also, should bounties of the same person appear more than once?

Edit: Nvm, started to find rarer bounties.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: theSONY on December 23, 2015, 02:30:08 PM
I'm pretty sure that's because you beat the last bounty.  It's a known problem with 3.0.0; if you upgrade to 3.1.0, it won't happen.
exactly, ok thx for the replay sorry for the trouble , good to know
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Dark.Revenant on December 23, 2015, 03:36:08 PM
For some reason, I can't seem to find any bounties besides the Francis Butler one. Also, should bounties of the same person appear more than once?

Edit: Nvm, started to find rarer bounties.
Do you mean, you saw the same person's bounty in the same comm directory twice at the same time?  Or, you actually accepted two missions for the same person?  You have to be more clear.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Dark.Revenant on December 23, 2015, 05:56:40 PM
Nevermind.  It's ***.  Everything is broken.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: SpaceRiceBowl on December 23, 2015, 06:01:46 PM
Lol, I thought something was wrong when a bounty on Francis Butler popped up in Jangela right after I killed Francis Butler
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: sycspysycspy on December 23, 2015, 06:57:11 PM
I don't mind killing the same guy over and over again as long as there is money to make ;D
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: StarSchulz on December 23, 2015, 07:40:18 PM
I did see the cerberus bounty fleet once, but i haven't gotten far enough in this playthrough to tell.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: SpaceRiceBowl on December 23, 2015, 08:10:21 PM
I've gotten to some midtier bounties, such as the modded Medusa and and Falcon, but they only ever seem to be available through Jangala. Can't find bounties anywhere else.
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: StarSchulz on December 23, 2015, 08:33:47 PM
Prism Freeport is giving me a mission to fight "mary marx" but the details say norbert and cerberus fleet.


It doesn't seem too bad, i am fighting some crazy medusa right now
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: sycspysycspy on December 23, 2015, 10:43:19 PM
It seems that version checker is reporting 3.1.1 is the newest version ;D
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: Weltall on December 23, 2015, 10:53:32 PM
*tries to use ninja powers* http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.1.1.7z  AHA!
Title: Re: [0.7.1a] Starsector+ 3.1.0
Post by: sycspysycspy on December 23, 2015, 10:56:32 PM
*tries to use ninja powers* http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.1.1.7z  AHA!
You are the best  ;D
Title: [0.7.1a] Starsector+ 3.1.1
Post by: Dark.Revenant on December 23, 2015, 11:40:24 PM
Stuff is fixed.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?0ksrfzc4r160594)

Download Starsector+ 3.1.1 (https://www.mediafire.com/?0ksrfzc4r160594)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.1.1.7z)
- or -
Download Starsector+ 3.1.1 (No Music) (https://www.mediafire.com/?16i5q5c9bs6gt85)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.1.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not working yet!)
Download Interstellar Imperium 1.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.5d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Scy Nation 0.98D (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Download Shadowyards Reconstruction Authority 0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)


Recommended Mods
Common Radar 2.1 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (New!)
Combat Chatter 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (New!)

Optional Mods
Nexerelin 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

Version 3.1.1
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: StarSchulz on December 23, 2015, 11:53:10 PM
Thanks for updating the mod! its like an epic Christmas gift!
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Eternity on December 24, 2015, 02:41:46 AM
Hi there,

Many thank for the gift ;-) I will try out right now !!!

By the way when I activate starsector + (3.10)  I'll get an nullpointerexception after several minutes of playing... -> http://fractalsoftworks.com/forum/index.php?topic=10462.msg177766#msg177766

Ok I guess it is due to neutrino mod that is not supported right now ! I remove it and try again :-) -> Works fine now !!!


Merry Christmas to all of Starsector forum ;-)
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Dark.Revenant on December 24, 2015, 04:13:30 AM
You have to start the character with SS+ on.  If you add SS+ later it will break catastrophically.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: KopiG on December 24, 2015, 05:46:01 AM
Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Weltall on December 24, 2015, 06:39:49 AM
Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?

Cathedral is one of the ship that can't be purchased.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: KopiG on December 24, 2015, 07:31:08 AM
Whats the chance of getting a boarding action on it btw? I was lucky and got one on my frist kill but then I didnt have enough marines. Next I got this chance only after like 7-8 kills. ANybody knows how this boarding works? Any way to increase this chance or guarantee that a specific ship can be boarded after fight?
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Snrasha on December 24, 2015, 08:00:46 AM
Whats the chance of getting a boarding action on it btw? I was lucky and got one on my frist kill but then I didnt have enough marines. Next I got this chance only after like 7-8 kills. ANybody knows how this boarding works? Any way to increase this chance or guarantee that a specific ship can be boarded after fight?

This is easy for upgrade chance for have boarding(I think). Go look in list of utility mod for this thing.(ah ah '.') [ Or i am very too lucky, seriously]

If you talk for have success boarding, SS+ have already include this thing, i think.


For specific ship, i can, but i need time, if you want .


EDIT:
Spoiler
Quote
for (FleetMemberData data : winnerData.getEnemyCasualties()) {             Data who contains ships defeated
         crewCapacityLost += data.getMember().getMaxCrew();
         
         if (data.getMember().isFighterWing()) continue;      If a wing, we continue in for and stop this loop. WAIT, i want boarding WING >< EDIT: ok, no effect, rohh
         if (data.getStatus() != Status.DISABLED) continue;  If destroyed or alive, also
         
[close]
After, for choice ship in list of ship boardable, it is more difficult than just say: Oh, a capitalship, i stop my script and give this ship for boardable actions.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: KopiG on December 24, 2015, 10:39:13 AM
I am sorry Snrasha I did not quite understand what you meant to say. I think at the last part you offered me to look what chance for boarding if I name a specific ship? In this case Im curious what are my chances of boarding a Cathedral class capital ship after a battle.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Snrasha on December 24, 2015, 11:24:07 AM
If you talk chance for have a possibility of boarding a Cathedral class capital ship.

I think, your chance for boarding a capital ship is close to zero same if capitalship is only ship not disabled. (But, i have not idea how many exactly).

You have 1 parameter who calculate if this ship is boardable(more big, less chance for me, but i am not sure), then if this results is upper to a strange random, he add this ship in a list(list of all ship boardable disabled in fleets ennemi if this ship have pass this strange random).

Then , script pick a random ship in this list and return the boardable ship.(Script seems prefer choose small ship, so)

After, i can have all wrong, just because i do not understand this last random pick.

(SS+ add all special ship( boss ship, i think) in this list(if this special ship in the fleet ennemi))
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: SpacePoliticianAndaZealot on December 24, 2015, 11:42:41 AM
Ho boy! Those Pather newcomers sure pack some  ;D

Is campaign integration going to be a thing? (Pather "Crusaders", perhaps)?

Anyways, you have a very merry Christmas  ;D
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: KopiG on December 24, 2015, 11:53:16 AM
Guys I have like 800 excess elite crewmen in my fleet but I dont see that my Cathedral class ship is recovering more CR. Is this working? Is it just a display bug?
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Garmine on December 24, 2015, 01:44:05 PM
Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?

Cathedral is one of the ship that can't be purchased.

I actually once saw it at a Luddic military market for sale. Was around 1 mil credits, I went to hunt a single bounty, by the time I got back to Eos it was gone :"(
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: StarSchulz on December 24, 2015, 01:45:23 PM
I saw it in prism freeport yesterday. 2 million was a bit steep though.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Garmine on December 24, 2015, 01:57:26 PM
Btw, where's Prism in Corvus (i.e. without Nexerelin)? I can not find it :(
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Weltall on December 24, 2015, 03:40:27 PM
If it was found for sale, it must have been indeed another mod or a bug. I am not 100% sure that it can't be found for sale, but I am sure in the changelog it mentioned it being unsaleable and never mentions it becomes saleable again.

Quote
Version 2.4
  • Cathedral and Infernus can no longer be purchased; increased chance for Infernus to spawn in Pirate Armadas

But I do know that in Prism anything can be randomly found, no? I do not think there are exceptions in what ships can spawn for sale in there. :D I love that place.. and when I get a lot of $pacebucks, I love the high-end seller!
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: OOZ662 on December 24, 2015, 03:47:48 PM
Prism Freeport is a place from Nexerelin (and maybe some other mod?) that has a High-End Seller which has a chance to sell any ship, regardless of whether they're marked as being valid for sale or not. But they're also incredibly expensive. It's the only way to a second of the special bounty ships, as I recall.

Speaking of bounties, I haven't seen a singly IBB bounty since they were switched away from random spawning. They're supposed to be in the mission offers board, right? Are they only on a specific faction's?
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: SpacePoliticianAndaZealot on December 24, 2015, 04:02:39 PM
IIRC Prism is not available as a standalone mod.

I've noticed the bounty missions being offered on Hegemony markets only.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: OOZ662 on December 24, 2015, 04:04:08 PM
That could be a problem with my Crackrock addiction.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: SpacePoliticianAndaZealot on December 24, 2015, 04:29:57 PM
I figured you were hooked up on that jest of a thing  :P

I'll stick with the DR's Enhanced Shrooms Collab.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: Dark.Revenant on December 24, 2015, 04:30:53 PM
I've noticed the bounty missions being offered on Hegemony markets only.
That's because they only appear on IBB member faction markets.  There's a list of them in the mission description.

Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?
You can, extremely rarely.  Infernus and Cathedral are not on the you-can't-buy-this list anymore, mainly because it's more trouble than it's worth to restrict them.

Guys I have like 800 excess elite crewmen in my fleet but I dont see that my Cathedral class ship is recovering more CR. Is this working? Is it just a display bug?
It's because crew no longer cost supplies.  A bug.
Title: Re: [0.7.1a] Starsector+ 3.1.1
Post by: OOZ662 on December 24, 2015, 04:47:19 PM
I've noticed the bounty missions being offered on Hegemony markets only.
That's because they only appear on IBB member faction markets.  There's a list of them in the mission description.

Given Blackrock apparently isn't a member and starts out hostile to Hegemony and TT and just *** off Sindria in my game, I guess I just have to hope Tiandong is on that list. Or start getting really sneaky with transponder trickery.
Title: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 24, 2015, 05:11:38 PM
*** Christmas.

You'll have to transfer your save, by the way, due to a convenience feature I added breaking backwards compatibility.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?78t7stux7h9sy32)

Download Starsector+ 3.1.2 (https://www.mediafire.com/?78t7stux7h9sy32)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.1.2.7z)
- or -
Download Starsector+ 3.1.2 (No Music) (https://www.mediafire.com/?j39rz45n082xnm0)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.1.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not working yet!)
Download Interstellar Imperium 1.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.5d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Download Scy Nation 0.98D (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Download Shadowyards Reconstruction Authority 0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)


Recommended Mods
Common Radar 2.1 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (New!)
Combat Chatter 1.0 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (New!)

Optional Mods
Nexerelin 0.7.1 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 3.1.2
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: hunters1 on December 24, 2015, 08:14:14 PM
2 quick question no idea if this was asked before or if its an SS+ or just a base game thing but
1. is respawn location based on how friendly you are with a certain faction?
2. if yes where can i change faction starting points so i can put fleaden at 0

Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 24, 2015, 09:33:36 PM
2 quick question no idea if this was asked before or if its an SS+ or just a base game thing but
1. is respawn location based on how friendly you are with a certain faction?
2. if yes where can i change faction starting points so i can put fleaden at 0
1. Yes
2. No idea. It's automatically chosen by the game.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: hunters1 on December 24, 2015, 11:27:18 PM
im not using nexelerin so its the base value for each faction and the guy who made fleaden had his maxed out at the start tho i think i found the location for this
EDIT: will ask the modder how to change it
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DinoZavarski on December 25, 2015, 07:00:16 AM
Is the new version supposed to bleak saves? After upgrading to to 3.1.2 i get the following error when attempting to load SS+/Nexerlin save (game started with 3.1.0):

Code

97294 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: You cannot add SS+ to an existing campaign!
java.lang.RuntimeException: You cannot add SS+ to an existing campaign!
        at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:302)
        at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
        at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.M.dismiss(Unknown Source)
        at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.interfacesuper.super(Unknown Source)
        at com.fs.starfarer.ui.H.processInput(Unknown Source)
        at com.fs.starfarer.ui.Objectsuper.o00000(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$2.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:745)


Had to download to 3.1.0 to use save tranfer.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: CrashToDesktop on December 25, 2015, 07:04:20 AM
@DinoZavarski

The second line of Dark's post did say you had to use Save Transfer.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Ceebees on December 25, 2015, 07:34:51 PM
Not to seem ungrateful for a christmas update i hope, but i feel like common civilian fleets at game launch probably aren't intended to have access to Templar ships?

Spoiler
(http://i.imgur.com/vQa6O5l.jpg)
[close]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Nanao-kun on December 25, 2015, 07:36:34 PM
Not to seem ungrateful for a christmas update i hope, but i feel like common civilian fleets at game launch probably aren't intended to have access to Templar ships.

Spoiler
(http://i.imgur.com/vQa6O5l.jpg)
[close]
They must take security very seriously. Either that or they happen to be carrying some seriously wealthy passengers. :P
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on December 25, 2015, 07:42:22 PM
That moment in the future, where missions to transfer passengers will appear, and the player will have Templar ships in his fleet while executing the mission.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Marcus Garvey on December 25, 2015, 08:44:34 PM
Haven't seen a single IBB bounty(with nexerelin enabled), is this a recent nexerelin bug or are they just broken with the current SS+?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: StarSchulz on December 25, 2015, 08:51:30 PM
They don't show up automatically, they are found in the mission boards now. Hegemony, Sindrian, independent, and InterstellarImperium stations should have them.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on December 25, 2015, 09:36:09 PM
Though they're supposed to show up on independant boards, I've never seen them there. Being Blackrock-aligned without Imperium installed, I have to get mine from Sindria.

That said, 0-CR fighter squadrons in IBB bounty fleets will still "fight" you forever in certain instances. In my case I failed to board the mod-Heron and it escaped. Chasing it down and killing its remaining escorts left it to deploy once and immediately explode via malfunction, which left a 0-CR Warthog squadron to forever re-engage me without actually deploying.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on December 25, 2015, 09:45:58 PM
Holy.. I did not think the Infernus was so badass.. but if this butt is covered, since the shield is small, it can definitely kick ass.. the fleet of Templar that attacked me seems to have learned that.. Of course it had only one Archbishop and two Paladins, afar from the small one. But I learned something. I turned off all my weapons and let both the bishop and the paladin unload their flux on my shield and when I saw they were almost full I vented and started shooting. The Archbishop was harder due to the darn wings and it seemed more robust, but the Paladin.. .. .. I would hate to see a fleet of many Infernus XD
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Marcus Garvey on December 25, 2015, 11:11:16 PM
They don't show up automatically, they are found in the mission boards now. Hegemony, Sindrian, independent, and InterstellarImperium stations should have them.

Ah, okay, thanks!
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on December 25, 2015, 11:38:30 PM
After four hours of trying, I finally captured the Cortex. Time to throw fighters at everything. Though it's a bit odd; the one fight I've had it in so far it was diving at things with its PD weapons, so I figured it didn't have the CARRIER hint set...but looking at the CSV, it does. I wonder if Maneuvering Jets cause it to just automatically want to be close. If so, maybe that explains the over-suicidalness of things with burn drives. Either way, I pine for a timid officer even more...
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on December 26, 2015, 12:12:38 AM
Maybe it just wants to be a Renegade and fly in the middle of the battle, shooting with it's tiny weapons! XD
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Pahomus on December 26, 2015, 02:32:55 AM
Sup, guys.
Got some problems:
32050 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [E:\games\Starsector\starsector-core\..\mods\Starsector Plus\data\hulls\ssp_albatross.ship]
32376 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Key [type] has invalid value [HYBRID] in [{"id":"WS0001","mount":"TURRET","locations":[34.5,-26.5],"arc":280,"type":"HYBRID","angle":-45,"size":"MEDIUM"}]
java.lang.RuntimeException: Key [type] has invalid value [HYBRID] in [{"id":"WS0001","mount":"TURRET","locations":[34.5,-26.5],"arc":280,"type":"HYBRID","angle":-45,"size":"MEDIUM"}]
   at com.fs.starfarer.loading.float.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 26, 2015, 04:12:33 AM
Easiest 333k I've ever made

Spoiler
(http://i65.tinypic.com/2luq9aw.jpg)
[close]

Thank you for adding faction assasinations  :)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on December 26, 2015, 10:22:40 AM
After how long will a bounty misson be expired. I have a bounty misson cancelled after 3 months or longer...
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: isaacssv552 on December 26, 2015, 01:23:50 PM
After four hours of trying, I finally captured the Cortex. Time to throw fighters at everything. Though it's a bit odd; the one fight I've had it in so far it was diving at things with its PD weapons, so I figured it didn't have the CARRIER hint set...but looking at the CSV, it does. I wonder if Maneuvering Jets cause it to just automatically want to be close. If so, maybe that explains the over-suicidalness of things with burn drives. Either way, I pine for a timid officer even more...
I haven't played Starsector+ 3.1.2 yet but in 3.0.0 the Cortex will advance even with a timid or cautious officer. It's less likely to actually engage enemies on purpose but it still fails to stay far enough behind the front lines in many battles.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 26, 2015, 03:58:17 PM
After how long will a bounty misson be expired. I have a bounty misson cancelled after 3 months or longer...

IBB missions, once accepted, last six months.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on December 27, 2015, 04:33:28 AM
Any Idea how to use the famousbountystage command? I think I could set its value from 1 to 26, I will give it a try if I could retry the mission I have missed.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 27, 2015, 06:03:13 AM
Hehehe...

(http://i.imgur.com/f6hdC28.png)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on December 27, 2015, 07:16:52 AM
Hehehe...

(http://i.imgur.com/f6hdC28.png)
so officers will be able to die in the future ssp?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on December 27, 2015, 07:20:38 AM
This man is the devil in person!!
(I want this update '.')
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 27, 2015, 09:19:07 AM
Makes sense, since all the officers in NPC fleets go down with their ship.


Not that I care, though: I fly solo all the time :P
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: TaLaR on December 27, 2015, 09:35:43 AM
Yeah, but 20 seems to be the most common level among enemy officers (at least with both SS+ and Nex), while getting your ones to 20 in SS+ takes forever (even with level 59 character my top officer was 19).

Since you can never guarantee that AI won't do something stupid and die, i hope permadeath officers are optional.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 27, 2015, 09:44:22 AM
hey apoligies for posting this again so soon, but i was still curious how the process of mining happens in this mod, if anyone knows what ship i need i would appreciate it. what faction would help too
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: wozmir on December 27, 2015, 10:17:03 AM
Did a quick check - not sure whether mining is present in SS+ alone, you need Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) for that, here's the mining FAQ: https://bitbucket.org/Histidine/exerelin/wiki/Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)

tl;dr
certain ships or certain weapons can do it, e.g. Shepherd with its drones. The info is built into the modded game anyway, just approach a planet that's suitable for mining :)

Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 27, 2015, 11:18:11 AM
Did a quick check - not sure whether mining is present in SS+ alone, you need Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) for that, here's the mining FAQ: https://bitbucket.org/Histidine/exerelin/wiki/Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)

tl;dr
certain ships or certain weapons can do it, e.g. Shepherd with its drones. The info is built into the modded game anyway, just approach a planet that's suitable for mining :)




oooh thanks! i downloaded almost all the recommended mods and i was looking through their first pages, i dident notice this one had a wiki, thanks a bunch, this should help my early game be a bit more successful now.

when i searched this post i noticed some people talking about mining stations, is that done with the big construction ship that is normally just for faster repairs? if so pretty cool
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 27, 2015, 04:56:57 PM
(http://i.imgur.com/WIRVIyz.png)

bit of a broken market

not sure if a nex issue or starsector issue?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 27, 2015, 05:03:01 PM
Zero market stability, what did you expect?  :D

However, DR said this will be "fixed" in the next version.

Curse you, Dark One!
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on December 27, 2015, 05:23:38 PM
Spoiler
(http://i.imgur.com/WIRVIyz.png)
[close]

bit of a broken market

Lol.. "bit".. tiny winy bit XD

Now all you need is 5 Atlas and then fly around the galaxy and become trillionaire XD
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 27, 2015, 06:43:04 PM
bit of a broken market

not sure if a nex issue or starsector issue?

What version of Interstellar Imperium was this?  And if it's 1.9.2, did you recently upgrade from 1.9.1?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 27, 2015, 07:16:21 PM
bit of a broken market

not sure if a nex issue or starsector issue?

What version of Interstellar Imperium was this?  And if it's 1.9.2, did you recently upgrade from 1.9.1?

i have 1.9.1 atm
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on December 28, 2015, 01:47:50 AM
In II 1.9.1  siege is the best way to make a ton of money. In 1.9.2 it's still the way but less hardcore.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Galwail on December 28, 2015, 05:31:05 AM
I just managed to capture Stheno ... that thing is insane ;D

Spoiler
(http://i.imgur.com/mrqG04X.png)
[close]

EDIT: Is the boarding chance higher on mod ships? In the previous patch, I couldn't get a single one, but now I have one from almost every IBB mission.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 28, 2015, 10:41:34 AM
I just managed to capture Stheno ... that thing is insane ;D

Spoiler
(http://i.imgur.com/mrqG04X.png)
[close]

EDIT: Is the boarding chance higher on mod ships? In the previous patch, I couldn't get a single one, but now I have one from almost every IBB mission.

Just did that bounty myself. Capture chances seems the same to me.

ypu just got very lucky :P
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on December 28, 2015, 10:43:02 AM
EDIT: Is the boarding chance higher on mod ships? In the previous patch, I couldn't get a single one, but now I have one from almost every IBB mission.
Yes.  You'll always get a chance to board a unique hull if there is one intact, now.  And if you lure the bounty fleet away from its home and are careful and lucky and use your emergency burn ability to re-engage fleeing forces, it's actually possible to capture multiple hulls from the bounty fleets that have them - I managed to get two of the upgraded Tempests doing that.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on December 28, 2015, 10:58:32 AM
I just managed to capture Stheno ... that thing is insane ;D

Spoiler
(http://i.imgur.com/mrqG04X.png)
[close]

EDIT: Is the boarding chance higher on mod ships? In the previous patch, I couldn't get a single one, but now I have one from almost every IBB mission.

Why the Insulated Engine Assembly?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Galwail on December 28, 2015, 04:21:22 PM
Why the Insulated Engine Assembly?

It's for those times, when I overestimate my abilities and have to run away :D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on December 28, 2015, 10:18:44 PM
Why the Insulated Engine Assembly?

It's for those times, when I overestimate my abilities and have to run away :D
What she really need is safety override and hardened subsystem. Then you know how insane she can be.  ;D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Serenitis on December 29, 2015, 03:01:36 AM
Of all the things SS+ has done over the years, the "start in the ship class you want" thing is one of the best. It saves so much tedious flopping about.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: miljan on December 29, 2015, 12:18:16 PM
Really love the boss bounties. Now I am not getting them any more on any planet, so I am guessing i finished them all? But I didnt fight the paragon boss one yet (i see its in the codex).
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Ranakastrasz on December 29, 2015, 01:21:33 PM
"Combat Aptitude now reduces supplies per deployment by 3% per level"

It already reduced deployment CR cost. How is this different? I thought that deployment supply cost was literally a result of loss of CR, and it was a reference to the recovery cost.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on December 29, 2015, 02:14:21 PM
"Combat Aptitude now reduces supplies per deployment by 3% per level"

It already reduced deployment CR cost. How is this different? I thought that deployment supply cost was literally a result of loss of CR, and it was a reference to the recovery cost.
Someone discovered that, in vanilla, Combat Aptitude increases the supply cost per %CR, such that the overall deployment cost was the same.  This has a number of unfortunate side effects, to the point where I personally consider it a bug (even if it was a deliberately introduced behavior).  The particular item you're referencing merely means that SS+ is reverting that change so that Combat Aptitude will perform as expected.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 29, 2015, 02:55:14 PM
im pretty late into this starsector+ game (im level 33) and i still havent figured out how to get officers, anyone know whats going on there?

i read somewhere that you get officers from the comms directory but all they ask me is what do i want?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on December 29, 2015, 02:57:39 PM
i read somewhere that you get officers from the comms directory but all they ask me is what do i want?
Look for the people with a "mercenary" tag - you won't find them everywhere, though.

Also, for reference, officers are a vanilla feature, not an SS+ one.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: adecoy95 on December 29, 2015, 03:17:36 PM
i read somewhere that you get officers from the comms directory but all they ask me is what do i want?
Look for the people with a "mercenary" tag - you won't find them everywhere, though.

Also, for reference, officers are a vanilla feature, not an SS+ one.

ah right, i just thought maby it was changed how you get them or something
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on December 29, 2015, 06:22:15 PM
Okay trading seems to be bugged. I get much much less credit for selling materials than their price listed.
http://imgur.com/Jv9xnqY
http://imgur.com/6mGEI7u
Also I believe I have seen this quite a lot of times with commodities being sold for different price than listed. I thought I was imagining things but it seems like something is wrong.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 29, 2015, 06:24:15 PM
That's how vanilla works.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on December 29, 2015, 06:39:31 PM
Okay trading seems to be bugged. I get much much less credit for selling materials than their price listed.

If you read through this topic here (http://fractalsoftworks.com/forum/index.php?topic=10478.0), you will understand a bit more and you will also see that on the next game update we will get a solution~
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on December 29, 2015, 06:47:21 PM
I got myself a Locomotive Class. Seems like it does not stack if I have Augmented Engines on my "four slowest ships". Is this intended that the Augmented Engines and the Locomotive class tow effect does not stack?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 29, 2015, 06:51:12 PM
What are those ships' base burn speeds?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on December 29, 2015, 06:53:29 PM
I have a Cathedral class ship (6 base burn speed). Rest of the fleet contains base burn speed 8+ ships.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 29, 2015, 07:08:03 PM
I have a Cathedral class ship (6 base burn speed). Rest of the fleet contains base burn speed 8+ ships.

Seems like it works for me.
Spoiler
(http://i.imgur.com/YkWC4U4.png)
[close]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Galwail on December 29, 2015, 11:43:58 PM
I got two locomotives to tug my castles and capitals and it works fine in my game too.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on December 30, 2015, 08:30:52 AM
I would love a large energy that's not charge-based like the autopulse but not as punishing flux-wise as the PRAZMA CANON.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Bastion.Systems on December 30, 2015, 11:50:21 AM
Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 30, 2015, 12:39:25 PM
Hey, I did the same thing recently!
OT: short, controlled bursts will get you a long way.
And pwazma pew-pew really needs those extra caps and vents. Imo, you can't really make it sing until you've got all 10's in Technology.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on December 30, 2015, 04:36:37 PM
Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.

*Vanilla!*
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on December 31, 2015, 03:56:54 AM
Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
It murderizes destroyers aye together with HEF, but its effectiveness falls off sharply against the beefier cruisers, let alone caps - there's definitely room, and I think a need, for a more direct upscaling of a pulse laser.

Edit: Bluntly put, the weapon I want exists and its called Mjolnir - its just the wrong mount type.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on December 31, 2015, 05:44:14 AM
Interstellar Imperium Sunder variant w/hybrid hardpoints confirmed? :D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: miljan on December 31, 2015, 06:46:42 AM
I can start and run starsector+ with other 9 factions recommended here at the same time (i thought i would not be able on my 7 years old crap top , and even didnt change anything in java setting for more memory). So i have been playing it for one hours, still on beginning, but will there maybe be any problems later in campaign, does the game get more resource intensive later or if i can run it now, there should not be problems in late game (playing it without Nexerelin and with LazyLib effects disabled)?

I must say I am surprised that i could run starsector+ and Nexerelin without problems (and finish the game), so now I am trying to run with all this factions, but without the Nexerelin, but fear that maybe later when i invest more time something will break.

For people that wonder, this is crap top i have:
MSI CR500
4gb ram
geforce 8200mG (this was even  *** back in 2008)
pentium dual core t4500 2.30 GHz
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpaceRiceBowl on December 31, 2015, 09:05:31 AM
Your ram is decent enough to run it. Though you'll most likely have to disable most of ShaderLib if you want decent fps.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on December 31, 2015, 10:13:39 PM
Interstellar Imperium Sunder variant w/hybrid hardpoints confirmed? :D
Nah - Autopulse is definitely the best Sunder weapon, the combination of cheap OP cost, low flux, and strong burst goes too well together.

However the Zenith/Apogee/Cronus could definitely do with a mid-range pressure weapon.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DragoonKiller on January 01, 2016, 02:23:39 AM
How long does it take to wait for another IBB bounty? I have waited for a month (in game) since I completed an IBB mission, nothing more came out.
It seems that IBB would go wrong with Save Transfer?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Reddeh on January 01, 2016, 02:44:32 AM
This mod seems cool but whenever I try to get it to run it gives me this error.

25164 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:635)
   at java.util.ArrayList.get(ArrayList.java:411)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Im running it with shaderlib and lazylib as well as most of the recommended mods, but I unchecked all of them to just StarSector+ and both lib mods, and this is whet I get.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 01, 2016, 02:52:46 AM
This bug is a outdated java. This error is very common:
Quote
62988 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Look this answer who solve your problem: (Thank DinoZavarski)
Spoiler
Quote
Unfortunately i may be of little help with this. For me upgrading java to 8.1 was what solved the problem.

My only guess is that the way java updater service in Windows worked before (not using Windows so not shure if current versions are same) previous versions were not deleted on upgrade. With this may be possible that actually outdated version is used on his PC.

He may try to download .zip version of JRE and unpack it in SS folder (or copy the installed 8.1 there), then edit the .bat to use it instead of the system Java
[close]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on January 01, 2016, 05:50:55 AM
Btw D.R ... I think the beholder not having even a token pd-oriented slot is a bit much, both lore and gameplay-wise. Any chance of you turning the rear small energy around 180 degrees, so there's something to deter salamanders.

Having to stick a whole Wasp wing or frigate just to protect the rear of a destroyer, I don't think the ship is that good, or that any admiralty commission would have given the ok to such a ship :D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: 603bill on January 01, 2016, 06:15:49 AM
The beholder's drones have a rear-facing burst pd laser.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on January 01, 2016, 07:15:32 AM
I got two locomotives to tug my castles and capitals and it works fine in my game too.
Yeah it seems to be working after the buy I changed the location of the locomotive in my fleet. Strange tho I think it wasnt working at first. THo ofc im not sure. I mean I had it in my fleet for sure and it didnt show 8 burn speed but 7. Maybe a tiny glitch which happen like 1/1000 times.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on January 01, 2016, 07:21:19 AM
Autopulse is so far above the power level that it's insane, on a Sunder with extended magazines that thing can dish out enough damage to kill anything. After some testing in simulator I put "Destroy them with lasers" on repeat, just absurd how strong it is.
Yeah Autopulse is insane with the High Energy Focus of the Sunder. I would like a large version of the Longinus Laser from the Templars mod tho to make something compete with Autopulse.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 01, 2016, 04:21:25 PM
A direct upscale of the pulse laser, as the pulse laser is to the IR pulse laser, would be an amazing large energy weapon. Just double the damage, flux cost, and OP cost, add 100 range and make the projectile purple or something.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 01, 2016, 04:33:56 PM
Btw D.R ... I think the beholder not having even a token pd-oriented slot is a bit much, both lore and gameplay-wise. Any chance of you turning the rear small energy around 180 degrees, so there's something to deter salamanders.

Having to stick a whole Wasp wing or frigate just to protect the rear of a destroyer, I don't think the ship is that good, or that any admiralty commission would have given the ok to such a ship :D

It has massive frontal firepower.  If you care that much, give it omni shields.


How long does it take to wait for another IBB bounty? I have waited for a month (in game) since I completed an IBB mission, nothing more came out.
It seems that IBB would go wrong with Save Transfer?

IBB is pretty buggy in the current version of Starsector.  I put a lot of work into cleaning it up for the next release.


This mod seems cool but whenever I try to get it to run it gives me this error.

25164 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:635)
   at java.util.ArrayList.get(ArrayList.java:411)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Im running it with shaderlib and lazylib as well as most of the recommended mods, but I unchecked all of them to just StarSector+ and both lib mods, and this is whet I get.

That means a script in SS+ failed to get loaded by the Class Loader, breaking the overall load procedure.  This shouldn't happen if you're also running LazyLib and ShaderLib.

Which versions of LazyLib and ShaderLib do you have?  What is your OS?  What version of Java were you using?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Reddeh on January 01, 2016, 10:29:53 PM
im running the latest version of java and lazylib version 2.1 and shaderlib 1.1.2. I just updated my java to version 8u66 as well and it gave me the same error as before. Also, im running win7. Im gonna do a clean reinstall of Star Sector then add the newest java and the mods.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Serenitis on January 02, 2016, 03:53:02 AM
Some niggles with the IBB bonties - nothing major just QoL things.

IBB bounties don't appear on the bounty intel filter, but they do appear on the "all" view.
They don't have location details like other bounties, they only tell you the system they appear in but nothing more. (Possibly by design?)
The risk level displayed for the bounty only takes into accout the size of your fleet, not what is in it.

Still v. good work.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on January 02, 2016, 04:30:34 AM
Some niggles with the IBB bonties - nothing major just QoL things.

IBB bounties don't appear on the bounty intel filter, but they do appear on the "all" view.
They don't have location details like other bounties, they only tell you the system they appear in but nothing more. (Possibly by design?)
The risk level displayed for the bounty only takes into accout the size of your fleet, not what is in it.

Still v. good work.

Just to quote Dark Revenant until he replies

How long does it take to wait for another IBB bounty? I have waited for a month (in game) since I completed an IBB mission, nothing more came out.
It seems that IBB would go wrong with Save Transfer?

IBB is pretty buggy in the current version of Starsector.  I put a lot of work into cleaning it up for the next release.

Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Histidine on January 02, 2016, 04:46:13 AM
IBBs appear in the missions tab (being missions), not the bounty one.

Current code for determining the player's power level (from dev version, may not reflect current release 3.1.2:
Spoiler
Code: java
    static int calculatePowerLevel(CampaignFleetAPI fleet) {
        int power = fleet.getFleetPoints();
        int offLvl = 0;
        int cdrLvl = 0;
        boolean commander = false;
        for (OfficerDataAPI officer : fleet.getFleetData().getOfficersCopy()) {
            if (officer.getPerson() == fleet.getCommander()) {
                commander = true;
                cdrLvl = officer.getPerson().getStats().getLevel();
            } else {
                offLvl += officer.getPerson().getStats().getLevel();
            }
        }
        if (!commander) {
            cdrLvl = fleet.getCommanderStats().getLevel();
        }
        power *= cdrLvl / 100f + 1f;
        power += cdrLvl + offLvl;
        power += 10; // just for being a player
        return power;
    }
[close]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 02, 2016, 05:38:08 AM
IBB bounties don't appear on the bounty intel filter, but they do appear on the "all" view.
They're in the Missions tab.

They don't have location details like other bounties, they only tell you the system they appear in but nothing more. (Possibly by design?)
That's by design, yes.

The risk level displayed for the bounty only takes into accout the size of your fleet, not what is in it.
It's based on fleet points, so while it's not wholly accurate to things like whether your ships are armed/mothballed/civilian/etc, it's still roughly in the ballpark in most cases.  In-universe, it's basically a clerk doing a once-over of your fleet and dossier and giving you a quick shot-in-the-dark estimate.  Plus it should be a bit more accurate in the next release.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: SpacePoliticianAndaZealot on January 02, 2016, 05:42:55 AM
IBBs appear in the missions tab (being missions), not the bounty one.

Current code for determining the player's power level (from dev version, may not reflect current release 3.1.2:
Spoiler
Code: java
    static int calculatePowerLevel(CampaignFleetAPI fleet) {
        int power = fleet.getFleetPoints();
        int offLvl = 0;
        int cdrLvl = 0;
        boolean commander = false;
        for (OfficerDataAPI officer : fleet.getFleetData().getOfficersCopy()) {
            if (officer.getPerson() == fleet.getCommander()) {
                commander = true;
                cdrLvl = officer.getPerson().getStats().getLevel();
            } else {
                offLvl += officer.getPerson().getStats().getLevel();
            }
        }
        if (!commander) {
            cdrLvl = fleet.getCommanderStats().getLevel();
        }
        power *= cdrLvl / 100f + 1f;
        power += cdrLvl + offLvl;
        power += 10; // just for being a player
        return power;
    }
[close]

That seems pretty good. I had noticed that (in current version) "power level determination" differentiation between an officerless fleet and a fleet of freshly hired level 1-4 officers wasn't very nuanced.
What's the maximum possible attainable power level?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on January 02, 2016, 07:34:49 AM
Allrighty so I'm doing a Tri-Tach game and ... at what point does the Zenith become better at any given role vs. the Aurora?

Granted I don't have Ordnance Expertise 10, but I do have Tech 10 and the two OP skills at 10, and really the only thing at which its marginally better is at being a HiL platform.

I understand that its an expensive ego-toy to be flown by the player, but its gotta give you something for that expense. Slow, sluggish, bad flux, low op, high crew count, bad damage, awkward missile placements, exposed weapons ... high armour ain't enough to make up for that.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Schwartz on January 02, 2016, 08:09:47 AM
Can I save transfer a vanilla 0.7.1 Starsector run and import it into SS+? They've used different skillpoint progressions in the past so I'm a bit hesitant.

Edit: Well, looking at the numbers it seems to work out fine.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: HELMUT on January 02, 2016, 08:18:40 AM
The Zenith is more or less a high-tech dominator, it's better in the hands of the AI than the player. The Aurora is clearly a superior flagship, being nearly twice as fast certainly help.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Serenitis on January 02, 2016, 02:08:40 PM
Zenith...

I understand that its an expensive ego-toy to be flown by the player, but its gotta give you something for that expense.
The energy smalls want to be PD. All of them. Preferably burst.
Blasters on the mediums.
Either autopulse or TL on both the large. Don't use HIL, it is really not spectacular.
Put a salamander on the nose mount, and either typhoon or harpoon pods on the wings.
Augmented engines is a good idea.

Since Zenith is techincally a cruiser you could use SO and twin plasma to make a double-sunder murdership.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 02, 2016, 04:55:26 PM
Zenith technically has the same OP-bonus as the Eagle, but you're right in that it's lower than the Aurora.  I'll raise its OP by 10 so its OP bonus equals the Aurora's.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 02, 2016, 05:15:14 PM
Allrighty so I'm doing a Tri-Tach game and ... at what point does the Zenith become better at any given role vs. the Aurora?

Granted I don't have Ordnance Expertise 10, but I do have Tech 10 and the two OP skills at 10, and really the only thing at which its marginally better is at being a HiL platform.

I understand that its an expensive ego-toy to be flown by the player, but its gotta give you something for that expense. Slow, sluggish, bad flux, low op, high crew count, bad damage, awkward missile placements, exposed weapons ... high armour ain't enough to make up for that.

The Zenith is the front half of a Paragon but much more mobile. I disagree that it's sluggish; it's slower than the Aurora when the Maneuvering Jets aren't active, but faster and more maneuverable when they are. And Maneuvering Jets has a very short cooldown, so you should spam it. The large slots make the Zenith better than the Aurora at sustainably killing other cruisers, smaller capitals, and particularly tough destroyers, the Aurora is better at killing lighter destroyers, frigates, and fighters. I just gave the Zenith 2 Autopulse lasers, 2 Ion cannons, 2 Pulse lasers, and then run around the battlefield murdering the big stuff while the Aurora and 60 Wasps kill the chaff. I wouldn't mind it getting a bit buffed, but it does have a place. Missile slots are Harpoon Pods and a Reaper torp in the nose, back small energies are regular PD lasers. I don't feel that Burst PD is worth it.

It costs too much to deploy, though. It's about equivalent to the Aurora, it shouldn't cost more than the Aurora to deploy.

Edit: With all the OP skills, the Zenith has 208 op. The Aurora has 195. The issue is the Zentih has a much lower flux capacity, which means it needs to spend more op in capacitors than the Aurora. This is kind of an issue with all the high-armor high-tech ships. They're slow and have lowered flux stats compared to more mobile high-tech ships, which can avoid taking more hard flux anyway because they're more mobile.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 02, 2016, 07:41:59 PM
The AI doesn't seem to be able to safely kite. I put 4 mining lasers on a hecate. It had a speed of 275 with light armor, manuvering jets and augmented engines. Against a luddic 4 gun ship (i forget its name) the hecate flew right into the jaws of the luddic and got evisterated, actually ramming the ship hard, even though it could have easily stayed at range and melted the luddic over time.

Not sure what the deal is, maybe it's vanilla, don't think the AI can account for very fast accerlation, manuverability and speed.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on January 02, 2016, 07:52:32 PM
The AI doesn't seem to be able to safely kite. I put 4 mining lasers on a hecate. It had a speed of 275 with light armor, manuvering jets and augmented engines. Against a luddic 4 gun ship (i forget its name) the hecate flew right into the jaws of the luddic and got evisterated, actually ramming the ship hard, even though it could have easily stayed at range and melted the luddic over time.

Not sure what the deal is, maybe it's vanilla, don't think the AI can account for very fast accerlation, manuverability and speed.

I think each ship has a specific default AI. Some are suicidal, some cautious and some timid. At least this is what I saw in 0.65.2a. I thought officers came in the game for the player to actually be bale to change the default personality to one that the player wants.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: CrashToDesktop on January 02, 2016, 07:57:44 PM
@weltall
Nope, all officer-less ships are set to a "Steady" personality by default since Officers were made available.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on January 02, 2016, 11:40:34 PM
Zenith technically has the same OP-bonus as the Eagle, but you're right in that it's lower than the Aurora.  I'll raise its OP by 10 so its OP bonus equals the Aurora's.

Awesome, that should go a long way.

The large slots make the Zenith better than the Aurora at sustainably killing other cruisers, smaller capitals, and particularly tough destroyers, the Aurora is better at killing lighter destroyers, frigates, and fighters.

I don't find this to be the case right now.

Since the only sustained-fire hard flux large energy weapon is the PRAZMA CANON and you can't reliably fire that on anything except a Paragon (and even then only the one without 10/10) large energy slots on cruisers are not very valuable - mediums are much stronger. Autopulses are only good for flux-pressure against cruisers and caps, they don't really work as main weapons.

Together with HEF pushing flux efficiency on the Aurora, 2 blasters on one ends up with higher effective dps and better damage/flux compared to a 2 blaster/2 autopulse zenith, and the zenith has worse flux and takes more damage from being so wide.

I think maybe the Zenith would be more interesting if it had even worse flux dissipation, but deeper flux capacity, pushing the 'get in there and blast its face' aspect further.

Well, I'm not using it much right now since I got a Stheno from R.A.V.E.N. :D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Gezzaman on January 03, 2016, 01:03:17 AM
Can someone look at the Bounty mission for Helmut Murkoph?

The fleet is unkillable, you defeat most of it's massive fleet and it will not let you "Harry their retreat, pursue" etc. Forces you with another battle with them. The Heron carrier and many of the fighter wings ressurect and fight you again even though on the post battle screen they are all disabled ( it keeps looping) I press retreat from battle and the undead fleet keeps chasing me..... You do not get the 780,000c bounty kill money after "defeating" them.

i am on the latest version of SS+

the bounty uses many Interstellar Imperium ships.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 03, 2016, 02:09:23 AM
Can someone look at the Bounty mission for Helmut Murkoph?

The fleet is unkillable, you defeat most of it's massive fleet and it will not let you "Harry their retreat, pursue" etc. Forces you with another battle with them. The Heron carrier and many of the fighter wings ressurect and fight you again even though on the post battle screen they are all disabled ( it keeps looping) I press retreat from battle and the undead fleet keeps chasing me..... You do not get the 780,000c bounty kill money after "defeating" them.

i am on the latest version of SS+

the bounty uses many Interstellar Imperium ships.

Don't know, and can't reproduce it.  Went in, killed off Murkoph, ended the battle, and the remainder (including fighters) retreated.  So, either I accidentally fixed it, it's super rare, or it's a vanilla problem.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Gezzaman on January 03, 2016, 03:40:30 AM
should of screened it =[ must be a rare bug of some sorts

oh wells, i left them in Durzahk, where they spawned... not like anything faction goes in there.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 03, 2016, 04:02:04 AM
should of screened it =[ must be a rare bug of some sorts

oh wells, i left them in Durzahk, where they spawned... not like anything faction goes in there.

Wait, what? It's not despawning? If you killed the Olympus-X, the fleet should have disappeared at some point.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 03, 2016, 10:31:44 AM
Zenith technically has the same OP-bonus as the Eagle, but you're right in that it's lower than the Aurora.  I'll raise its OP by 10 so its OP bonus equals the Aurora's.

Awesome, that should go a long way.

The large slots make the Zenith better than the Aurora at sustainably killing other cruisers, smaller capitals, and particularly tough destroyers, the Aurora is better at killing lighter destroyers, frigates, and fighters.

I don't find this to be the case right now.

Since the only sustained-fire hard flux large energy weapon is the PRAZMA CANON and you can't reliably fire that on anything except a Paragon (and even then only the one without 10/10) large energy slots on cruisers are not very valuable - mediums are much stronger. Autopulses are only good for flux-pressure against cruisers and caps, they don't really work as main weapons.

Together with HEF pushing flux efficiency on the Aurora, 2 blasters on one ends up with higher effective dps and better damage/flux compared to a 2 blaster/2 autopulse zenith, and the zenith has worse flux and takes more damage from being so wide.

I think maybe the Zenith would be more interesting if it had even worse flux dissipation, but deeper flux capacity, pushing the 'get in there and blast its face' aspect further.

Well, I'm not using it much right now since I got a Stheno from R.A.V.E.N. :D

I don't use Heavy Blasters. They're just too hard on the flux; more likely to overload me than the enemy, honestly. But Autopulse lasers, well, even after you run out of stored charges it's still better than a Pulse Laser. Same DPS, longer range, higher per-shot damage, and uses less flux per second. So that's 2 Pulse Lasers and 2 Better-Than-Pulse-Lasers vs 2 Pulse Lasers that do 50% extra damage only some of the time. And since you're not always going to be within range to fire, you'll be getting bursts of 400% extra damage out of those two Better-Than-Pulse-Lasers, which more than makes up for any boost the HEF might have given the Aurora. The Aurora can, of course, make up for this in the short term with missiles, but missiles aren't sustainable in the long term.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: StarSchulz on January 03, 2016, 12:51:31 PM
That bug he mentioned is a really annoying bug that involves fighters/carriers. The enemy ends up never surrendering post battle because they see all of the 0cr fighters in its fleet and think they can still fight. it ends up with you never getting the option to harry/let them go. they continuously move in to engage until eventually they just don't deploy anything. It will go on forever unless you "attempt to disengage" where it says they are in no position to chase and you are let go freely. You also don't get credit for the kill.

If i remember correctly, Alex has already fixed it for the next release. but for now it is a pain in the ASP.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Gezzaman on January 03, 2016, 01:30:36 PM
oh ic,

i hope this gets fixed up. Missing out on 780k credits is huge and not to mention how annoying a zombie fleet regaining CR after you disable all ships just to re engage you.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: banano of doom on January 04, 2016, 04:47:02 AM
registered just to write here - guys, you are AWESOME! this IBB system thing adds a whole new level of challenge into the game, fnd the rewards are really mean smth? not just some money.
i have a suggestion btw - there is an awesome sprite of an old Elysium in SRA mod directory - looks like that
Spoiler
(http://i.imgur.com/pLTipR4.png)
[close]
mb it will do good as a boss ship? i'm sure there should be some data on turret layout and old pandora array in the mod left, or at least old version of the mod  (0.4.3 or earlier) somewhere on the internet...
p.s. found ya! here it is https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip (https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip)
sorry meesa speeks engleesh not good
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Onyvox on January 04, 2016, 07:45:40 AM
Reporting error.

java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_FamousBountyEvent.initBountyAmount(SSP_FamousBountyEvent.java:462)
   at data.scripts.campaign.events.SSP_FamousBountyEvent.startEvent(SSP_FamousBountyEvent.java:322)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startFamousBountiesIfN eeded(SSP_EventProbabilityManager.java:88)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:63)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
290363 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [Stellar_Rust.ogg]
290363 [Thread-11] INFO  sound.null  - Playing music with id [Stellar_Rust.ogg]

Started happening after I got Exemplar.
Mods:
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 04, 2016, 08:09:41 AM
Pretty sure that's an old version of SS+.

registered just to write here - guys, you are AWESOME! this IBB system thing adds a whole new level of challenge into the game, fnd the rewards are really mean smth? not just some money.
i have a suggestion btw - there is an awesome sprite of an old Elysium in SRA mod directory - looks like that
Spoiler
(http://i.imgur.com/pLTipR4.png)
[close]
mb it will do good as a boss ship? i'm sure there should be some data on turret layout and old pandora array in the mod left, or at least old version of the mod  (0.4.3 or earlier) somewhere on the internet...
p.s. found ya! here it is https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip (https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip)
sorry meesa speeks engleesh not good
I'm glad that you like it!

That said, it's up to individual faction authors to make their own IBB ships.  And besides, creating hull files is generally the easiest part of the process of making a ship.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Onyvox on January 04, 2016, 08:27:30 AM
Darn it, you're right.
Wrappin up.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: banano of doom on January 04, 2016, 01:48:46 PM
That said, it's up to individual faction authors to make their own IBB ships.  And besides, creating hull files is generally the easiest part of the process of making a ship.
the ship is already made, as i said. it is/was in the mod before 0.4.3, fully functional and playable, save for come bugs. then it was replaced. i'm no modder, but i think its possible to copy corresponding files from an old mod into a new one with the creators approval.


Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 04, 2016, 01:56:39 PM
Question, a faction no supported per SS+ for many good reasons  can have a IBB ships? 

Because i have a IBB in my Looters faction
Spoiler
(http://img15.hostingpics.net/pics/782959LtGhostSyracuse.png)
[close]

I finish just a beam who slow ennemi and i have finish this ship '.'
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: MShadowy on January 04, 2016, 02:06:13 PM
registered just to write here - guys, you are AWESOME! this IBB system thing adds a whole new level of challenge into the game, fnd the rewards are really mean smth? not just some money.
i have a suggestion btw - there is an awesome sprite of an old Elysium in SRA mod directory - looks like that
Spoiler
(http://i.imgur.com/pLTipR4.png)
[close]
mb it will do good as a boss ship? i'm sure there should be some data on turret layout and old pandora array in the mod left, or at least old version of the mod  (0.4.3 or earlier) somewhere on the internet...
p.s. found ya! here it is https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip (https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip)
sorry meesa speeks engleesh not good

I'd like to do something with that sprite, and you are right that it might work for an IBB encounter.  Perhaps some type of stolen prototype fast cruiser.  I'd probably have to spice up it's paint job rather a bit if I were to do so, though.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 04, 2016, 03:46:53 PM
Spoiler
(http://i.imgur.com/sDo6Ulc.gif)
[close]

This is authorized in SS+, mount this weapon in our ship?  (Large mount, low damage, hight flux, big range, "debuff penetrate shield" , debuff "slow")
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 04, 2016, 06:56:29 PM
a nice feature would be a number showing your monthly crew costs (in the UI)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 04, 2016, 09:35:14 PM
a nice feature would be a number showing your monthly crew costs (in the UI)

Can't add UI widgets like that with a huge amount of work, and there's already a periodic event that pops up to tell you exactly what your monthly/yearly salary is.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 04, 2016, 11:41:58 PM
light armor seems to be gimped, adding a flat 15% rather than a 15% ratio, may be vanilla (or working as intended?)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 05, 2016, 12:41:24 AM
Intended.  I didn't make it, though; ask Tartiflette.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Ranakastrasz on January 05, 2016, 09:01:24 AM
light armor seems to be gimped, adding a flat 15% rather than a 15% ratio, may be vanilla (or working as intended?)
Apparently that is intentional, to avoid stacking massive speed, and since shields neutralize part of the effect. The tooltip is still kinda misleading however.
Lightweight plating seems to increase deployment cost by a flat 15%, rather than 15% of the base deployment cost. Is this intentional? If so, It seems like it removes a majority of the benefits you might otherwise get from the hullmod.
~Assuming Lightweight plating is infact added by this mod. Might be mistaken.
It's from Scy (as well as Minimal Preparation) And it was intentional. While I see your point, I fear it could become way too powerful at high level when you have a reduced deployment cost, a good ship and can manage to only take hits to your shields. Safeties Override + Lightweight Plating builds would be straight up unfair (they might already be).
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: TheEndstoneGolem on January 05, 2016, 10:40:23 AM
How to install on mac?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 05, 2016, 12:40:31 PM
A better use for light armor would be something that costs no ordanance points, adds a 3-5% ordanance point bonus, at a cost of armor, hull, weapon and engine fragility and CR time. You could call it light structure. Kind of like endosteel in Mech Warrior Online

Right now the CR penalty for light armor is too high, and the speed boost OP in combination with other speed boosts (there are quite a few)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DonThyDong on January 05, 2016, 01:26:51 PM
Hey everyone, how's it going?

Recently installed this mod and have been having some rather severe graphical glitches in the main menu and combat screen (Though only those. The combat strategic grid, trade screens, and main game outside of combat all seem to look and function perfectly fine).

I'm running the latest version of SS+, latest version of Lazylib, latest version of shaderlib, latest JRE (With 2048 minimum mb allocated, to a max of 3072). Any idea what the main culprits for this could be? I'm hesitant to believe it's an issue with my system, as it has no problems running more graphically or RAM intensive games when required.

Thanks!

[attachment deleted by admin]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: StarSchulz on January 05, 2016, 01:33:08 PM
All i can think of is to try to update your graphics drivers? that looks crazy.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: mendonca on January 05, 2016, 01:50:48 PM
Hey everyone, how's it going?

Hey :)

Recently installed this mod and have been having some rather severe graphical glitches in the main menu and combat screen (Though only those. The combat strategic grid, trade screens, and main game outside of combat all seem to look and function perfectly fine).

I'm running the latest version of SS+, latest version of Lazylib, latest version of shaderlib, latest JRE (With 2048 minimum mb allocated, to a max of 3072). Any idea what the main culprits for this could be? I'm hesitant to believe it's an issue with my system, as it has no problems running more graphically or RAM intensive games when required.

Thanks!

Another thing you might try is to disable Shaderlib (but keep it loaded, check out the shaderlib thread for details). Makes it much less pretty, but might be the root of your problem if, like me, you have a 'non-optimal' graphics card.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 05, 2016, 02:26:03 PM
confirming that disabling (but still installing for comptability) shaderlib removes all hiccups and glitches

game still looks pretty imho  ;)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Tartiflette on January 05, 2016, 02:40:21 PM
A better use for light armor would be something that costs no ordanance points, adds a 3-5% ordanance point bonus, at a cost of armor, hull, weapon and engine fragility and CR time. You could call it light structure. Kind of like endosteel in Mech Warrior Online

Right now the CR penalty for light armor is too high, and the speed boost OP in combination with other speed boosts (there are quite a few)
That's a pretty interesting suggestion, I might think about doing some changes to the Lightweight Plating. Although there already is a Maximized Ordinance hullmod in SS+, so probably a mix of both.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 05, 2016, 04:48:30 PM
Probably some driver screw-up with post processing.  Go into shaderSettings.json and turn off post processing (towards the bottom).
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 05, 2016, 11:37:57 PM
(http://i.imgur.com/Pzin1fO.png)

This is easily the most difficult thing I have ever fought in Starsector. It seems so simple, and yet with the two of them cuddled together and the twerps firing Mjolnir shells everywhere they were nigh-unstoppable. Until the one time that the unique ships didn't deploy for some reason. I'm immensely worried about what comes next.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: StarSchulz on January 06, 2016, 12:56:31 AM
the largest fleet i ever fought had two of those luddic monstrosities in it. Once i saw three headed to Ascalon... they didn't make it  ::)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Weltall on January 06, 2016, 01:04:55 AM
Yeah from the Ludds for me too it has two of them. I did NOT know at the time how big these ships were and I did not check starts of ships I did not know.. The Luddic church definitely "offed" my head. That's what I get for listening to Hegemony and going to make Ludds my enemies, in a modded game. T_T
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DonThyDong on January 06, 2016, 01:50:32 AM
Disabling shaderlib fixed everything, thanks guys.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 06, 2016, 07:10:32 AM
How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Garmine on January 06, 2016, 05:08:39 PM
How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)

No need to mod it, it already supports it AFAIK. There's some config value you need to change in the mod's folder :)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: StarSchulz on January 06, 2016, 07:57:08 PM
A hullmod that ensured it but that costs 5-15-25-50 op and 10% of your maximum venting and capacitor might seem fair. you are gimping your ships/fleet hoping you will always win the battle and be able to salvage them. And those numbers are pretty fair considering higher skills will more than negate those negative effects.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: KopiG on January 07, 2016, 11:53:48 PM
Would be cool if the Maximized Ordnance hull mod would be removed automatically if there is not enough ordnance on your ship. Of course Im not exploiting this bug when if you put the Maximized Ordnance on your ship fit it fully then you can remove the Maximized Ordnance and still use your ship even if it has negative ordnance points now.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Nanao-kun on January 08, 2016, 12:09:37 AM
Would be cool if the Maximized Ordnance hull mod would be removed automatically if there is not enough ordnance on your ship. Of course Im not exploiting this bug when if you put the Maximized Ordnance on your ship fit it fully then you can remove the Maximized Ordnance and still use your ship even if it has negative ordnance points now.
I'm pretty sure that was fixed, wasn't it?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 08, 2016, 01:41:29 AM
It doesn't update immediately, but it does, in fact, re-add itself.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: TheEndstoneGolem on January 08, 2016, 03:00:52 AM
Hello,

I really want to install this on my computer, but its a mac.
Is there a way to download the file in a mac compatible version? Thanks :)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 08, 2016, 08:38:27 AM
Hello,

I really want to install this on my computer, but its a mac.
Is there a way to download the file in a mac compatible version? Thanks :)

This is mac compatible as-is.  I sent you a PM with instructions the last time you asked in this thread.  What are you still having problems with?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: TheEndstoneGolem on January 08, 2016, 09:34:55 AM
Thank you! I didn't see that I had a message xD. :)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 08, 2016, 03:07:34 PM
The Phase Lance in SSP does less damage than in vanilla. Is this intended, and if so, how can I change it back?

Edit: From searching the changelog, the only change made to the Phase Lance is a range buff from 600 to 650. Phase Lances still have 600 range; was this not implemented?

Edit 2 Phase Boogaloo: If I open up the weapondata.csv files, and copy-paste the Phase Lance line from the vanilla file to the SSP file, the burst damage goes up from about 1000 to about 1150, but it's still not as damaging as the vanilla version, which does 1250.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 09, 2016, 02:38:26 PM
possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Krelian on January 09, 2016, 04:03:24 PM
Hello.

Is Hiigaran Descendants & Bushi compatible with this mod??
Thanks!=)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 09, 2016, 04:32:32 PM
possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

Nope. You can let them retreat, but that's not a single battle.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Toxcity on January 09, 2016, 04:32:50 PM
Hiigaran Descendants & Bushi can be used with SS+, but they're not integrated. That means they won't have stuff like randomized variants and other SS+ features.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 05:07:08 PM
Loved your mod but i got a little problem.
Finished the first nexerelin with your SS+ enabled. Then i turned on all custom factions supported and moved my savegame. For some reason i am not getting any IBB. Is it because i transferred my saves?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 09, 2016, 05:38:28 PM
Yes.  SS+ 3.1.2's IBB system is broken on transfer of saves.  I've got a new dev ready to be released Soon.

(http://i.imgur.com/eNGzm2g.png)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 09, 2016, 05:40:41 PM
Ehehehe, I loved stomping the old player-hunting bounty fleets, so this excites me
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 06:03:36 PM
Damn i guess i have to wait for your new version cause really even with superfast start i can't move on of a full sector with 12 factions without getting wrecked.
So i was kinda forced to bring my old army in this sector. and play as a free agent
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 06:09:38 PM
Also it seems that it broke the Prism ? I haven't found a single custom ship on it and it's been over a year.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 06:31:04 PM
And finally i send you a contribution 5.00 $ to keep your great work going.  ;D ;D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 09, 2016, 06:47:44 PM
And finally i send you a contribution 5.00 $ to keep your great work going.  ;D ;D

Thank you!


Also it seems that it broke the Prism ? I haven't found a single custom ship on it and it's been over a year.

Yeah, it will break that too.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 08:33:49 PM
Eta on new dev? Maybe i will be forced to star a new damn :(
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Krelian on January 09, 2016, 08:52:07 PM
I just installed a fresh Starsector, plus this mod, and all recomended ones here, except Download Exigency Incorporated, Steiner Foundation and Combat Chatter.

When I try to start a new campaign, all goes well, until after selecting my skills, and the "loading new game" screen, I get a CTD. I think it even simulates some days. I have tried two times now, and both times the error was about a missing skill, but said skill changed.

This is the last attemp's log (only the last bit...):

Quote
161044 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Alden I by 0.008515815, is now 0.031934306
161044 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Alden I by 0.008515815, is now 0.03832117
161044 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 0 out of a maximum 6 patrols in play for market [Alden I]
161211 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
161212 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
161549 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.super] with id [suicidal] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.super] with id [suicidal] not found

   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
   at exerelin.world.ExerelinPatrolFleetManager.advance(ExerelinPatrolFleetManager.java:163)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Any help please? :p
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 09, 2016, 09:14:12 PM
I had  that too. Disable space pirates. I checked one by one the factions to see who was making the problem. It is one the factions that is incombatible.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 09, 2016, 09:32:26 PM
all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Krelian on January 09, 2016, 09:33:47 PM
I have no faction with that name... I tried Junk Pirates, but the crash persist.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Krelian on January 09, 2016, 09:36:42 PM
all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry.
By all, I meant every one suggested on the front page of this mod.


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 09, 2016, 09:39:15 PM
all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib

Is your version of Starsector 0.7.1a-RC5?  Is your version of Citadel 0.8.3 Dev 2?  If not, you should update.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Krelian on January 09, 2016, 09:47:21 PM
all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib

Is your version of Starsector 0.7.1a-RC5?  Is your version of Citadel 0.8.3 Dev 2?  If not, you should update.

That did the trick!
I had not noticed the Citadel download on its main page was for an older Starsector.

Thanks a lot!!
Excelent support. :)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 10, 2016, 01:05:50 AM
possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

Nope. You can let them retreat, but that's not a single battle.

But, in a script dialog, you cannot just repeat X times this phase?  I have see, this phase is a boolean, if i success change that per a random (5% have a second boarding), we can maybe....
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 10, 2016, 01:19:59 AM
possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

Nope. You can let them retreat, but that's not a single battle.

But, in a script dialog, you cannot just repeat X times this phase?  I have see, this phase is a boolean, if i success change that per a random (5% have a second boarding), we can maybe....

You can certainly make it so that multiple ship boarding per battle is possible; it used to be that way in 0.65a (though I don't recall if it was an SS+ feature or that way from vanilla). As it currently stands, you get up to one boarding chance per battle, and that chance is guaranteed to be a "boss/bounty" unique ship if one was defeated in the fight but not entirely destroyed.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 10, 2016, 01:54:26 AM
Ah yes, for that.  After, for my utility mod, maybe a day, but drop two uniques ships, this is exagered, ah ah.

Let go finish my tesla or deflect shield! ><

Else, question while i am here, it is interesting, like SS+, but different, add all special capitalship of all faction mod in a list "special"?  Because my mod add two ships with all ship of SS+(But, you need SS+ who have already this effect, so you can ignore "with all ship of SS+" because you cannot a ship of SS+ without SS+, ah ah, i believe...) , this two ship, this is two boss of my mod factions, and i have not found very many others mods who add "boss" no include in SS+ . (Except 1 or two ships, ah ah)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Serenitis on January 10, 2016, 12:49:21 PM
There are several missions which have multiple "unique" types of ship, but only one is able to be boarded.
Would it be possible at some point in the future to give each class of mod ship it's own bounty mission?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on January 10, 2016, 02:25:14 PM
Well, if you also play with Nexerelin, they will be available in the Prism Freeport high-end store after you kill the bounty fleet.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 10, 2016, 08:53:22 PM
speaking of nexerlin, I would like to say that when adding ships to the player faction the SS+ ships have consistently been the most annoying to add, I've been at this for a few hours now and I just needed to get that off my chest.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 10, 2016, 10:44:38 PM
speaking of nexerlin, I would like to say that when adding ships to the player faction the SS+ ships have consistently been the most annoying to add, I've been at this for a few hours now and I just needed to get that off my chest.

I have no idea what you're talking about.  Adding ships to the player faction?  SS+ already does that for you; just edit nexerelinOptions.json.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 10, 2016, 11:10:59 PM
I...wha...GOD DAMNIT.
I just spent 2 hours putting these ships in by hand and you're telling me there's a .json to do it for me in here somewhere!?
edit: well *** me...8 hours later I find I went through all that for nothing.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 10, 2016, 11:22:59 PM
I...wha...GOD DAMNIT.
I just spent 2 hours putting these ships in by hand and you're telling me there's a .json to do it for me in here somewhere!?
edit: well *** me...8 hours later I find I went through all that for nothing.

Putting them in by hand won't do anything, by the way; the faction files get overruled by SS+ anyway.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 10, 2016, 11:33:08 PM
Well GG me, you just lost an entire day to your own stupidity.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 11, 2016, 11:10:32 AM
is the new no multi-board per battle something hard coded into the vanilla? or is that a balance choice for SS+?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 11, 2016, 11:28:55 AM
In vanilla, you cannot have multi-board per battle.  ( Use a cheat for have a 100% chance have a boarding and you can see, ah ah)
You can go also look in dialog script, limited per a true/false if you have obtain a board.

After, i put wrong, but when i have listen this dialog script, i have see just unique boarding per battle.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Xanderzoo on January 11, 2016, 04:39:57 PM
How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 11, 2016, 04:42:14 PM
How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
IBB bounties are only available at certain faction's planets; I don't remember who all exactly, but it lists them once you can find one.  Hegemony is definitely on the list.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 11, 2016, 04:54:55 PM
How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
IBB bounties are only available at certain faction's planets; I don't remember who all exactly, but it lists them once you can find one.  Hegemony is definitely on the list.

Hegemony, Sindrian, and supposedly independents. Never seen one at the latter.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 11, 2016, 06:21:12 PM
Several mod factions are also included.  You won't find them on small worlds; a place like Jangala is bound to have more than one most of the time.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 11, 2016, 07:02:11 PM
I accidentally reached famous bounty stage 26 by using the command console, but only once. Then I could not do the trick any more. Hope you could release 3.2.0 soon, the last stage is really a hardcore challenge.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 12, 2016, 07:09:44 AM
I gotta ask, are these (Templar) pirate fleets the work of SS+ or does Templars by itself do that now? because the first time I saw one I didn't believe it, the second time I had to fight it and I about had a heart attack when I realized how many clarents were pointed at me.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Blaze on January 12, 2016, 07:41:32 AM
Both actually, SS+ has randomized ship and fleet loadouts, so you'll occasionally run into themed fleets; but you won't see a Tiandong-themed fleet without have THI installed.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 12, 2016, 09:43:55 AM
I gotta ask, are these (Templar) pirate fleets the work of SS+ or does Templars by itself do that now? because the first time I saw one I didn't believe it, the second time I had to fight it and I about had a heart attack when I realized how many clarents were pointed at me.

Templar-themed pirates are rare.  If you have all the compatible mods enabled, you'd find one in every 300 pirate fleets.  That's some amazing luck.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 12, 2016, 05:18:55 PM
It was a bounty fleet too, the clarents were scary and cost me a Wolf, but beyond that it was mostly ships armed with weapons they had no business trying to use, so after they ran out of clarents it basically became free loot for me. I do like the opportunity to collect templar tech without having to actually fight the templars.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Drglord on January 13, 2016, 04:48:25 PM
Okay it seems i got a problem with IBB.
First of all i got all factions that you say are compatible enabled.
Second i was doing them by getting them mostly on prism freeport.
But they seem to run out and the last one i did was the one costing 980.000
I am pretty sure i didn't do them all cause no templars or paragon
so is that the last one? the 980.000 one?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 13, 2016, 05:14:22 PM
Just got to the Luddic Path bounty fleet... and, err, it kinda felt like a joke.  Neither the Onslaught nor the Dominators were able to close, and were trivially kited to death without ever firing more than an occasional salvo of missiles.  I suggest removing the Degraded Engines hull mod, or restoring their original Burn Drive system, or perhaps both.

I mean, unless it's supposed to be a sort of a joke fight?  In which case it's fine.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on January 13, 2016, 05:20:45 PM
If you don't fly kite ships they're fairly challenging - the onslaught anyway can take a lot of punishment and dish out quite a bit too.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 13, 2016, 06:07:04 PM
If you don't fly kite ships they're fairly challenging - the onslaught anyway can take a lot of punishment and dish out quite a bit too.
"Kite ship" in this case meaning "Anything smaller than a cruiser, or most cruisers, or some of the faster capital ships" - it's not that I deployed anything that was meant to kite them to death, it's just that they were too slow to close with even my normal ships-of-the-line.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Surge on January 13, 2016, 07:02:55 PM
No you were definitely using a kite ship if they couldn't pressure you at all. Any shorter range build will be dramatically outranged by a capital ship like the Onslaught and have to take some care to avoid being shredded.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 13, 2016, 07:28:38 PM
No you were definitely using a kite ship if they couldn't pressure you at all. Any shorter range build will be dramatically outranged by a capital ship like the Onslaught and have to take some care to avoid being shredded.
Ah.  You haven't actually fought this particular bounty fleet.  These hulls come with Safety Overrides built in - which means that no, they don't outrange ordinary builds.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: grinningsphinx on January 13, 2016, 08:23:15 PM
Is there a reason that the apogee's ion drones are welded to its left side??
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 13, 2016, 08:52:56 PM
Is there a reason that the apogee's ion drones are welded to its left side??

No.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 13, 2016, 09:51:29 PM
I think the Luddic Church should have access to more Onslaughts than they do now just so I don't have to fight fleets that look like this.
Spoiler
(http://i.imgur.com/cbXimuT.png)
[close]
I mean, Cathedrals are nice and tanky and all, but I'd like some variety.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 13, 2016, 11:25:20 PM
I dunno, I think Luddicified Conquests would be cooler than Onslaughts. But I've always been a sucker for midline ships when I'm not mainlining Crackrock Dankyards.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: grinningsphinx on January 13, 2016, 11:58:54 PM
Is there a reason that the apogee's ion drones are welded to its left side??

No.

How do i command them to free roam??
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 14, 2016, 12:36:41 AM
Is there a reason that the apogee's ion drones are welded to its left side??

No.

How do i command them to free roam??

Why don't you ask Alex?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 14, 2016, 02:07:09 AM
Just got to the Luddic Path bounty fleet... and, err, it kinda felt like a joke.  Neither the Onslaught nor the Dominators were able to close, and were trivially kited to death without ever firing more than an occasional salvo of missiles.  I suggest removing the Degraded Engines hull mod, or restoring their original Burn Drive system, or perhaps both.

I mean, unless it's supposed to be a sort of a joke fight?  In which case it's fine.
If that way it's way too powerful as being the only capital with SO.  It's not a joke fight through, you need to be very careful with them, I put avoid order on both of them to prevent my fleet from stupidly charging into them. When my fleet finished the rest of their fleet, I took them down with a onslaught myself. And they are completely not useful for me through, no matter how I refit them, they could not match the performance of the vanilla ones. Maybe it's because SO is not really suitable on Cruisers and Capitals.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ANGRYABOUTELVES on January 14, 2016, 02:25:14 AM
Is there a reason that the apogee's ion drones are welded to its left side??
Probably because you only get five of them and they don't get rebuilt during combat.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 14, 2016, 10:06:11 PM
Alex said in announcement thread that multiple boarding is possible in mods, ergo allowing multiple bounty board ships to be captured (in one battle). True or false, and sorry to keep bringing this up but I just lost my high tech sunder trying to coax one of the lashers to retreat so i could capture it the next battle (it antimatter blasted me :/) this is very frustrating and griefy to capture both those ships
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 14, 2016, 10:22:02 PM
It is possible.  However, that's basically like saying a My Little Pony total conversion is possible.  I'd have to do all the work from scratch.

Either way, I don't like the idea; multiple boarding was originally added by SS+ in order to account for the fact that it was unlikely an individual capture would be successful. Since that's no longer the case, I won't be implementing it.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 14, 2016, 10:32:45 PM
Does that mean it's not actually possible to capture the undyne? Or does forcing it (or the salamander) to retreat allow you to capture them both across two battles?

Though it doesn't look like the undyne is willing to retreat under any circumstances, so maybe kill the undyne and the rest of the fleet, will the salamander retreat if facing many of your ships?

Curse these evil lashers...
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 14, 2016, 10:35:17 PM
The one that gets picked to be boarded is random.

And it's Undine.  Undyne is a fish.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 14, 2016, 10:55:26 PM
There is a trick if you want to Capture more IBB boss ships. Consider this as a cheat, use console command to set famousbountystage to the specific number.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Wyvern on January 14, 2016, 11:11:47 PM
It is possible to capture multiple ships from one IBB bounty, though doing so reliably requires a significant amount of save-scumming.  The trick is to get one of the secondary targets (i.e. not the enemy flagship) to retreat.  Sometimes they won't even if you push them down to 1% hull, in which case you're just out of luck, try again.  Once it has retreated, you have to win that engagement, let the survivors flee, and then use Emergency Burn to re-engage the fleet before it can despawn.

I actually discovered this by accident when I managed to acquire two Thunderstorm-class Tempests.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Ceebees on January 15, 2016, 01:24:40 AM
Tiny point - i was cruising around in Shadowyards space with SS+ active, and noticed that their convoys basically never had the SRA Mule-equivalent (the Solidarity), instead always relying on dozens of civilianized light carriers that have a much smaller cargohold. So i looked in SS+'s ship roles and saw that the Solidarity is set as a medium combat freighter, but not a medium normal freighter. Intentional?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on January 15, 2016, 03:47:20 AM
Speaking of Thunderstorms, they are actually more likely to die in combat than Tempests do. The phase drone is like 80% of Tempest's survivability since it messes with enemy's targeting and positioning.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on January 15, 2016, 03:54:15 AM
Alex said in announcement thread that multiple boarding is possible in mods, ergo allowing multiple bounty board ships to be captured (in one battle). True or false, and sorry to keep bringing this up but I just lost my high tech sunder trying to coax one of the lashers to retreat so i could capture it the next battle (it antimatter blasted me :/) this is very frustrating and griefy to capture both those ships

Just play with Nexerelin man.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Snrasha on January 15, 2016, 04:28:23 AM
The one that gets picked to be boarded is random.

And it's Undine.  Undyne is a fish.

Question, if special bounty ship is put a other list than basic candidate list, then if this special list is not empty, we clear candidate list then put special list in this list. He have so 100% have a special ship(except if very many special ship, ah ah) , no?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Mudanzas Valencia on January 15, 2016, 07:27:28 AM
Just play with Nexerelin man.

I've got a better idea, I'm going to obliterate all the IBB and torpedo their vented hulls into atoms.

DEATH TO THE ABERRANT - PURGE THE GALAXY
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: ahrenjb on January 15, 2016, 11:48:45 AM
You'll have more fun playing the game if you stop reloading every time you lose a ship. It was a really tough habit to break, but once I started accepting losses and a constantly changing fleet makeup, I just started having a better time. I've been having really good luck capturing IBB ships, and I almost always put them in my fleet. They get destroyed, but that's part of it.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DrakonST on January 19, 2016, 01:40:01 AM
Hi, i have couple of questions. How about to allow use IBB ships in usual fleet after performance of all bounty steps?

Quote
Most vengeful factions will sometimes send fleets to kill you (configurable in startOptions.json)
Are how dangerous there will be this fleet? At a late stage of game it would be desirable to see the fleet consisting completely of the ships of a capital class. After all by this time already there is nothing and anybody who could stop the player. Even "Knight Templars" die indecently quickly.

I look forward to updates of your mods. ::)
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 19, 2016, 02:20:32 AM
Hi, i have couple of questions. How about to allow use IBB ships in usual fleet after performance of all bounty steps?

Quote
Most vengeful factions will sometimes send fleets to kill you (configurable in startOptions.json)
Are how dangerous there will be this fleet? At a late stage of game it would be desirable to see the fleet consisting completely of the ships of a capital class. After all by this time already there is nothing and anybody who could stop the player. Even "Knight Templars" die indecently quickly.

I look forward to updates of your mods. ::)

I am looking forward to all the items in the list !!!
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Sleeeper on January 21, 2016, 12:46:16 PM
I'm getting a crash whenever an enemy ship shoots with lightning gun.

Spoiler
Code
588263 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.SSP_LightningGunOnHitEffect.onHit(SSP_LightningGunOnHitEffect.java:25)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

No idea if another mod causes it, because I have too many mods installed.
Spoiler
(http://s21.postimg.org/q5ty5x0br/screenshot_1453409122.png)
[close]
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 21, 2016, 07:49:48 PM
I'm getting a crash whenever an enemy ship shoots with lightning gun.

Spoiler
Code
588263 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.SSP_LightningGunOnHitEffect.onHit(SSP_LightningGunOnHitEffect.java:25)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

No idea if another mod causes it, because I have too many mods installed.
Spoiler
(http://s21.postimg.org/q5ty5x0br/screenshot_1453409122.png)
[close]

I can't see that list.

Also, this stinks of a badly coded mod somewhere.  The projectile apparently got spawned from nowhere without a weapon associated with it.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: OOZ662 on January 21, 2016, 08:22:02 PM
I can't see that list.

AI War, ApproLight, Armor-Repair, Artefact, Autosave, BRDY, Bushi, Citadel, Combat Chatter, Common Radar, Console Commands, Crystanite, DiableAvionics, Fleaden EN, Flu-X, Freespace, Hiigaran Descendants, Interstellar Imperium, JP_RC, Kadur Theocracy, LazyLib, Looters, Mayorate, MI, MusicLib, Neutrino Corp, Nexerelin, NGO Version 0.99, Nihil, ORI_v_0_3_5, PB, Piratos, PN, Proteus Sensor Frigate, RandomSector, Save Transfer, SCY, ShaderLib, Shadow_Ships, Simulator Overhaul, SS+, Steiner Foundation, Templars, Tiandong, TwigLib, Version Checker.

I didn't even know there were that many SS mods.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: grinningsphinx on January 21, 2016, 11:55:38 PM
I'm getting a crash whenever an enemy ship shoots with lightning gun.

Spoiler
Code
588263 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.SSP_LightningGunOnHitEffect.onHit(SSP_LightningGunOnHitEffect.java:25)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

No idea if another mod causes it, because I have too many mods installed.
Spoiler
(http://s21.postimg.org/q5ty5x0br/screenshot_1453409122.png)
[close]

Have to make sure all your mods are SS+ compatible AND compatible with the newest version of Starsector.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DrakonST on January 22, 2016, 12:08:16 AM
I blame for it "Kadur Theocracy". After installation of it fashion I began continuous breakages with an error code of "null".
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Sleeeper on January 22, 2016, 02:57:09 AM
Also, this stinks of a badly coded mod somewhere.  The projectile apparently got spawned from nowhere without a weapon associated with it.
Same crash with MS_LightningGunOnHitEffect from Shadowyards, oh well.. I just made those classes do nothing, so no more fancy lightning but at least it doesn't crash and guns still do damage/emp.

Have to make sure all your mods are SS+ compatible AND compatible with the newest version of Starsector.
All faction mods are up to date, though i have old RandomSector mod but it has nothing to do with weapons (it makes starsystems move around hyperspace).
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Flix on January 26, 2016, 12:24:03 PM
Hi everyone. I have a slight issue where I'm not seeing anymore IBB Bounties after having done a lot of them. Is there a set amount and then it's over? No more? I know I haven't fought the mod-Paragon yet but I think I've fought just about everything else. Thanks for your help.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Taverius on January 26, 2016, 12:29:34 PM
You can't get to the last IBB bounty currently - that's fixed in the upcoming version.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 26, 2016, 05:54:21 PM
Hi everyone. I have a slight issue where I'm not seeing anymore IBB Bounties after having done a lot of them. Is there a set amount and then it's over? No more? I know I haven't fought the mod-Paragon yet but I think I've fought just about everything else. Thanks for your help.

There are 26 in total with all the compatible mods enabled, if you think you haven't had enough of them you could use console command "famousbountystage 1" to reset IBB bounties missions and right now stage 26 is not reachable, but somehow I managed to get there once with the famousbountystage command, not sure how exactly I did it because I could not reproduce it anymore, the last battle is featuring a Exemplar(modded Paragon)-class battleship and some Helios(modded Hyperion)-class frigates.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: grinningsphinx on January 27, 2016, 11:04:43 AM
Hi everyone. I have a slight issue where I'm not seeing anymore IBB Bounties after having done a lot of them. Is there a set amount and then it's over? No more? I know I haven't fought the mod-Paragon yet but I think I've fought just about everything else. Thanks for your help.

There are 26 in total with all the compatible mods enabled, if you think you haven't had enough of them you could use console command "famousbountystage 1" to reset IBB bounties missions and right now stage 26 is not reachable, but somehow I managed to get there once with the famousbountystage command, not sure how exactly I did it because I could not reproduce it anymore, the last battle is featuring a Exemplar(modded Paragon)-class battleship and some Helios(modded Hyperion)-class frigates.

I got as far as the Modded Cruiser based off the Medusa..i had no idea there were 25(26)!   
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Ceebees on January 28, 2016, 07:56:33 PM
Another tiny bug report: when not being flown by the player, my Vindicator (S) is only firing the left Gungnir cannon as if it were a normal Vindicator, despite both guns being in the same group.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: sycspysycspy on January 28, 2016, 08:01:31 PM
Another tiny bug report: when not being flown by the player, my Vindicator (S) is only firing the left Gungnir cannon as if it were a normal Vindicator, despite both guns being in the same group.
Linked?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 28, 2016, 08:57:07 PM
Not a bug.  It's expensive on flux and the AI can't into flux management.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on January 29, 2016, 04:20:54 AM
Is it intended behavior that Mobile Headquarters hullmod takes into account a ship's CR per deployment in its supply usage calculation? As it stands, if a ship's CR per deployment is bigger than 15% it is more efficient to let the ship's CR naturally recover or to fix it in a station, and vice versa.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Nanao-kun on January 29, 2016, 09:07:07 AM
Is it intended behavior that Mobile Headquarters hullmod takes into account a ship's CR per deployment in its supply usage calculation? As it stands, if a ship's CR per deployment is bigger than 15% it is more efficient to let the ship's CR naturally recover or to fix it in a station, and vice versa.

Natural repair speed is not so efficient when you find yourself fighting multiple fleets in quick succession. The Rook and Castle are pretty much meant for that kind of situation from what I can tell.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 29, 2016, 09:11:38 AM
Is it intended behavior that Mobile Headquarters hullmod takes into account a ship's CR per deployment in its supply usage calculation? As it stands, if a ship's CR per deployment is bigger than 15% it is more efficient to let the ship's CR naturally recover or to fix it in a station, and vice versa.

Yes, the curve isn't linear.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Reh on January 29, 2016, 12:21:38 PM
I'm on my annual playthrough of SS with SS+ ofc and it's absolutely fantastic. The boss bounty fleets are a stroke of genius and a neat way to get access to some amazing ships like Liberty class cruiser that shoots patriotic fireworks under the guise of flares. It gives a unique feel the game and a break from the boring default bounties. I also love those bounties that are faction specific and never have enough of them. It's a great way to introduce player to the mod factions and teach their strengths and weaknesses. I particularly liked a surprise Knights Templar bounty fleet that wrecked my juiced up paragon/mimir/2 auroras etc.

One thing though is that there are too many carriers in bounty fleets for their own good. It's not unusual to get a fleet that is all carriers - 5 herons and 3 other different carriers from mods and the rest are just fighter wings, or some huge capital carrier with a few cruiser carriers, a tiny fistful of combat destroyers and a swarm of fighter wings. It's not even funny how easy those fleets are to defeat. I don't know if it's a vanilla doing it but would it be possible to make the fleets have less carriers and more punch to them in SS+?
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DrakonST on January 29, 2016, 01:06:34 PM
I'm on my annual playthrough of SS with SS+ ofc and it's absolutely fantastic. The boss bounty fleets are a stroke of genius and a neat way to get access to some amazing ships like Liberty class cruiser that shoots patriotic fireworks under the guise of flares. It gives a unique feel the game and a break from the boring default bounties. I also love those bounties that are faction specific and never have enough of them. It's a great way to introduce player to the mod factions and teach their strengths and weaknesses. I particularly liked a surprise Knights Templar bounty fleet that wrecked my juiced up paragon/mimir/2 auroras etc.

One thing though is that there are too many carriers in bounty fleets for their own good. It's not unusual to get a fleet that is all carriers - 5 herons and 3 other different carriers from mods and the rest are just fighter wings, or some huge capital carrier with a few cruiser carriers, a tiny fistful of combat destroyers and a swarm of fighter wings. It's not even funny how easy those fleets are to defeat. I don't know if it's a vanilla doing it but would it be possible to make the fleets have less carriers and more punch to them in SS+?
I agree. Aircraft carrier fleet awfully boring and frequent. Them there is a lot of and fight with them to last where more long. It is necessary to find and destroy an aircraft carrier which constantly runs away, it awfully irritates. It is better to increase number of the large ships in fleet.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: grinningsphinx on January 29, 2016, 01:46:29 PM
Ive lost quite a few ships to those carrier fleets, please no buffing of carrier fleets! 
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: DrakonST on January 29, 2016, 02:14:44 PM
Ive lost quite a few ships to those carrier fleets, please no buffing of carrier fleets! 
I spoke about replacement of aircraft carriers on large the ship. But not about strengthening.

And I can't understand than you are frightened by aircraft carrier fleet. They aren't dangerous. But to destroy them long.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Dark.Revenant on January 29, 2016, 02:15:32 PM
I don't really have any control over that.  Vanilla will spawn carrier fleets by itself.

There is only one IBB that actually creates a carrier fleet.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: BuckCake on January 29, 2016, 02:41:12 PM
Chief Two Bears is right, fighters are a joke.
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: JohnDoe on January 30, 2016, 03:07:48 PM
Wonder what the update is :D
Title: Re: [0.7.1a] Starsector+ 3.1.2
Post by: Reh on January 30, 2016, 04:09:18 PM
Is there a way to reset the boss bounties? I don't get them anymore and they were possibly one of the most enjoyable aspect of the game. I wouldn't mind doing the same boss bounties twice or thrice.
Title: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on January 30, 2016, 07:15:35 PM
Say hello to Diable Avionics!  Say goodbye to your officers!

We've also got a boatload of features you can browse by scrolling a little bit down.

Probably breaks saves.

(http://i.imgur.com/rG49mAo.png) (http://i.imgur.com/tvhBXzR.png)

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?u8dlq96ggr056bl)

Download Starsector+ 3.2.0 (https://www.mediafire.com/?u8dlq96ggr056bl)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.2.0.7z)
- or -
Download Starsector+ 3.2.0 (No Music) (https://www.mediafire.com/?zgpnbd470hjs6jr)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.2.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Make sure you download the correct version!)
Download Diable Avionics 1.4 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (New!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Warning: not 0.7.1-compatible yet!)
Download Interstellar Imperium 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
Download The Knights Templar 0.9.5e (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Warning: known technical issues!)
Download Scy Nation 0.98E (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.6.0.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)


Recommended Mods
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.7.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)
Combat Chatter 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)

Optional Mods
Nexerelin 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 3.2.0
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Ahne on January 30, 2016, 07:27:34 PM
Nice, will start a new playthrough with DA!

good job!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: JohnDoe on January 30, 2016, 07:29:01 PM
Thank you for the update!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Toxcity on January 30, 2016, 08:21:00 PM
Looking forward to all the changes. ;D Downloading now!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Snrasha on January 31, 2016, 01:21:08 AM
Thank you for the update!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: sycspysycspy on January 31, 2016, 01:45:14 AM
First, thanks you for the update.
Second, the fleet logistic's perk  "+100% boarding chance" is double the default boarding chance which i believe is 5% in the vanilla make it 5 * (100 + 100) % => 10% or it's 100 + 5 => 105%?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: DrakonST on January 31, 2016, 01:46:37 AM
We waited!

Whether it is compatible with "Extra salvage/boarding v1.3"?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on January 31, 2016, 01:53:44 AM
First, thanks you for the update.
Second, the fleet logistic's perk  "+100% boarding chance" is double the default boarding chance which i believe is 5% in the vanilla make it 5 * (100 + 100) % => 10% or it's 100 + 5 => 105%?

Double the default, for a total of 10% per ship.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Snrasha on January 31, 2016, 02:14:10 AM
We waited!

Whether it is compatible with "Extra salvage/boarding v1.3"?

No but(SS+ have add new thing, already compatible in my futur version)) , very soon , i have small problems for do not include useless thing.   Else, yes, version 1.4 is go full compatible with SS+ 3.2 ( disabled/enabled without problems).
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SpacePoliticianAndaZealot on January 31, 2016, 05:44:59 AM
I wonder what will happen to Scythe once the new update arrives. Any thoughts? Will it receive an overhaul?
What about the Revenant? Will you keep it or scrap it?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Achataeon on January 31, 2016, 07:08:28 AM
I'm thinking that the Scythe will suddenly become a force to be wary of. Even with its limited timed phase cloak, having that 3x movement speed will let it use that medium mount + Accelerated Ammo Feeder combo that'll wreck a lot of ships caught unaware. It still has its drawbacks though. All I can say at this point is that pirates suddenly have an awesome ship.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SpacePoliticianAndaZealot on January 31, 2016, 09:23:17 AM
Also, I reckon that the Revenant will become de facto the destroyer-sized Hyperion, in terms of it rapid relocation capabilites.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Taverius on January 31, 2016, 01:46:13 PM
Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: sycspysycspy on January 31, 2016, 05:38:49 PM
Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Histidine on January 31, 2016, 05:50:35 PM
If you have campaign tips on, the game auto-pauses about 1 second after it finishes loading. Quite convenient for the purpose.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: JohnDoe on January 31, 2016, 05:53:44 PM
Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: sycspysycspy on January 31, 2016, 06:13:53 PM
Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
If it's iron mode just restart the game and continue...
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Jim.jhd on January 31, 2016, 10:37:55 PM
Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
If it's iron mode just restart the game and continue...

OR you can make a fight with anyone, than pause the game and exit ---- done
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Achataeon on January 31, 2016, 11:50:18 PM
OR you can make a fight with anyone, than pause the game and exit ---- done

I think the man just wants to make his coffee while the sector is generated. All without having the in-game time move forward after the sector's economy has stabilized.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: JohnDoe on February 01, 2016, 01:25:05 AM
Ryx Barlow's portrait is kinda cute. Would found Hegemony with.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Tufted Titmouse on February 02, 2016, 12:47:04 AM
I keep getting a submarket plugin error with the new version
Spoiler
145787 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at data.scripts.SSP_ModPluginAlt.configureModdedXStream(SSP_ModPluginAlt.java:23)
   at data.scripts.SSPModPlugin.configureXStream(SSPModPlugin.java:284)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ö00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.showLoadGameDialog(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.submarkets.II_EBaySubmarketPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
[close]
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Deathfly on February 02, 2016, 12:57:20 AM
LOL, so II got an Ebay now?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Tufted Titmouse on February 02, 2016, 01:08:27 AM
Welp, It's not SSP that's causing it, But Interstellar Imperium. Forgot to update that too. False alarm
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: RobertusAmor on February 04, 2016, 11:36:48 AM
Updating to the newest version, I've noticed a wider range of prices for supplies. I'm not sure if it's actually related to SS+, a different mod, or just random chance.

I'm used to supplies costing about 100cr at the closest market when starting a new game, give or take a few credits. Since updating, however, I usually get prices around 25cr, but I've seen as low as 4cr (!), and as high as 220cr. I don't mind, it makes things a bit more interesting, but I'm wondering if it's just random chance or if it's related to a mod update or something.

Besides updating SS+, I also updated Interstellar Imperium and added Diable. I imagine it's possible that one of those caused the change as well.

Anyone else experiencing something similar?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 04, 2016, 12:59:44 PM
I usually see 40-80.  It depends on loaded mods.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: RobertusAmor on February 05, 2016, 09:45:49 AM
Huh, that's interesting. Do a lot of the faction mods touch on supply costs, in your experience?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Tartiflette on February 05, 2016, 09:59:24 AM
Huh, that's interesting. Do a lot of the faction mods touch on supply costs, in your experience?
All of them. The moment you add a market, it create a demand.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: RobertusAmor on February 06, 2016, 09:12:06 AM
All of them. The moment you add a market, it create a demand.
Oh, I hadn't considered that. I think I'll experiment with including and excluding some factions to see how that affects prices.

Thanks!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Cyan Leader on February 07, 2016, 12:54:51 PM
Where are IBB missions usually posted at?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 07, 2016, 01:04:09 PM
Larger independent, Hegemony, Diktat, Imperium, Citadel, Shadowyards, and Tiandong markets.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Cyan Leader on February 08, 2016, 10:40:53 AM
I'm having a hard time finding the lower leveled ones. I've seen three posted for 100k+ credits and I am still just barely managing 20-30k bounties. The old system had problems but at least it was very easy to do and acquire it. Maybe a special contact at Corvus that always have IBB missions?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: OOZ662 on February 08, 2016, 10:45:15 AM
The early IBB bounties are around the 100k+ credits range. It's actually pretty linear; you have to kill one to move onto the next (the exception being some "stages" have multiple bounties in them), so you won't randomly find higher or lower level ones. They aren't very comparable to standard bounties; a 100k bounty fleet will be much larger than a 100k IBB fleet, but the IBB fleet has some kind of ship with a potentially deadly gimmick. If you can somehow manage to just run in and dickpunch the unique ship(s), the rest of the fleet will generally be little threat.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 08, 2016, 11:39:28 AM
If you wait a long time, it will automatically advance stage, so if you don't want to miss out on a bounty, you need to take Francis Butler within six months and continue doing an IBB every three months.

Larger markets can have later IBBs available, so you can do them slightly out of order.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Cyan Leader on February 08, 2016, 01:19:49 PM
Funny, I recall the first couple being around 50k, but regardless, I assume I can still reset the BBI bounty level through console commands?

Edit. Is there more than one available at a time or just one? Do they have a time limit?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 08, 2016, 03:12:48 PM
Funny, I recall the first couple being around 50k, but regardless, I assume I can still reset the BBI bounty level through console commands?

Edit. Is there more than one available at a time or just one? Do they have a time limit?

They have a generous time limit.  There are generally a few (2-5) going at once.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Cyan Leader on February 08, 2016, 03:29:53 PM
With the added number of independent stations and vastly larger sector when running with mods I'm probably going to miss quite a lot of them then before the postings expire. This is a bit disappointing to me, I always enjoyed seeing the unique ships offered from the boss fleets and beating them one by one was a really good way of introducing progression to the game. It is still there but now it feels like there are holes in it.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 08, 2016, 03:41:24 PM
The postings are duplicated on multiple markets, and by generous I mean it can be available for an in-game year sometimes.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Nanao-kun on February 08, 2016, 10:44:15 PM
Got a crash while loading up the game itself.

Code
[Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.io.IOException: Failed to load: sounds/bosses/mgsrdlt3.wav
java.lang.RuntimeException: java.io.IOException: Failed to load: sounds/bosses/mgsrdlt3.wav
at sound.Sound.<init>(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.io.IOException: Failed to load: sounds/bosses/mgsrdlt3.wav
at sound.OoOO.?00000(Unknown Source)
... 6 more
Caused by: java.lang.NullPointerException
... 7 more

Seems to be caused by a sound file. I tried to play the wav in question and it failed. Posting it here because the file was in SS+.

EDIT: Seems it extracted incorrectly. It's fine now.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SierraTangoDelta on February 10, 2016, 01:29:52 PM
I see quests asking for Cloned Organs and I never see cloned organs in markets, what's up with that? Am I just unlucky?
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SierraTangoDelta on February 11, 2016, 12:36:06 PM
Where can I actually find the Pirates Plus Renegade Cruiser? Is it really rare, because I have never seen one sold regardless of the store/black market I go to.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SpacePoliticianAndaZealot on February 11, 2016, 10:35:48 PM
Where can I actually find the Pirates Plus Renegade Cruiser? Is it really rare, because I have never seen one sold regardless of the store/black market I go to.
Search harder. It's rare, but not Hyperion-level rare. You're bound to stumble across at least one.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: ANGRYABOUTELVES on February 11, 2016, 10:44:32 PM
I'm being chased down by hegemony executors who apparently don't know who I am when I've got my transponder off. I can leave, but they just chase me down to "assume a neutral posture" that lets me leave again.

Spoiler
(http://i.imgur.com/5Lky6Zz.png)
[close]
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 11, 2016, 11:07:04 PM
I'm being chased down by hegemony executors who apparently don't know who I am when I've got my transponder off. I can leave, but they just chase me down to "assume a neutral posture" that lets me leave again.

Spoiler
(http://i.imgur.com/5Lky6Zz.png)
[close]

Known bug, already fixed for the upcoming 3.2.1.  Watching LPers has its benefits!
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Whitefox on February 12, 2016, 07:11:53 PM
i seem to be getting a null error after updting yelling about some grypon_fs variant not being found
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 12, 2016, 07:34:55 PM
Update Starsector.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Whitefox on February 13, 2016, 03:26:43 AM
:O how in the ever loving hell didnt i relise there was an update?  oh yea....i blsme fallout new vegas
thanks for the heads up
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Serenitis on February 13, 2016, 02:24:02 PM
The postings are duplicated on multiple markets, and by generous I mean it can be available for an in-game year sometimes.

Tbh, it would probably be better if the IBB bounties didn't advance at all without some kind of player interaction. Sometimes you can end up treading water for well over a year just trying not to to get swamped - remember not everyone is superawesomeinvincible.

But a param in the settings file to turn off automatic progression and have it work sequentially like previous versions for those who are so inclined would be very welcome.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: gofastskatkat on February 14, 2016, 11:11:57 AM
keep getting an error. Only file that i found that had the name of the file that was causing the error was in SS+
Spoiler
439459 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at data.scripts.SSP_ModPluginAlt.configureModdedXStream(SSP_ModPluginAlt.java:23)
   at data.scripts.SSPModPlugin.configureXStream(SSPModPlugin.java:284)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.submarkets.II_EBaySubmarketPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 28 more
[close]
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Dark.Revenant on February 14, 2016, 01:17:09 PM
keep getting an error. Only file that i found that had the name of the file that was causing the error was in SS+
Spoiler
439459 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at data.scripts.SSP_ModPluginAlt.configureModdedXStream(SSP_ModPluginAlt.java:23)
   at data.scripts.SSPModPlugin.configureXStream(SSPModPlugin.java:284)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.submarkets.II_EBaySubmarketPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 28 more
[close]

There's somebody who had this problem on the previous page of the thread.  You need to keep your mods up-to-date.  In this case, the Interstellar Imperium needs an update.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: MesoTroniK on February 14, 2016, 02:15:57 PM
I highly recommend using the Version Checker (http://bit.ly/1wSPmKE) mod :)
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: gofastskatkat on February 14, 2016, 07:50:09 PM
I highly recommend using the Version Checker (http://bit.ly/1wSPmKE) mod :)
doesnt help when you cant get in a game, and i am using it
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Sy on February 15, 2016, 08:04:34 AM
is there a way for me to change the amount of crew salaries? i like that they cost some money, so i'd rather not disable that feature entirely, but i do feel they cost too much. :/
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: SierraTangoDelta on February 15, 2016, 05:35:09 PM
Sy, just conquer some pirate base, I have about 2000 crew members and the conquered base/planet pays for twice as many crewmembers, plus about 300 marines.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Toxcity on February 15, 2016, 05:44:26 PM
While that's good advice, he might not have nexerelin enabled.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Sy on February 15, 2016, 06:30:32 PM
i was a little confused for a moment.. ^^

yep, not playing with Nexerelin.
Title: Re: [0.7.1a] Starsector+ 3.2.0
Post by: Serenitis on February 19, 2016, 09:00:49 AM
The Smuggler -> Speed -> Normal start is hella hard.
This starts you with a Shark and a couple of dog freighters, which is p. good. The problem is the Shark uses the "default" bargain bin loadout of mortars and thumpers, and is severely undergunned compared to the ships that will be jumping on you.

If this is not supposed to be a challenge start please consider putting at least some kinetic weapons on the starting loadout (arbalests maybe?), as well as aux. thrusters because a "zero skill" Shark turns like a tower block. :P
Title: [0.7.1a] Starsector+ 3.2.1
Post by: Dark.Revenant on February 20, 2016, 02:37:54 PM
To go along with the DA update.

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?xrtcdnulpq2xsct)

Download Starsector+ 3.2.1 (https://www.mediafire.com/?xrtcdnulpq2xsct)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.2.1.7z)
- or -
Download Starsector+ 3.2.1 (No Music) (https://www.mediafire.com/?wqq7mb88az725g7)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.2.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Warning: known technical issues!)
Download Diable Avionics 1.6 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (New!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Warning: not 0.7.1-compatible yet!)
Download Interstellar Imperium 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
Download The Knights Templar 0.9.5e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Warning: known technical issues!)
Download Scy Nation 0.98e (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Download Shadowyards Reconstruction Authority 0.6.0.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)


Recommended Mods
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.7.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)
Combat Chatter 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)

Optional Mods
Nexerelin 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 3.2.1
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Taverius on February 20, 2016, 02:58:11 PM
Leeching in progress, many thanks. What's the legacy IBB option do?
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: OOZ662 on February 20, 2016, 03:35:13 PM
Leeching in progress, many thanks. What's the legacy IBB option do?

I assume it puts it back to the way it was yesterday (i.e. before this update).
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Dark.Revenant on February 20, 2016, 04:26:21 PM
Makes it a 0,1,2,3,4,5 etc progression and takes out some other recent changes.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Cyan Leader on February 21, 2016, 12:58:57 PM
  • Added Legacy IBB option

I assume this means the old system right?

Thanks a bunch for this.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: CitizenJoe on February 22, 2016, 01:27:43 PM
So how exactly does the IBB progression work at the moment? And do the postings expire after a set/variable amount of time or just sit there until you complete them?
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: SierraTangoDelta on February 22, 2016, 09:44:04 PM
Where do you go to change the IBB option?
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: OOZ662 on February 22, 2016, 10:40:03 PM
Where do you go to change the IBB option?
startOptions.json
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: SierraTangoDelta on February 23, 2016, 09:40:20 AM
Thanks man. I was wondering why there was no option during the 'sector setup' part of the game.

What are the exact specifications of the changes that were made to the IBB?
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Harpuea on February 23, 2016, 04:04:29 PM
Hi. I just came to register and give thanks and complements to the mod and modders. I didn't realize such amazing game like Starsector existed until 3 days ago. There is no way I can exhaust all content the game and the community have to offer in 3 days. So many amazing mods. Thank you guys/girls very much.



 
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Cycerin on February 23, 2016, 09:09:23 PM
Thank you! ;D
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: McMatthew on February 24, 2016, 07:46:51 PM
I've been playing the campaign for a while yet and I haven't seen any of the mod-variants of the ships available for sale. Are they just rare or do they not even appear. A lot of the descriptions say they are unique which would lead me to believe only one would appear per game. I may have seen one in an enemy fleet.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: OOZ662 on February 24, 2016, 08:00:48 PM
They're in the IBB fleets, generally as the "leader." You get the chance to board one if it's left dead on the battlefield (I.e. not shot to dust after exploding) and Nexerelin's Prism Freeport will sell one more copy of ones you've defeated at a high price.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: McMatthew on February 24, 2016, 08:12:20 PM
Thanks for the response. I've never done the IBB which explains why I haven't seen them. That's a really cool way to do rare ship as a reward for a challenging battle, sort of reminds me of an rpg.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: JohnDoe on February 25, 2016, 06:28:58 AM
Yep, you've got to best her to bed her ::)
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Hazard on February 25, 2016, 03:54:02 PM
A recent encounter with a Luddic Evangelist fleet, more specifically their flagship Cathedral, left me wondering just how high the AI bonus OP points can go. By my calculations, this particular boat had over 600 OPs worth of stuff bolted on, possibly nearing 700 depending on how many capacitors there were (that number didn't fit into the photo I took with my phone :P ). While the battle certainly was interesting, it did leave me a little jealous of the AI since the best a player can have on a Cathedral is 481 OPs.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: OOZ662 on February 25, 2016, 03:58:14 PM
Pressing the PrintScreen key on your keyboard will capture everything on screen for pasting into any image editor, like Paint. I can't recall if Starsector will drop a screenshot in its folder at the same time, but I think so.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Hazard on February 25, 2016, 04:13:14 PM
I know. I took the picture in case I forgot to view/save the image before copying something else, since I wanted to get on with the fight. :D
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Midnight Kitsune on February 25, 2016, 09:57:56 PM
I know. I took the picture in case I forgot to view/save the image before copying something else, since I wanted to get on with the fight. :D
If you used printscreen key then it SHOULD be in your screenshots folder in the SS folder
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Hazard on February 26, 2016, 04:18:22 AM
Yeah, now I'm puzzled. The screenshot folder is empty, so either the game didn't save it for some reason, or more likely I accidentally pressed the wrong button (scroll lock probably). :-[

Well, enough about my stupidity, the question still stands.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Serenitis on February 26, 2016, 04:52:03 PM
Just updated to 0.7.2 and SSP 3.2.1.
Got an error trying to start a new game which throws a fatal null:

Spoiler
141401 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
   at data.scripts.campaign.events.SSP_PersonBountyEvent.pickMarketAndFaction(SSP_PersonBountyEvent.java:879)
   at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:495)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startPersonBountiesIfN eeded(SSP_EventProbabilityManager.java:437)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:108)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:123)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I thought it might have been the legacy thing (thanks for adding that btw.), but it makes no difference which way it is set.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Taverius on February 26, 2016, 04:54:49 PM
It says 0.7.1a in the thread title.

You'll have to wait for it to be updated for 0.7.2, same as almost any other mod.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Serenitis on February 27, 2016, 01:23:38 AM
Why would I forget that?  ???
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: JohnDoe on February 27, 2016, 06:55:41 AM
Can't wait to fight that IBB phase fleet :D
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Toxcity on February 28, 2016, 08:29:07 PM
I saw the OP change for the Plasma Flamer and was wondering, are you considering any changes to the Heavy Ion Cannon? Now that the Ion Pulser exists, the Heavy Ion Cannon feels a bit irrelevant.

While the Heavy Ion Cannon can mass disable a ship, it can be easily trivialized by raising your shield at the right time. The best time to use it seems to be when a ship is overloaded, which is kind of redundant at that point. The Ion Pulser can still affect the enemy when they are raising/lowering their shield at high flux.
Title: Re: [0.7.1a] Starsector+ 3.2.1
Post by: Dark.Revenant on February 28, 2016, 09:44:59 PM
The Ion Blaster has the Ion Pulser's shield piercing capability.
Title: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 01, 2016, 12:44:33 AM
... Shh...

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?gfdld8ho793ryv8)

Download Starsector+ 3.3.0 (https://www.mediafire.com/?gfdld8ho793ryv8)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.3.0.7z)
- or -
Download Starsector+ 3.3.0 (No Music) (https://www.mediafire.com/?cz0owugag9bouy7)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.3.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Faction Downloads
Download Blackrock Drive Yards 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Compatibility update soon!)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Warning: not 0.7.2a-compatible yet!)
Download Diable Avionics 1.61 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Warning: not 0.7.2a-compatible yet!)
Download Interstellar Imperium 1.10.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Warning: not 0.7.2a-compatible yet!)
Download The Knights Templar 0.9.5f (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Warning: not 0.7.2a-compatible yet!)
Download Scy Nation 0.99 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.6.0.3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Warning: not 0.7.2a-compatible yet!)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Warning: not 0.7.2a-compatible yet!)


Recommended Mods
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.7.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Combat Chatter 1.4 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)

Optional Mods
Nexerelin 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Compatibility update soon!)

Version 3.3.0
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 01, 2016, 02:22:50 AM
Starlight Cabal?
This sounds interesting, care to elucidate in anon spoilerish way if possible?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 01, 2016, 02:56:07 AM
Thanks for the update!

(Am I the only feeling that the Aurora change in vanilla was a buff and not a nerf?)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Taverius on March 01, 2016, 02:58:06 AM
Starlight Cabal?
This sounds interesting, care to elucidate in anon spoilerish way if possible?

I'm gonna make a guess:

https://www.youtube.com/watch?v=U2lWefuTDVU (https://www.youtube.com/watch?v=U2lWefuTDVU).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ahne on March 01, 2016, 08:46:41 AM
nice!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cyan Leader on March 01, 2016, 11:26:06 AM
Is the old Save Transfer working or does it need to be updated too?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 01, 2016, 11:47:04 AM
It won't work perfectly because of the new slot types, but it will still run.  I'm holding off on an update that integrates with Nexerelin better.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Toxcity on March 01, 2016, 06:16:42 PM
I just started and two giant Cabal fleets just busted into Corvus and started murdering everything.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 01, 2016, 09:51:37 PM
getting an issue with SS+ where it's causing the FPS in-game to cap at 7 and a brutal memory leak, my game started at 2K or so MB of memory and climbed constantly from startup all the way up to 3.5k MB of memory before I terminated it.

I've allotted it up to 5 gigs of memory in the vmparams and had no issues with lazylib or shaderlib before SS+ updated.

edit: as per usual...I've exhausted what I believed to be every option available to me, finally caved and made a "I'm having an issue" post, and then remembered one incredibly simple thing I didn't do that I was supposed to. In this case I didn't reboot after upgrading my JRE.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cyan Leader on March 01, 2016, 11:07:05 PM
I'm running IBB with the Legacy option on, been waiting for a bounty to show up on the feed but nothing yet. Do we still have to commission them?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Nanao-kun on March 01, 2016, 11:08:33 PM
Just met a Cabal fleet with a special surprise ship and a nice paint job! Didn't get a chance to capture it though. I'd love to see more Cabal variants.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 01, 2016, 11:20:33 PM
I'm running IBB with the Legacy option on, been waiting for a bounty to show up on the feed but nothing yet. Do we still have to commission them?

You still have to take the mission, but they're available everywhere and go one-by-one.  Doing it the old style would be a massive pain.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cyan Leader on March 01, 2016, 11:23:41 PM
I see, thanks.

Do Cabals even have a market?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 02, 2016, 03:00:31 AM
The Starlight Cabal sure has some weird ideas on how to count money.
Spoiler
(http://i.imgur.com/NfH5MoT.jpg)
[close]
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 02, 2016, 01:01:57 PM
The Starlight Cabal sure has some weird ideas on how to count money.
Spoiler
(http://i.imgur.com/NfH5MoT.jpg)
[close]

It's a surprise!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 02, 2016, 01:30:28 PM
The Starlight Cabal seems kind of poorly thought out. I'm not sure what their purpose is. I guess they're sort of like the Luddic Path, except they only extort you once? That was the only time I've ever had them roll up and demand money, and at the time I only had 2 Tempests, 2 Lashers, a Shepherd and a Kite, compared to their dozen or so high tech frigates and destroyers so I payed up, and then they've just completely left me alone. They're running around with ludicrous numbers of high-tech ships, getting into fights all the time, and they don't seem to have any markets or planets or anywhere the ships could be coming from. I've seen detachments with 4 cruisers just trolling around, attacking everything they can catch.

Is their only purpose to provide copious amounts of high-tech ships to capture for people who aren't sided with Tri-Tach? Is this testing the waters for an entirely separate faction mod? I'm confused, please explain.

Edit: Also, Medusas seem really rare this patch. I found a Scarab on a market before I found a Medusa, and I've still only found the one. I get that they're far too common in vanilla, but this seems like a bit of an over-correction.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Nanao-kun on March 02, 2016, 01:32:47 PM
After one of my officers was saved after his ship was destroyed, he could no longer level up.

Spoiler
(http://i.imgur.com/Gh1xsXi.png)
[close]

It's a little hard to tell, but he's level 13.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 02, 2016, 01:38:53 PM
After one of my officers was saved after his ship was destroyed, he could no longer level up.

Spoiler
(http://i.imgur.com/Gh1xsXi.png)
[close]

It's a little hard to tell, but he's level 13.

Alex was supposed to fix this, ffs.  You have to get into a battle with him so he can earn XP and refresh the display.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Nanao-kun on March 02, 2016, 02:22:54 PM
After one of my officers was saved after his ship was destroyed, he could no longer level up.

Spoiler
(http://i.imgur.com/Gh1xsXi.png)
[close]

It's a little hard to tell, but he's level 13.

Alex was supposed to fix this, ffs.  You have to get into a battle with him so he can earn XP and refresh the display.

Yeah, just realized this. Thanks.

EDIT: Also, I have totally been missing out by avoiding the more piratey ships. I finally got around to grabbing a Shark, and I'm really liking it. Not sure if I'd pilot one myself, but it's been good to me as an AI ship.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 02, 2016, 02:57:27 PM
The Starlight Cabal seems kind of poorly thought out. I'm not sure what their purpose is. I guess they're sort of like the Luddic Path, except they only extort you once? That was the only time I've ever had them roll up and demand money, and at the time I only had 2 Tempests, 2 Lashers, a Shepherd and a Kite, compared to their dozen or so high tech frigates and destroyers so I payed up, and then they've just completely left me alone. They're running around with ludicrous numbers of high-tech ships, getting into fights all the time, and they don't seem to have any markets or planets or anywhere the ships could be coming from. I've seen detachments with 4 cruisers just trolling around, attacking everything they can catch.

Is their only purpose to provide copious amounts of high-tech ships to capture for people who aren't sided with Tri-Tach? Is this testing the waters for an entirely separate faction mod? I'm confused, please explain.

Edit: Also, Medusas seem really rare this patch. I found a Scarab on a market before I found a Medusa, and I've still only found the one. I get that they're far too common in vanilla, but this seems like a bit of an over-correction.

They're high-tech pirates, basically.  Some of what you've noticed are bugs; they are meant to actually be more annoying than they currently are, rather than go Inhospitable after one payment, and stuff like failing to show the ludicrous amount they're charging (seriously, it was probably a solid third of your credits at that point) or not having unique names are also oversights.  Expect better on the next patch.

Also, the Medusa was not modified this time around.  If it's rare, that's probably because there are actually a bunch of high tech destroyers for the game to choose between, rather than just the one.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Toxcity on March 02, 2016, 05:42:31 PM
If they're meant to be high-tech pirates, shouldn't their fleets be downsized a bit? Currently, a good deal of their fleets are giant doom stacks capable of clearing out systems. Pirate fleets that size are usually rare.

My only other problem with them is that they don't feel distinct. They are mostly made up of high-tech ships, use pather tithe mechanics, and don't have any particularly interesting fleet layout. While I'm sure these things will be addressed as time goes on (and its a cool concept), I think it could have used a bit more time in the oven.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Starasp on March 02, 2016, 05:54:14 PM
Nerf Cabal please :(
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: firelor on March 03, 2016, 12:28:48 AM
first sorry if this is not the right section for this question.

second - i am getting a null error when attempting to start the game with the starsector+ mod running along with the 2 required library add-ons. after checking the log for the actual error all i get is its a java.lang.OutOfMemoryError. my question is, does any one know how to correct this memory issue or am i looking at something i may have installed incorrectly?

any help i can get would be most usefull. i am changing over from ironclads to starsector+.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: OOZ662 on March 03, 2016, 12:53:05 AM
java.lang.OutOfMemoryError.

You're out of memory allocated to Java. If you have a 64bit OS, follow the link in the first post of this thread that details switching to 64bit Java to use more than 2GB of memory. If you have a 32bit OS, you're going to have to play with the heap settings (just Step 4 in the aforementioned link) until you can get to a stable amount of memory by upping the allocation as high as you can without crashes and/or reducing the number of mods you use.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 03, 2016, 01:36:56 AM
first sorry if this is not the right section for this question.

second - i am getting a null error when attempting to start the game with the starsector+ mod running along with the 2 required library add-ons. after checking the log for the actual error all i get is its a java.lang.OutOfMemoryError. my question is, does any one know how to correct this memory issue or am i looking at something i may have installed incorrectly?

any help i can get would be most usefull. i am changing over from ironclads to starsector+.

Update your graphics drivers.  This is a problem associated with incompatible drivers with ShaderLib.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: 19_30s on March 03, 2016, 02:57:45 AM
I don't think it is a good idea about the faction of starlight.
It has a purple and Tritachyon-like theme.There exist two modes with purple color,P9 and ApproLight.How can I distinguish it with those two since the ApproLight with a X-light name,and also with a Tritachyon-like theme ships?
Better change the color.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 03, 2016, 10:30:34 AM
Does the Starlight Cabal ever get new fleets? I've noticed the number of the cabal fleets decreasing steadily as I play, except for the same 3 or so doomstacks which stick around forever.

Edit: Year 3. Doomstacks are all gone. No Cabal anywhere to be found. I'm pretty sure the lack of Cabal planets means new Cabal fleets don't spawn.

Is there going to be an option to turn the Starlight Cabal off, for people who want a more vanilla-like experience?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Nanao-kun on March 03, 2016, 03:03:24 PM
I quite enjoy fighting these high tech pirates. Fighting them is an interesting experience.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 03, 2016, 04:38:32 PM
Cabal fleets seem to spawn from the edges of the Hyperspace map.
Outer Terminus in the Diable mod has some issues with the harassing Staging Point Eclipse whenever the Templars aren't blockading it.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 04, 2016, 07:45:18 AM
Hecates are bugged and not spawning with full weapon loadouts. They've only got weapons in the back two energy turrets and none in the two synergy hardpoints.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 04, 2016, 08:13:19 AM
I've noticed several generated weapon loadouts with empty slots, it may very well be a feature.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 04, 2016, 10:53:04 AM
Awww. The accelerated starts are gone.
Will they be coming back?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 04, 2016, 12:01:08 PM
Hecates are bugged and not spawning with full weapon loadouts. They've only got weapons in the back two energy turrets and none in the two synergy hardpoints.

Synergy and Composite slots are bugged right now.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Metricton81 on March 04, 2016, 04:02:17 PM
Awww. The accelerated starts are gone.
Will they be coming back?
I was wondering the same thing?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: SierraTangoDelta on March 05, 2016, 03:56:27 PM
I just fought the Interstellar Imeprium boss with the two special mega-nuke ships, are they supposed to explode the moment they are disabled? I really wanted to capture one.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 05, 2016, 04:52:56 PM
I'm pretty sure they are, their description states that any disabling damage would almost certainly set off the stored explosives and propellant they use for their missiles.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: SierraTangoDelta on March 05, 2016, 07:59:36 PM
Ah damn, I wanted a super nuke. I'll just have to buy two regular ones to make up for it.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 05, 2016, 08:20:04 PM
You should still be able to get one, check Prism Freeport's high end seller.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 06, 2016, 06:26:40 AM
You should still be able to get one, check Prism Freeport's high end seller.
Except if you don't have that mod.

Oh wow. Just seen something that's not been a thing for a while: Enemy fleets that specifically hunt for you. (And then talk smack at you. :D)
This is gonna be interesting, but I hope it doesn't get quite as hardcore as the previous incarnation though.

Are the cabal supposed to be pirates+, or an actual aggressor faction?
Because they behave like pirates 99% of the time, while the last 1% is a giant purple ball of doom that murders everything near it and wanders around leaving trails of debris like an excited kid with an open glitter jar.
Not a complaint or anything, just saw this thing and was a bit (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/stare_zpsf6149260.gif) is all.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Kyuss11 on March 06, 2016, 06:59:12 AM
When I try and run starsector+ I get this error?

21916 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [sonido]
21916 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [omegadrive]
21916 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [advteleporter] not found in ship_systems.csv
21916 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [xjets] not found in ship_systems.csv
22303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have updated all items
Starsector
Starsector+
Lazylib
Musiclib
Shaderlib

Does anyone know why I'm missing Ship system [advteleporter] and Ship system [xjets]?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 06, 2016, 07:03:10 AM
Delete the whole SS+ folder and install it new. Some of the filenames and references have changed.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Kyuss11 on March 06, 2016, 07:10:17 AM
That worked. I'll have to remember to just delete old folder and install fresh from now on.Thanks!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 06, 2016, 07:52:55 AM
You should still be able to get one, check Prism Freeport's high end seller.
Except if you don't have that mod.

Oh wow. Just seen something that's not been a thing for a while: Enemy fleets that specifically hunt for you. (And then talk smack at you. :D)
This is gonna be interesting, but I hope it doesn't get quite as hardcore as the previous incarnation though.

Are the cabal supposed to be pirates+, or an actual aggressor faction?
Because they behave like pirates 99% of the time, while the last 1% is a giant purple ball of doom that murders everything near it and wanders around leaving trails of debris like an excited kid with an open glitter jar.
Not a complaint or anything, just saw this thing and was a bit (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/stare_zpsf6149260.gif) is all.
The hunter fleets are indeed pretty awesome, I look forward to clashing with them because they always make sure it's a good fight.
The Cabal are basically pirates yeah, they're space scientology with more lasers, if you *** off the cabal they'll come after you, but otherwise they're rich af and you aren't so they'll shoot you up for sport while cruising around in their hundreds of thousands of credits worth of hardware.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: SierraTangoDelta on March 06, 2016, 11:25:02 AM
Do the Cabal have unique ships? I haven't seen them anywhere yet.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 06, 2016, 11:42:05 AM
The Cabal have a special Scarab variant.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: DougieK on March 06, 2016, 02:47:00 PM
Hey Guys,  

Long term player / lurker, been around since 2012 and still loving this game every update.

I'm getting this error trying to play SS+

(http://i.imgur.com/8tcr3LE.jpg)

Have lazylib, shaderlib and Twiglib,  have also modded the memory and running 64bit java.  Was successfully playing with SS+ pre 7.2 along with a dozen or so other mods.  I'm getting this error while loading into a new game after the stabilising economy bar but before i'm in game.


Here is the last bit of the log

94478 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
   at data.scripts.campaign.events.SSP_PersonBountyEvent.pickMarketAndFaction(SSP_PersonBountyEvent.java:873)
   at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:495)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startPersonBountiesIfN eeded(SSP_EventProbabilityManager.java:361)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:108)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:120)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 06, 2016, 03:27:45 PM
Not sure it's that but in any case there was a second Hotfix for 0.7.2, you are one version of the game behind.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 06, 2016, 03:56:26 PM
That may be true; however, the real problem is that he isn't using Starsector+ 3.3.0.  He must still be using 3.2.1, which obviously doesn't work with 0.7.2a.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: DougieK on March 06, 2016, 05:35:20 PM
That may be true; however, the real problem is that he isn't using Starsector+ 3.3.0.  He must still be using 3.2.1, which obviously doesn't work with 0.7.2a.

Thought I downloaded the new one.  Feel like a right knob now.  Thanks mate, really appreciate the work you do on here.  the IBB is awesome.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 07, 2016, 03:01:03 AM
So, first battle of a new campaign was a victory over a Pirate Scout fleet consisting of one Corvette. Pretty normal, except my salvage was $37k credits, close to 400 metal and over 600 supplies. I am running 0.7.2a-RC3 and SS+ 3.30, as well as 1.42 of the extra salvage / boarding mod (SS+ version). I've played with the latter for a while and haven't seen anything this crazy, although of course it may be that the latest release is bugged.

Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BuckCake on March 07, 2016, 04:49:49 AM
It's caused by Piratos rather than SS+. Just edit the Piratos files and reduce the salvage values to anything you consider sensible.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 07, 2016, 06:29:54 AM
You're right, the SS+ version of Piratos gives a 100x salvage multiple (max allowable) by default rather than 0. Somehow I don't think this was intentional (non-SS+ version is 0 by default).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JamesBai03 on March 07, 2016, 11:02:05 AM
Is the updated Nexerlin compatible with SS+?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 07, 2016, 11:17:37 AM
Yes it is.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Snrasha on March 07, 2016, 11:19:10 AM
You're right, the SS+ version of Piratos gives a 100x salvage multiple (max allowable) by default rather than 0. Somehow I don't think this was intentional (non-SS+ version is 0 by default).

Yes, sorry for that, i have forgot remove that, so, you download a file who have a option 10000% bonus salvage per default, ah ah xD
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: elpirata on March 07, 2016, 11:55:09 AM
That may be true; however, the real problem is that he isn't using Starsector+ 3.3.0.  He must still be using 3.2.1, which obviously doesn't work with 0.7.2a.

Thought I downloaded the new one.  Feel like a right knob now.  Thanks mate, really appreciate the work you do on here.  the IBB is awesome.

the 3.2.1 doesn't work with 7.2?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 08, 2016, 07:18:07 AM
So I'm really struggling with Supplies averaging 130-160. I've seen Fuel go as low as 40-60 but most markets have it in the 125-150 ballpark. I saw earlier in the thread this is caused by faction mods adding markets and thus creating demand, which makes sense but the only one I'm running is Imperium. Does Starsector have supply elasticity in its economic model? Shouldn't markets which have the inputs and facilities to produce Supplies attempt to produce more when prices are high? Also, it feels like the necessities are getting more expensive, but that might just be me.

Is there any way to fix the high price conditions through gameplay--attempting to lift a siege, killing Pirates, supplying inputs myself, etc.--or is my only recourse to start a new game and try Save Transfer?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 08, 2016, 07:44:54 AM
So I'm really struggling with Supplies averaging 130-160. I've seen Fuel go as low as 40-60 but most markets have it in the 125-150 ballpark. I saw earlier in the thread this is caused by faction mods adding markets and thus creating demand, which makes sense but the only one I'm running is Imperium. Does Starsector have supply elasticity in its economic model? Shouldn't markets which have the inputs and facilities to produce Supplies attempt to produce more when prices are high? Also, it feels like the necessities are getting more expensive, but that might just be me.

Is there any way to fix the high price conditions through gameplay--attempting to lift a siege, killing Pirates, supplying inputs myself, etc.--or is my only recourse to start a new game and try Save Transfer?

I think the SS economy is made to be stable, mostly to "force" the player to smuggle, fight and take advantage of events rather than trade
To achieve this, well, it is complicated, stuff is produced even without materials or demand, goods are teleported and stuff like that, let's just say that if you attempted to do it IRL you'll end up with massive economic crashes, continent-wide civil wars, WW3, 4 and 5 or all of the above.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: SierraTangoDelta on March 08, 2016, 10:43:49 AM
Yeah it's not uncommon to see a station *** out a bunch of metal sheets and supplies with next to no ores and volatiles available.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 08, 2016, 02:09:05 PM
Hello, my name is Admiral Leonard Mimas, formerly of the Independent military, and I would like to report a bug.

Spoiler
(http://i.imgur.com/ZB4745d.png)
[close]

I have put Expanded Flight Decks on my Aurora, but I don't think it's working. My fighter wings aren't being refitted any faster. Please help.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 08, 2016, 02:24:37 PM
The Aurora doesn't have a flight deck, it only looks like it should have a flight deck (on the sprite, I mean). The Expanded Flight Decks mod only works for carriers, ie ships that have something other than "0" for their Flight Decks stat--see middle column, second row from the bottom in your screenshot.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 08, 2016, 02:25:52 PM
T-thanks Sherlock
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Kevin Flemming on March 08, 2016, 02:28:01 PM
Haha, I've just seen the Basileus-F.

Something makes me want a fleet of them. xD
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 08, 2016, 02:34:40 PM

So I'm really struggling with Supplies averaging 130-160. I've seen Fuel go as low as 40-60 but most markets have it in the 125-150 ballpark. I saw earlier in the thread this is caused by faction mods adding markets and thus creating demand, which makes sense but the only one I'm running is Imperium. Does Starsector have supply elasticity in its economic model? Shouldn't markets which have the inputs and facilities to produce Supplies attempt to produce more when prices are high? Also, it feels like the necessities are getting more expensive, but that might just be me.

Is there any way to fix the high price conditions through gameplay--attempting to lift a siege, killing Pirates, supplying inputs myself, etc.--or is my only recourse to start a new game and try Save Transfer?

I think the SS economy is made to be stable, mostly to "force" the player to smuggle, fight and take advantage of events rather than trade
To achieve this, well, it is complicated, stuff is produced even without materials or demand, goods are teleported and stuff like that, let's just say that if you attempted to do it IRL you'll end up with massive economic crashes, continent-wide civil wars, WW3, 4 and 5 or all of the above.

I get how it's supposed to work, but it looks like the model doesn't hold up under the joint stresses of new markets and aggressive factions. There's a thread in the Modding forum (http://fractalsoftworks.com/forum/index.php?topic=10157.0) where Alex shares some detail on his rationale for the economy. The model is designed to ensure changes in endogenous variables--stockpiles, prices, import and export flows, etc--iterate towards a long-run equilibrium under classic 'perfect market' conditions (absence of transaction costs, access to commodities at any location, universal price discovery, etc). Obviously the player doesn't benefit from these assumptions, so exogenous factors are introduced to temporarily "shock" locations away from the market-clearing price. A modder mentioned in the thread that production facilities can't be created or destroyed, nor do production targets ever change; I'd thought these might be allowed to fluctuate to allow increased production of goods where shortages have driven prices higher. In economic terms, structural supply and demand are perfectly inelastic with respect to price.*

That's kinda the problem. Alex does say explicitly that a shortage of raw materials will result in reduced output; food shortages also reduce output for the affected location. The new SS+ pirate faction, along with general faction warfare, has my map screen showing most systems with 3+ ongoing trade disruptions at any given time. As big Supply producers export less (or even become importers), location trade balances adjust to redistribute remaining surpluses. This works fine in vanilla, and probably for any combination of mods whose location configurations maintain a systemwide aggregate excess of Supplies. If there isn't enough production, locations raise their bids in an attempt to meet more of their demand. With not enough to go around, bids get continually pushed up. As far as I can tell there's no built-in relief to nudge prices back down to normal--going the other way, a spoilage mechanic prevents large stockpiles from sending prices too low.

The end result so far has been that for just SS+ and Imperium, average Supply prices are now north of 150 and seem to be growing across the board as time goes on.






*In reality, not a thing--other than every Econ 101 professor's favorite trick question, since the supply and demand curves are the same vertical line at Qe
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Takion Kasukedo on March 08, 2016, 03:15:34 PM
By any chance is the Imperium IBB Olympus' previous owner's name a reference to the Starsector Faction Opinionist (kind of think critic is a lowly-ish term for someone who points out both positive and negative terms) himself?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 08, 2016, 03:31:14 PM
The Aurora doesn't have a flight deck, it only looks like it should have a flight deck (on the sprite, I mean). The Expanded Flight Decks mod only works for carriers, ie ships that have something other than "0" for their Flight Decks stat--see middle column, second row from the bottom in your screenshot.

Spoiler
That's the joke. The randomized ship variants thing put expanded flight decks on something that has no flight decks. It probably shouldn't do that.
[close]
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: BHunterSEAL on March 08, 2016, 03:50:21 PM
Ah, I thought the "I" in your post was you (the player). I was wondering how you'd even managed to install that on an Aurora in the first place...

Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cyan Leader on March 10, 2016, 05:13:52 PM
So a Tri-Tach kill fleet was launched for me and had one incredibly advanced frigate I didn't even know was in SS+, called Excelsior. I got lucky and managed to capture it, but the ship is broken. The phase generator isn't working at all. Did you check to see if it works under the new phase rules?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Marcus Garvey on March 10, 2016, 05:19:23 PM
Just tested and it's working fine. You use the special ability to absorb projectiles/asteroids and build up flux, while the phase cloak reduces your flux and your weapons deal more damage the higher your flux levels.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ceebees on March 10, 2016, 07:06:16 PM
Much like the Templar ships, the Excelsior is tagged as a phase ship because it uses a heavily modified phase mechanic to do something clever. To elaborate slightly:

The built-in guns do more damage as the ship's flux gets proportionally closer to overload. Ironically, it's a ship where vents make it harder to use, and even caps are double-edged as they make it hard to build up flux to get the top-tier firepower out of your shunt cannons.

The ship's phase cloak is both a travel system, and it also bleeds off flux instead of building it up. You may have noticed the negative upkeep per second on the stats - not a typo. The consequence of this, though, is it needs flux to run; activating it at zero flickers it on for a split-second before it burns through the activation cost and turns off again.

And lastly, to power the above two abilities and defend the shieldless and barely-armored hull, the ship system 'eats' nearby projectiles and turns them into flux.


The Excelsior is also funny because rank-10 skills (tech's Flux Dynamics and combat's Power Grid Modulation, in particular) actually make it worse. Their dissipation buffs together leave it unable to build up the flux it needs to run it's systems at all unless it has someone shooting at it, and the PGM 'reduction' to phase upkeep nerfs the phase-vent.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cyan Leader on March 10, 2016, 07:25:29 PM
Alright got it, my mistake. I running the ship pretty late game and I guess that is making it harder to pilot.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Solinarius on March 10, 2016, 11:49:04 PM
ITU isn't doing anything for the Lightning Gun for me. 1200su targeting display, but reach is still 1000su.

:edit: Maybe it is and I'm just tired :P

:edit2: Yeah, definitely not doing anything.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ranakastrasz on March 11, 2016, 06:24:42 PM
Crashes on startup. It might be that another mod is outdated, but the game crashes unless I disable this mod.

Spoiler
Code
41114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor-Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield-Hard-Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/buffalo/buffalo_luddic_path_material.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor-Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield-Hard-Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.?0000(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.null.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:155)
at data.scripts.SSP_ModPluginAlt.initShaderLib(SSP_ModPluginAlt.java:33)
at data.scripts.SSPModPlugin.onApplicationLoad(SSPModPlugin.java:307)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 11, 2016, 06:30:10 PM
Delete the mod and try again.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ranakastrasz on March 11, 2016, 06:34:19 PM
Did.
However, It turns out, I failed to update shaderlib, which appears to have fixed it.

Sidenote. With Nexerelin, The different starting levels are incorrect, presumably because Starsector+ alters experience requirements.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Histidine on March 11, 2016, 08:34:28 PM
Sidenote. With Nexerelin, The different starting levels are incorrect, presumably because Starsector+ alters experience requirements.
Which one? I fixed the level 16 start when it was reported a few months back, and while you do end up with extra XP on the level 6 start with either vanilla or SS+ (can't remember which), it doesn't quite reach the next level unless I'm really misremembering things.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 12, 2016, 07:10:06 PM
An idea to make the Cronus less mediocre: give it burn 8 and around 70 base speed. Essentially, make it a battlecruiser that can keep up with actual cruisers both in and out of combat. It's got the armament and armor of a heavy-ish high-tech cruiser, why not give it the speed of a heavy-ish high-tech cruiser?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 12, 2016, 07:23:36 PM
It's not mediocre at all.  You can chew up disproportionately large fleets of smaller ships in one.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 12, 2016, 10:29:18 PM
Yeah, and so can every other heavy cruiser or capital ship worth the deployment cost. I could do the same with the Aurora, pre-0.7.2, and I can do the same with the Doom post-0.7.2. It's not worth dragging a tug around for, and that's what matters with burn 7 ships; is it worth 2 ship slots and an extra 5 fuel/ly. Making it burn 8 nicely short-circuits that issue.

I mean, an extra 10 base speed would be nice. But what really prevents me from using the Cronus is that it's a slightly heavier cruiser with the logistics of a capital ship.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 12, 2016, 10:40:48 PM
So that 15% range, 20-40 vents, and 20-40 capacitors doesn't mean anything?

Think of the corollary: if it has burn 8, it's automatically the best capital ship in the game.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: MesoTroniK on March 12, 2016, 10:45:33 PM
The Cronus has more firepower than any cruiser barring the Paladin.
In combat it is faster than many cruisers, and all capital ships.
It has the capital ship class advantages that Dr listed.

What more do you want? Anything else would make it overpowered, it fits a niche that no other capship does and is fun to fly and difficult to approach.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 12, 2016, 11:18:47 PM
So that 15% range, 20-40 vents, and 20-40 capacitors doesn't mean anything?

Think of the corollary: if it has burn 8, it's automatically the best capital ship in the game.
You also have to pay 15 more OP for that 15% extra range. 10 more OP for augmented engines, 12 more OP for Hardened Shields, 6 more OP for Front Shield Emitter, 4 more OP for Advanced Turret Gyros, etc. The OP advantage over, say, an Aurora, disappears quite quickly once you take into account the increased cost of capital-class hullmods.

In terms of base stats, it's got 100 more dissipation, 2500 more capacity, 100 more armor, and 1000 more hull integrity than an Aurora. The Aurora has 150 more dissipation, 3000 more capacity, 50 more armor, and 500 less hull integrity than the Apogee. Aside from hull integrity, those are very similar increases in base stats; it's literally just a heavier cruiser. Except, of course, both the Aurora and the Apogee have burn 8 and cost 3 fuel/ly while the Cronus has burn 7 and costs 10 fuel/ly. Compare those increases to the jump you get from the Aurora to the Paragon; 400 more dissipation, 10,000 capacity, 600 more armor, 10,000 more hull integrity. Sure, you've stuck High Maintenance on the Paragon, doubling its maintenance cost but not its deployment cost, but even if you halve those numbers it's still more of an increase.

And when you say 15% increased range, are you comparing the Cronus to the Aurora, or the Apogee? Because the Aurora can't even mount a large energy weapon; its range is crippled to begin with. The Apogee can, and I'm pretty sure the +30% range from sensor drones gives it longer range than the Cronus. So when compared to the cruiser that has the most similar weapons loadout, the Cronus probably has less range.

Even with burn 8, it'll still be held back by having the combat performance of a particularly heavy cruiser. It'll still struggle to directly defeat other capital ships, aside from an Astral stripped of its escort. It will never have the kind of brute killing power and tankiness that a Paragon or an Onslaught brings to the field. It may be the most logistically efficient capital ship, but it won't be replacing the heavies anytime soon.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 12, 2016, 11:34:10 PM
The Apogee can't converge as much firepower as the Cronus.  You can't really compare the two; one is supposed to be a hit-and-run battlecruiser and the other is supposed to sit there and fire from as far away as possible.  The Aurora at least has a similar playstyle.

You should be comparing stat increases to the Odyssey, which is also a battlecruiser. The Paragon is a battleship - and will obviously have hugely higher stats as a result.  Aurora -> Odyssey is +2000 hull, +200 armor, +150 flux dissipation, +95 OP, +55 OP worth of weapon slots, -20 speed, -25/-10 acceleration, -17/-17 turn, +15 supplies/deployment.  Aurora -> Cronus is +1000 hull, +200 armor, +2500 flux capacity, +50 flux dissipation, +60 OP, +10 OP worth of weapon slots, -10 speed, -0/+15 acceleration, -13/-5 turn, +10 supplies/deployment.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 12, 2016, 11:52:52 PM
The Apogee can't converge as much firepower as the Cronus.  You can't really compare the two; one is supposed to be a hit-and-run battlecruiser and the other is supposed to sit there and fire from as far away as possible.  The Aurora at least has a similar playstyle.

The Aurora has a similar playstyle, but it's currently a confused mess that isn't worth deploying. I chose to compare the Cronus to a cruiser actually worth using. The Apogee can converge 1 Large Energy, 2 Medium Energy, and 1 Large Missile compared to 1 Large Energy, 3 Medium Energy, 2 Medium Missile hardpoints and another Medium missile in the back if you decided to put a missile weapon with tracking in there. Sure, it's slightly more firepower, but the Cronus is a slightly heavier cruiser.

You should be comparing stat increases to the Odyssey, which is also a battlecruiser. The Paragon is a battleship - and will obviously have hugely higher stats as a result.  Aurora -> Odyssey is +2000 hull, +200 armor, +150 flux dissipation, +95 OP, +55 OP worth of weapon slots, -20 speed, -25/-10 acceleration, -17/-17 turn, +15 supplies/deployment.  Aurora -> Cronus is +1000 hull, +200 armor, +2500 flux capacity, +50 flux dissipation, +60 OP, +10 OP worth of weapon slots, -10 speed, -0/+15 acceleration, -13/-5 turn, +10 supplies/deployment.

The Odyssey is also a confused mess not worth deploying. If you're seriously using it as a basis of comparison for what a high-tech battlecruiser should be like, no wonder the Cronus is bad.

The Cronus has more firepower than any cruiser barring the Paladin.
The Shadowyards Scylla has 2 Large Energy slots, 4 Medium Energy Slots, a built-in Medium Energy weapon, and 3 small energy slots. It's also a phase cruiser, so it's far more mobile than the Cronus will ever be. It's got an additional medium energy weapon for every single medium missile slot the Cronus has and an additional Large energy slot that actually faces forward compared to the Cronus's back-facing medium universal slot.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: TaLaR on March 12, 2016, 11:59:14 PM
Cronus also has extremely useful ship system (Advanced skimmer), better than systems on any vanilla Capital or Cruiser. It's Sub-Capital Medusa, what's not to like?
It's slot layout and types are awkward, but other than that Cronus is solid.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 13, 2016, 12:11:24 AM
The Aurora has a similar playstyle, but it's currently a confused mess that isn't worth deploying. I chose to compare the Cronus to a cruiser actually worth using. The Apogee can converge 1 Large Energy, 2 Medium Energy, and 1 Large Missile compared to 1 Large Energy, 3 Medium Energy, 2 Medium Missile hardpoints and another Medium missile in the back if you decided to put a missile weapon with tracking in there. Sure, it's slightly more firepower, but the Cronus is a slightly heavier cruiser.

The Odyssey is also a confused mess not worth deploying. If you're seriously using it as a basis of comparison for what a high-tech battlecruiser should be like, no wonder the Cronus is bad.

The Shadowyards Scylla has 2 Large Energy slots, 4 Medium Energy Slots, a built-in Medium Energy weapon, and 3 small energy slots. It's also a phase cruiser, so it's far more mobile than the Cronus will ever be. It's got an additional medium energy weapon for every single medium missile slot the Cronus has and an additional Large energy slot that actually faces forward compared to the Cronus's back-facing medium universal slot.

An Aurora with max vents has 1150 dissipation and 120 OP left over.  An Apogee with max vents has 1000 dissipation and 105 OP left over.  A Cronus with max vents has 1400 dissipation and 160 OP left over.  I fail to see how this is even argument.  Firing three heavy blasters, the Aurora loses 1010 flux per second (running out in 10-17 seconds), the Apogee loses 1160 flux per second (running out in 8-13 seconds), and the Cronus loses a mere 760 flux per second (running out in 17-31 seconds).  Unlike the other ships, the Cronus can actually fire those weapons continuously, having almost double the flux longevity of its smaller cousins.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 12:32:24 AM
An Aurora with max vents has 1150 dissipation and 120 OP left over.  An Apogee with max vents has 1000 dissipation and 105 OP left over.  A Cronus with max vents has 1400 dissipation and 160 OP left over.  I fail to see how this is even argument.  Firing three heavy blasters, the Aurora loses 1010 flux per second (running out in 10-17 seconds), the Apogee loses 1160 flux per second (running out in 8-13 seconds), and the Cronus loses a mere 760 flux per second (running out in 17-31 seconds).  Unlike the other ships, the Cronus can actually fire those weapons continuously, having almost double the flux longevity of its smaller cousins.

Unlike the other ships, the Cronus can actually fire those weapons continuously
Cronus loses a mere 760 flux per second (running out in 17-31 seconds)
continuously
running out

http://www.dictionary.com/browse/continuously (http://www.dictionary.com/browse/continuously)
continuous
adjective
1. uninterrupted in time; without cessation

Please don't contradict yourself so blatantly. The Cronus can handle the Heavy Blaster better, but it still builds up flux and it's still better just to use Pulse Lasers plus something else to break through really heavy armor if you're not using Safety Overrides, which the Cronus cannot do as it is a Capital ship. If you want the Cronus to be a Heavy Blaster spammer, maybe you should make it a real cruiser so it can use Safety Overrides and be able to actually fire Heavy Blasters without cessation.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 13, 2016, 12:38:21 AM
An idea to make the Cronus less mediocre: give it burn 8 and around 70 base speed. Essentially, make it a battlecruiser that can keep up with actual cruisers both in and out of combat. It's got the armament and armor of a heavy-ish high-tech cruiser, why not give it the speed of a heavy-ish high-tech cruiser?
That would make the Cronus so disgustingly over-powerful I hope DR never ever even think about doing it.

Nobody prevents you from starting your own faction mod and prove everyone how better your talent for game balancing is.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 13, 2016, 12:51:46 AM
Unlike the other ships, the Cronus can actually fire those weapons continuously
Cronus loses a mere 760 flux per second (running out in 17-31 seconds)
continuously
running out

http://www.dictionary.com/browse/continuously (http://www.dictionary.com/browse/continuously)
continuous
adjective
1. uninterrupted in time; without cessation

Please don't contradict yourself so blatantly. The Cronus can handle the Heavy Blaster better, but it still builds up flux and it's still better just to use Pulse Lasers plus something else to break through really heavy armor if you're not using Safety Overrides, which the Cronus cannot do as it is a Capital ship. If you want the Cronus to be a Heavy Blaster spammer, maybe you should make it a real cruiser so it can use Safety Overrides and be able to actually fire Heavy Blasters without cessation.

I figured that the Cronus would be attacked by ships in the mean while, making literal "nonstop" firing be a pointless exercise; the fact is that in practice, the Cronus can fire for longer than any cruiser that hasn't crippled its logistics with SO.

But since you're fine with a straw-man argument, I'll ask to to please stop attacking my balance decisions.  There's only so much of this *** I will tolerate.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: 19_30s on March 13, 2016, 01:02:18 AM
An Aurora with max vents has 1150 dissipation and 120 OP left over.  An Apogee with max vents has 1000 dissipation and 105 OP left over.  A Cronus with max vents has 1400 dissipation and 160 OP left over.  I fail to see how this is even argument.  Firing three heavy blasters, the Aurora loses 1010 flux per second (running out in 10-17 seconds), the Apogee loses 1160 flux per second (running out in 8-13 seconds), and the Cronus loses a mere 760 flux per second (running out in 17-31 seconds).  Unlike the other ships, the Cronus can actually fire those weapons continuously, having almost double the flux longevity of its smaller cousins.

Unlike the other ships, the Cronus can actually fire those weapons continuously
Cronus loses a mere 760 flux per second (running out in 17-31 seconds)
continuously
running out

http://www.dictionary.com/browse/continuously (http://www.dictionary.com/browse/continuously)
continuous
adjective
1. uninterrupted in time; without cessation

Please don't contradict yourself so blatantly. The Cronus can handle the Heavy Blaster better, but it still builds up flux and it's still better just to use Pulse Lasers plus something else to break through really heavy armor if you're not using Safety Overrides, which the Cronus cannot do as it is a Capital ship. If you want the Cronus to be a Heavy Blaster spammer, maybe you should make it a real cruiser so it can use Safety Overrides and be able to actually fire Heavy Blasters without cessation.
I think the author wants you to shut up. :)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 01:08:56 AM
I figured that the Cronus would be attacked by ships in the mean while, making literal "nonstop" firing be a pointless exercise; the fact is that in practice, the Cronus can fire for longer than any cruiser that hasn't crippled its logistics with SO.
Logistics refers to supply chain management; in Starsector, that'd be supplies per month/deployment, fuel/ly, how much supplies/fuel a ship can carry, etc. All out of combat stats. Safety overrides cripples peak time, which is only indirectly related to logistics, and range, which is a combat stat and completely unrelated to logistics.

Literal nonstop firing is far from pointless; if you gain flux only by taking fire on your shields, you need to vent less often and you vent less flux, which means you vent for shorter times, are thus vulnerable for shorter periods of time, and can spend more time killing things.

But since you're fine with a straw-man argument, I'll ask to to please stop attacking my balance decisions.  There's only so much of this *** I will tolerate.
Scary.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: MesoTroniK on March 13, 2016, 01:14:37 AM
ANGRYABOUTELVES, you are alone in your opinions regarding this subject, no modder or anyone else for that matter agrees with your criticisms of the Cronus.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Weltall on March 13, 2016, 01:16:12 AM
The only scary thing here is that you fail to see that Dark Revenant is just a normal person, with a normal person's tolerance to lack of manners. Be it you are right or not with your argument, pulling out a vocabulary and trying to point out that him using the word continuous, to point out it lasts longer, is inaccurate. Your argument went from how and why Cronus is better, to him using the wrong word. You are not a friend of his obviously, so you did not even try to point that out in a friendly way, but more like in mocking way. Even more, you see your way of handling this upsets him and again you mock him again. I think you should look the word "manners" in the dictionary too.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 13, 2016, 01:18:01 AM
More irrelevant stuff.
How about you keep your ideas nobody agree with to yourself, and let people with actual knowledge of the game's internal mechanics worry about balance?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Jonlissla on March 13, 2016, 03:35:15 AM
I don't know about you, but I love my blue space dong. A nice little middleground between a cruiser and a capital ship.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 13, 2016, 09:07:57 AM
I don't know about you, but I love my blue space dong.
Best. Description. Ever.
Cronus is a Medusa scaled up to captial class, which in itself makes it fairly dangerous even with it's imperfections and quirks.
If it didn't have such limitations though, it would be able to beat virtually anything with almost impunity. And that's not good balance (even if it is hillariously fun).

Personally I am not a huge fan of the Cronus, becuase I am not a huge fan of the Medusa. But I can see why it is the way it is.

ELVES does raise an interesting point for thought though regarding continuous fire.
Thought exercise:
A large ship with no large guns, lots of small guns, and few or maybe no mediums, designed to lay down a constant barrage of weapons fire.
How would this be balanced?
Maybe a built in hullmod which 'soft caps' the range of it's guns (like SO) while giving them a flux efficiency bonus?
#whatwouldimperiumdo?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 10:21:03 AM
I honestly don't care for the Cronus either but I find skimmer/teleporter capitals to be underwhelming in general, they're good for bullying much smaller but faster ships because they're hard to kite but they usually lose straight fights, especially against other capitals. I tend to be a very "all or nothing" player and will typically hammer the enemy down until I'm on the brink of overload and then withdraw to vent, which works great in smaller and more nimble ships like the Wolf or Medusa, but larger ships with lower thrust and slower teleporters are much harder for me to pick and choose engagements in since they will usually overload under their own weapons before I can teleport back out, and I really need to teleport in if I want a good engagement range in the first place. That said I do adore the Diable capitals because the flicker core has a very good recycle rate so I can engage and disengage effectively even at the capital scale.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 11:13:24 AM
ANGRYABOUTELVES, you are alone in your opinions regarding this subject, no modder or anyone else for that matter agrees with your criticisms of the Cronus.
More irrelevant stuff.
How about you keep your ideas nobody agree with to yourself, and let people with actual knowledge of the game's internal mechanics worry about balance?

(http://i.imgur.com/CemZ2Zg.jpg)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 11:21:40 AM
I can't tell if elves really likes the Cronus on paper but finds it terrible in practice, or if he just hates it that much.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 12:25:39 PM
I can't tell if elves really likes the Cronus on paper but finds it terrible in practice, or if he just hates it that much.
It's an okay ship, it's just in an awkward spot. It's heavier than a regular cruiser, but not heavy enough to be worth a tug, especially with only vanilla weapons. It's shortcomings are mitigated somewhat with mod weapons, but every other energy weapon ship gets better too, so it's still not worth a tug on a relative scale. Everything else about the ship is fine, except I find it's just too slow in campaign.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 13, 2016, 01:53:20 PM
I completely disagree.  There are no burn 8 capitals, just as there are absolutely no burn 9 cruisers or burn 10 destroyers.  The only notable exception, SCY, blocks you out from having augmented engines, so in the end the rule still holds.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 02:37:39 PM
In all fairness there are no phase skimmer capitals either save for the Cronus.
Though I think this is past the point where either side is willing to accept or consider any argument or counter-argument.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 03:29:34 PM
I completely disagree.  There are no burn 8 capitals, just as there are absolutely no burn 9 cruisers or burn 10 destroyers.  The only notable exception, SCY, blocks you out from having augmented engines, so in the end the rule still holds.
That's correct. Sky doesn't have a burn 8 capital, as far as I know. The Nemean Lion is burn 7, and the Keto is burn 9; i.e. what you'd get out of a burn 8 capital with augmented engines.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 13, 2016, 03:53:13 PM
That's correct. Sky doesn't have a burn 8 capital, as far as I know. The Nemean Lion is burn 7, and the Keto is burn 9; i.e. what you'd get out of a burn 8 capital with augmented engines.
Oh you found a single exception in another mod, good job! Except... Well first you never EVER balance a mod against another mod. Second, the burn 9 Keto was a balance test and since it is overpowered now its burn speed will be reduced to 8 next update. Better luck next time.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 04:09:18 PM
Is it just me or is it getting really hostile in here?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 04:26:35 PM
That's correct. Sky doesn't have a burn 8 capital, as far as I know. The Nemean Lion is burn 7, and the Keto is burn 9; i.e. what you'd get out of a burn 8 capital with augmented engines.
Oh you found a single exception in another mod, good job! Except... Well first you never EVER balance a mod against another mod. Second, the burn 9 Keto was a balance test and since it is overpowered now its burn speed will be reduced to 8 next update. Better luck next time.
Wouldn't it then feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Weltall on March 13, 2016, 04:33:56 PM
More like, instead of an exception, he found an unbalance >.> something good came out of this. ANGRYABOUTELVES, you do realize that the mods that are suggested on SS+ main page are balanced according to SS+, to give the players that will use them an overall balanced game between factions right? It is nice to dig up unbalances to help them fix them, but don't expect to actually win an argument about SS+ balance. Dark Revenant and the rest break their necks to keep their mods balanced and obviously such an unbalance will occur, then it will be mentioned by the community if overlooked and fixed. Just to take a look at their effort (which is actually a really nice read) you can check the Starsector Ship Tiers (http://fractalsoftworks.com/forum/index.php?topic=8962.0), here on the forums. They talk with each other, converse, listen to each other and all of them try to keep a general balance.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 13, 2016, 04:43:25 PM
Wouldn't it then feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun?
And right now its a straight upgrade from the Astral without any downside, so what? I choose the lesser of two evils, but feel free to stand alone like a stump in the river of common sense.

Or to quote Mark Twain too (since that Captain America speech was strongly inspired from his essays): "Patriot: The person who can holler the loudest without knowing what he is hollering about."
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 04:47:53 PM
Wouldn't it then feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun?
And right now its a straight upgrade from the Astral without any downside, so what? I choose the lesser of two evils, but feel free to stand alone like a stump in the river of common sense.

Or to quote Mark Twain too (since that Captain America speech was strongly inspired from his essays): "Patriot: The person who can holler the loudest without knowing what he is hollering about."
Doubled maintenance cost, one less flight deck, the ability to have four flight decks and various weaponry disabled for the entire rest of a fight, and a much lower extra crew capacity for absorbing fighter losses aren't downsides?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 05:13:15 PM
I was gonna say that the Keto has the benefit of being at burn speed 8 without any expensive hull mods but then I checked the numbers and with a deficit of 85 OP you could put several hull mods on the Astral and still have more OP for weapons. I get the Keto's gun is supposed to offset this but in my limited time with the Keto I've found the main gun...well it's been a dubiously useful proposition in capital scale battles, since it lacks frontloaded damage that can offset the dismal rate of fire and charge time, and the AoE EMP tends to just go into shields all around.
The Keto might need a few smaller buffs to offset a hit as big as knocking down the burn speed like that.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 13, 2016, 05:22:27 PM
Doubled maintenance cost, one less flight deck, the ability to have four flight decks and various weaponry disabled for the entire rest of a fight, and a much lower extra crew capacity for absorbing fighter losses aren't downsides?
Same deployment cost, more than twice the hull and armor thanks to the twig parts, much better drones, almost twice the speed and maneuverability, cheaper, smaller skeleton crew, better PD... We can play that game a long time, and in the end you still won't make your point relevant, and you still won't get any of the changes you want. What you did managed to antagonize many modders with that impressive display of egotistical entitlement.

I was gonna say that the Keto has the benefit of being at burn speed 8 without any expensive hull mods but then I checked the numbers and with a deficit of 85 OP you could put several hull mods on the Astral and still have more OP for weapons. I get the Keto's gun is supposed to offset this but in my limited time with the Keto I've found the main gun...well it's been a dubiously useful proposition in capital scale battles, since it lacks frontloaded damage and the AoE EMP tends to just go into shields all around.
The Keto might need a few smaller buffs to offset a hit as big as knocking down the burn speed like that.
The Keto has 50 spare points once the slots are filled with average weapons (knowing that Scyan weapons are actually bellow average cost), plus 1 large and 6 small built-in, against the Astrals 90 spare points, or 55 if you want the augmented engines to match the burn speed. And then the Keto has still far better stats and doesn't need those hulmods that much. Also the EMP from the main gun pierce shields outright and can silence a target with ease to help a bombing run.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 05:36:29 PM
Oh damn it I always forget that EMP goes through shields now.

Now if you'll pardon me for a second I think I'm gonna need to crunch some numbers to compare the shields between them
Spoiler
Shield upkeep: 350 on Keto to 420 on Astal
Shield arc: 360 on Astral to 90 on Keto
Flux/damage: 0.6 on Astral to 1.9 on Keto
Flux capacity: 28600 on Keto to 12000 on Astral
Effective shield HP: 20000 on Astral to 15052 on Keto
[close]
I...I honestly expected the Keto to come out much better there. Doesn't help that the Keto will have ass for vent rate because of the insane amount of flux capacity. Help me out here guys the Keto is looking more and more unappealing even with the current 9 burn speed the more I compare it to the Astral. Twiglib makes it hard to compare armor and hull stats because of the ablative arms but I don't think they impact speed and I know they don't impact shields.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Starasp on March 13, 2016, 05:46:38 PM
I don't know about any of you but I'm going to miss my 9-burn heavy carrier with the C-frac cannon strapped to one side.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 05:49:49 PM
Same deployment cost, more than twice the hull and armor thanks to the twig parts, much better drones, almost twice the speed and maneuverability, cheaper, smaller skeleton crew, better PD... We can play that game a long time, and in the end you still won't make your point relevant, and you still won't get any of the changes you want.
So they both have downsides and upsides, and even if the burn speed of the Keto was staying at 9 the Astral would still be better in some aspects, and even after the Keto gets bumped down to burn 8 it'll still outpreform the Astral in some situations? It's almost like they've been designed for different roles and calling them direct upgrades or downgrades doesn't make sense.

That's cool. Editing ship.csvs is really easy, especially when it's something as simple as bumping up the burn speed. I'll just make the change on my end if I can't convince Dark.Revenant to do it. Already have, actually.

What you did managed to antagonize many modders with that impressive display of egotistical entitlement.
Internet forums about video games are serious business, I see.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 05:51:33 PM
I've never even used one in the campaign to be totally honest, though I was interested in trying for one before I'm thinking now I'll just get a Nemean and buy a pair of Manticores for carrier support, since the two of them will have less than half the maintenance footprint of the Keto, and frankly the Astrapios isn't compelling enough to make me foot an extra 50 supplies a month, especially with the Manticores bringing large missiles to the party.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 13, 2016, 06:11:15 PM
What you did managed to antagonize many modders with that impressive display of egotistical entitlement.
Internet forums about video games are serious business, I see.

They are when you're the one making it out to be serious business.  If you thought it wasn't important, you wouldn't have spent half a dozen posts trying to argue your case.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 06:20:18 PM
They are when you're the one making it out to be serious business.  If you thought it wasn't important, you wouldn't have spent half a dozen posts trying to argue your case.
Nothing wrong with spending your free time arguing about unimportant stuff. It's a time-honoured internet pastime.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 06:23:53 PM
ITT everyone loses respect for each other?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Weltall on March 13, 2016, 06:29:27 PM
-You all take things too seriously, posting so much about unimportant mods of a game.
-I am taking it all nice and relaxing, posting so much about unimportant mods of a game.

When I do it, it is cool. When you do it, it is uncool. Because cheese.

PS: Respect was lost here (http://fractalsoftworks.com/forum/index.php?topic=7679.msg184557#msg184557) when Angry made it obvious that he did not want to converse in a friendly way with Dark Revenant.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 06:46:13 PM
plus imo the burn speed increase would be fine enough, no need to mess with the tac speed since it already outpaces most capitals.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 06:49:04 PM
plus imo the burn speed increase would be fine enough, no need to mess with the tac speed since it already outpaces most capitals.
Yeah, a tac speed increase is probably unnecessary.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cycerin on March 13, 2016, 06:53:43 PM
(http://i.imgur.com/LjYqbVE.gif)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 06:59:03 PM
Are we doing reaction images now? I have a whole folder full of them just waiting for such an occasion.  :P
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Cycerin on March 13, 2016, 07:01:34 PM
Actually, I suggest dropping this *** argument

If the mod author doesnt agree with your vision and won't be convinced there's no reason to keep talking about it, just mod your own copy to reflect your preferences and move on
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Weltall on March 13, 2016, 07:02:48 PM
Lol, I think many do. I am sure Cycerin is just trying to lighten the mood XD

I take it as normal to think mod creators are used to such thing anyway. Heck Skyrim mods have a ton of people commenting under them, acting like the choices of the mod author are wrong and act like they own the mod and they are the ones that spent time to create and update it.

If I had a spacebuck for every..
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 13, 2016, 07:09:17 PM
Realizing I could edit my SS mods at will with notepad++ was a liberating moment for me.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Jonlissla on March 13, 2016, 11:17:59 PM
I haven't found a single special bounty so far, but I presume it's because it hasn't been properly updated yet to 0.7.2? I'm using Nexerelin as well.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 13, 2016, 11:22:34 PM
You mean IBB bounties? You take those via missions from certain factions. They aren't posted in the event system.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Jonlissla on March 13, 2016, 11:31:46 PM
You mean IBB bounties? You take those via missions from certain factions. They aren't posted in the event system.

Wait, what? They are? I remember them being part of the normal bounty system. Must have been changed then.

Either way, I'll take a look and see if any of them are posted. I was getting curious as to why they never popped up like before.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 13, 2016, 11:32:46 PM
Yes; it was changed awhile back
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 13, 2016, 11:43:38 PM
You mean IBB bounties? You take those via missions from certain factions. They aren't posted in the event system.

Wait, what? They are? I remember them being part of the normal bounty system. Must have been changed then.

Either way, I'll take a look and see if any of them are posted. I was getting curious as to why they never popped up like before.
IIRC they're available from the missions boards of Hegemony, Diktat, and Independent markets.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Petra the Squishy on March 13, 2016, 11:51:12 PM
You mean IBB bounties? You take those via missions from certain factions. They aren't posted in the event system.

Wait, what? They are? I remember them being part of the normal bounty system. Must have been changed then.

Either way, I'll take a look and see if any of them are posted. I was getting curious as to why they never popped up like before.
IIRC they're available from the missions boards of Hegemony, Diktat, and Independent markets.

They should be avalible to all markets for the most part. Though I've not played recently to get a good grasp. From what I understand though, it should be all markets.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Jonlissla on March 14, 2016, 12:07:20 AM
After visiting a dozen planets, the only place that gives them in my game seems to be Freeport. Then again, I never visited any Hegemony or Diktat worlds, only modded factions and Tri Tachyon.

Speaking of Tachyon, is it possible to tweak their stations to only sell their ships? I get kind of bummed each time I go to one of their station and only 3 out of 10 ships they sell are actually part of their faction.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 14, 2016, 05:41:00 PM
After visiting a dozen planets, the only place that gives them in my game seems to be Freeport. Then again, I never visited any Hegemony or Diktat worlds, only modded factions and Tri Tachyon.

Speaking of Tachyon, is it possible to tweak their stations to only sell their ships? I get kind of bummed each time I go to one of their station and only 3 out of 10 ships they sell are actually part of their faction.

I think some of the more dangerous bounties wont pop up immediately and getting those said bounties might require a certain reputation with a faction? Like I'm pretty sure you cant be at war with a faction and still receive bounty money from them. 
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: OOZ662 on March 14, 2016, 06:47:10 PM
The bounty is paid from a third party, the International(?) Bounty Board, so I don't think relations to the single factions affects it. But, they are only posted at the stations of member factions; Hegemony, Sindrians, Independent, and one or two others I don't recall. Imperium? When you find one, the bounty description will inform you of the member factions as I recall.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Lopunny Zen on March 15, 2016, 09:43:26 PM
Ok who made the ships have broken fits on them and some of these ships that were made I swear they last the damn mind when they thought they were a good idea...the start is damn near impossible..you have to have the right spawns and the right ships available on the black market or the broken fits will *** on you..like the Venom X Class....so common and when you see it it goes so fast its impossible to hit...*** the pilots wouldnt be able to control that. I shouldnt have to come here saying that something is crossing the line....testing and common sense is not hard...btw did I mention they are all part of the Kite Club....all of their damn ships are fast Kiting anti flux ships....whats the point in even flying anything else if everyone is part of the kite club?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Bastion.Systems on March 16, 2016, 06:07:17 AM
Ok who made the ships have broken fits on them and some of these ships that were made I swear they last the damn mind when they thought they were a good idea...the start is damn near impossible..you have to have the right spawns and the right ships available on the black market or the broken fits will *** on you..like the Venom X Class....so common and when you see it it goes so fast its impossible to hit...*** the pilots wouldnt be able to control that. I shouldnt have to come here saying that something is crossing the line....testing and common sense is not hard...btw did I mention they are all part of the Kite Club....all of their damn ships are fast Kiting anti flux ships....whats the point in even flying anything else if everyone is part of the kite club?

Venom X's peak time is like 2s, you just have to avoid it for a little before it breaks down.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 16, 2016, 07:11:03 AM
I was gonna complain about how worthless the Venom-X is to have in the player fleet, then I remembered that it is literally a Frankenstein of a Scarab, Hyperion, and Venom, so it has no business working properly at all.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: HELMUT on March 16, 2016, 11:28:11 AM
Worthless the Venom-X? Dude, have you been flying that ship? It's cool, it's fast, it's... Oh, it's been changed last version? Let's verify first before posting this message...

Built-in Safety Override, Delicate Machinery, Ill-Advised Modifications.

What the hell.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 16, 2016, 11:32:41 AM
Ok who made the ships have broken fits on them and some of these ships that were made I swear they last the damn mind when they thought they were a good idea...the start is damn near impossible..you have to have the right spawns and the right ships available on the black market or the broken fits will *** on you..like the Venom X Class....so common and when you see it it goes so fast its impossible to hit...*** the pilots wouldnt be able to control that. I shouldnt have to come here saying that something is crossing the line....testing and common sense is not hard...btw did I mention they are all part of the Kite Club....all of their damn ships are fast Kiting anti flux ships....whats the point in even flying anything else if everyone is part of the kite club?

Venom X's peak time is like 2s, you just have to avoid it for a little before it breaks down.

It also cant handle any sort of concentrated fire or large bursts. Space shotgun type weaponry do quite well vs this thing.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Bastion.Systems on March 16, 2016, 03:51:19 PM
I have to say I really love the purple new Pirates Deluxe faction you have added, makes visiting hyperspace extra spicy.  ;D
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 17, 2016, 08:22:10 AM
Venom-X is probably the most irritating thing to fight.
The changes gimp it hard. But can you imagine fighting one that flew flawlessly? (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/psyduck-lv1_zpsc4c6267d.gif)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 17, 2016, 09:54:08 AM
I mean the entire point of the Venom-X is that it's a low-tech Hyperion, and the Hyperion can get pretty silly sometimes.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Serenitis on March 17, 2016, 05:27:09 PM
Don't know if anyone else has seen, but when the Cabal dudes sass you and demand money they don't actually give an amount.
The text where the figure should be reads "$tithe_amount" (or something to that effect).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Bastion.Systems on March 17, 2016, 05:31:22 PM
Don't know if anyone else has seen, but when the Cabal dudes sass you and demand money they don't actually give an amount.
The text where the figure should be reads "$tithe_amount" (or something to that effect).

Happens in my game too, not like I would ever pay that tithe thing, cheaper to go down in flames.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 19, 2016, 10:51:35 PM
Dark.Revenant bro we love Starsector+ its like one of the few mods I refuse to play without, don't let ANGRYABOUTLEVEL's bother you. He one player with a view point that only he seems to care about. Maybe he just jealous or something, whatever his ideals aren't worth your frustration. If he really wants to change it than he can make his on bloody mod and his own changes and if he doesn't he can bugger off. That simple.

Hell I'm not even sure if he just isn't trolling you with a name like his he seems like he is just looking to be a troll and annoy others.

Edit: For the record I made this post because SS+ dropped off the main forum list for some reason for me. I was curious about what was going on and then read all the insuing drama. Mods (and just how much Alex actually cares) like this are what make SS really great for me, so please Dark.Revenant don't become disenchanted with this wonderful community because some random guy is being distasteful and for that matter distasteful about one bloody ship in a mod that add quite a bit of flavor to the game and honestly I can't imagine playing without.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 19, 2016, 11:00:34 PM
Venom-X is probably the most irritating thing to fight.
The changes gimp it hard. But can you imagine fighting one that flew flawlessly? (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/psyduck-lv1_zpsc4c6267d.gif)

Honestly a decent heavy fighter wing in an early fleet can just eat this thing alive.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 19, 2016, 11:28:41 PM
When were you under the impression that I was stopping updates?

I disagree with the notion of making a burn speed arms race.  However, the Cronus did need a change -- you simply can't have the name "Cronus" and not have time mechanics.

The Venom-X is also receiving changes, namely removing SO and the Delicate Machinery hullmods.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 19, 2016, 11:42:53 PM
Dark.Revenant, I'd like to apologize. I'm used to a more caustic environment, and when I tried to give feedback, I went and dripped acid all over the place. That you've took the core of that feedback, that I feel the Cronus needs something extra, and are working on implementing it anyway, speaks well of you. I'll attempt to moderate my tone in the future.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 20, 2016, 04:26:27 AM
Somehow this Excelsior won't unphase.

Spoiler
(http://i.imgur.com/GqH1Emk.jpg)
[close]
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 20, 2016, 05:28:07 AM
Oh man, a temporal shell Cronus sounds downright scary, I may even have to pick one up now.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 20, 2016, 11:52:58 AM
When were you under the impression that I was stopping updates?

I disagree with the notion of making a burn speed arms race.  However, the Cronus did need a change -- you simply can't have the name "Cronus" and not have time mechanics.

The Venom-X is also receiving changes, namely removing SO and the Delicate Machinery hullmods.

I uh wasn't trying to insinuate you were going to stop updates. But after reading my post I get that about the only thing one could think since I didn't articulate very well if at all. Short version. Keep up the amazing work and we all appreciate the mods you make. Sorry for confusion there.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 20, 2016, 10:36:01 PM
(http://i.imgur.com/mHA7ufH.png)

(http://i.imgur.com/IXsezzj.png)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: NightKev on March 21, 2016, 03:00:12 AM
It seems the AI considers fighter wings with 0%CR to be battle-ready; I had a vengeance fleet after me that was down to ~30 0%CR fighter wings and nothing else and it kept trying to re-engage. Going into battle I would instantly win (since they couldn't deploy anything) and the cycle would repeat.

Edit: Hm, it looks like the IBBs aren't available anymore. I know I haven't completed them all yet... do all the factions that are listed as "running" the IBB need to exist at once? The Hegemony recently got conquered but II still exists (I forget which others are listed).

---

The Cabal is looking quite interesting, looks like I'm going to be fighting them though if they think they can extort ships off of me...
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 21, 2016, 03:37:07 AM
IBBs expire.

If you wait a long time, it will automatically advance stage, so if you don't want to miss out on a bounty, you need to take Francis Butler within six months and continue doing an IBB every three months.

Larger markets can have later IBBs available, so you can do them slightly out of order.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 21, 2016, 08:16:43 AM
I later changed that so it only does the auto-advance before you take your first IBB.  IBBs will show up on any member market large enough (iirc size 4), subject to random chance -- the offers shuffle around sometimes.

The Cabal will extort credits, cargo, ships, and weapons that they feel they could make a decent profit from.  It's pretty nasty sometimes, but there is a benefit for following their demands.

NightKev, did that fleet have carriers remaining?  If not, I should write a routine where a 0% fighter wing w/o a carrier in the fleet will explode spontaneously.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 21, 2016, 08:30:16 AM
I later changed that so it only does the auto-advance before you take your first IBB.  IBBs will show up on any member market large enough (iirc size 4), subject to random chance -- the offers shuffle around sometimes.

The Cabal will extort credits, cargo, ships, and weapons that they feel they could make a decent profit from.  It's pretty nasty sometimes, but there is a benefit for following their demands.

NightKev, did that fleet have carriers remaining?  If not, I should write a routine where a 0% fighter wing w/o a carrier in the fleet will explode spontaneously.

Wait, does that means IBB can no longer be "lost forever"?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 21, 2016, 10:04:26 AM
Auto-advance on the IBB missions is obnoxious.  Recent game got to a very slow start - bounties in inconvenient locations, nobody had any good destroyers for sale, etc. - and the IBB missions keep skipping ahead to ones I don't have a realistic shot at completing.

If I'd known it'd stop advancing on taking a mission, I would've just grabbed the first one and let it run out of time.

As it is, well, I expect I'll be taking advantage of console commands to reset the thing now that I've finally gotten something resembling a decent fleet.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 21, 2016, 10:09:45 AM
I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 21, 2016, 10:15:25 AM
Having the number of non-boss ships scale with your fleet size would be nice, but if there's a technical reason it can't be done I understand.
Also, since the reports on IBB bounties only show what system they're in but not what planet they're at, they become very hard to find in empty systems and in Nexerelin where there could be multiple uninhabited planets very far apart.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 21, 2016, 10:42:09 AM
I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Ahh.  Hm.  That is a decent notion, actually.  Maybe use a lower skip-ahead rate and don't retire battles that have been skipped?  That way if you discover it late in the game you'll have a number of more difficult options, but the original easy ones will still be around if you want to go try for those unique hulls?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 21, 2016, 12:26:52 PM
Having the number of non-boss ships scale with your fleet size would be nice, but if there's a technical reason it can't be done I understand.
Also, since the reports on IBB bounties only show what system they're in but not what planet they're at, they become very hard to find in empty systems and in Nexerelin where there could be multiple uninhabited planets very far apart.

You're given half an in-game year to find it.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: NightKev on March 21, 2016, 05:43:11 PM
I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Hm, maybe you could add a special mission to skip ahead manually?

As for the 0CR fighter fleet, I think there was a carrier, but every ship in their entire (remaining :P) fleet had 0%CR so they couldn't deploy anything even if they wanted to (which apparently they did).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 21, 2016, 07:29:39 PM
I was trying to avoid the problem of people only starting/discovering IBBs late into the game and being forced to sit through a bunch of easy trivial battles to get to the good stuff.

Apparently it ruined everything so I'll just remove it entirely.  It will never skip ahead for anyone ever.
Hm, maybe you could add a special mission to skip ahead manually?

As for the 0CR fighter fleet, I think there was a carrier, but every ship in their entire (remaining :P) fleet had 0%CR so they couldn't deploy anything even if they wanted to (which apparently they did).

A carrier will eventually regenerate CR, so I don't think that was the problem.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: NightKev on March 21, 2016, 07:57:13 PM
A carrier will eventually regenerate CR, so I don't think that was the problem.
Well, they never tried to retreat from the battle to regenerate CR, they just kept re-engaging so I had to eventually choose to disengage and lose all the loot.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 21, 2016, 08:23:10 PM
A carrier will eventually regenerate CR, so I don't think that was the problem.
Well, they never tried to retreat from the battle to regenerate CR, they just kept re-engaging so I had to eventually choose to disengage and lose all the loot.

That's a vanilla bug, then.  Even a fleet set to be aggressive should never try to fight if there's nothing to deploy.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 23, 2016, 04:34:35 AM
Is this the place to post about bugs with starsector+ that I've been having? I played a total conversion mod of this game for a long while before trying to leap into the vanilla game (albeit with starsector+, nexerelin, and some faction mods), but I've been having difficulties. I've got all the mods I need and their necessary utilities, I enabled 64 bit java and increased the heap space, but the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)

Screenshot of the crash message, and a fresh log. I'm sorry if the problem is some trivial thing that I'm too stupid to figure out, I'm tired and trying to sort out mod conflicts is kind of a nightmare for me.

(http://i.imgur.com/EpvXDc0.png)

https://www.dropbox.com/s/3t32n72bp7yyzmm/starsector%20%282%29.log?dl=0
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Sy on March 23, 2016, 06:26:44 AM
the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 23, 2016, 07:06:16 AM
the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 23, 2016, 05:40:24 PM
the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.

@Baxter
Didn't have the exact error (still involves Citadel tho) but I did come the conclusion that using any mod that isn't 7.2a compatible with SS+, while running SS+ is asking for trouble. Whens mods aren't up to date I really would recommend waiting for their updates from the their mod authors and then waiting for their compatibility patch with SS+ before trying to use them. If this doesnt satisfy you can always play around without SS+ for a bit and learn some new factions for when SS+ is ready. Personally I would just be patient and wait for more updates on the mods that SS+ has comp support with and give Dark a chance (I mean honestly have you guys seen how much modding he does? four mods extremely popular and he don't exactly get paid) to work his magic. As far as running Citadel I probably just wouldn't till its hiatus ends. Great ships but crashing every other fleet battle is a frustration you could be inviting upon yourself if you use it.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 24, 2016, 12:44:50 AM
the game crashes whenever I try to start a new game (immediately after selecting the various mod options for the game)
i have no clue about modding/coding, but have you made sure you've got the latest version of all mods as well as the vanilla game with both hotfixes (v0.7.2a-RC3)?
He plays in 0.7.1. I'd say Citadel is th culprit here.

When I first tried that particular combination of mods everything was up to date, I'll try updating everything and giving it another go.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 24, 2016, 01:54:31 AM
Seems like everything and anything needs some form of update to be compatible with starsector+/nexerelin at the moment. Guess I'll have to wait a little while for that to happen. Back to ironclads for a while I guess.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 24, 2016, 02:36:35 AM
Seems like everything and anything needs some form of update to be compatible with starsector+/nexerelin at the moment. Guess I'll have to wait a little while for that to happen. Back to ironclads for a while I guess.
What? Every 0.7.2 mod works perfectly fine with Nex and SS+, and Tiandong has an unofficial patch that works well enough until Mesotronik update.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 24, 2016, 03:14:07 AM
Well the original post has a bunch of notes sayings various faction mods aren't compatible with 0.7.2a, which is what I'm going by, and while I guess I could go find older versions that do work and so on I'd rather just wait until everything's up to date instead of hunting down version x of y and so on.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 24, 2016, 03:16:44 AM
Well the original post has a bunch of notes sayings various faction mods aren't compatible with 0.7.2a, which is what I'm going by, and while I guess I could go find older versions that do work and so on I'd rather just wait until everything's up to date instead of hunting down version x of y and so on.

He mean's that the 5 mods that are at 7.2a work with SS+. I think its just BRD that you won't have some of the newer content yet.

Edit make that 6 mods work if you use the tiadong fix probably soon to be seven since I think Shadowyards just updated to 7.2a this week.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 24, 2016, 04:05:01 AM
Well the original post has a bunch of notes sayings various faction mods aren't compatible with 0.7.2a, which is what I'm going by, and while I guess I could go find older versions that do work and so on I'd rather just wait until everything's up to date instead of hunting down version x of y and so on.
Except that the SS+ list is slightly outdated, the stickied mod index (http://fractalsoftworks.com/forum/index.php?topic=177.0) is what you should check.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 24, 2016, 05:17:20 AM
Ah, thank you. Time to give this modding thing another shot then.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wild Card on March 24, 2016, 06:57:43 AM
So looks like a long changelog for 3.4.0 . Is it set to be released soon ? or soon ™ ?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 24, 2016, 08:51:58 AM
Less than a week from now.  I generally put completed features in the change log, not planned ones.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wild Card on March 24, 2016, 08:59:31 AM
Great :) , i had a feeling those were complete features because i saw the list growing over the past weeks
Looking forward to it
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: DougieK on March 24, 2016, 10:32:42 PM
Loving this mod!

Playing with quite a few factions included,  have just dropped and captured the modified Paragon.  Wondering if there are any challenges left?  What do you guys do when you run out of IBB missions?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Alphascrub on March 25, 2016, 12:00:24 AM
Loving this mod!

Playing with quite a few factions included,  have just dropped and captured the modified Paragon.  Wondering if there are any challenges left?  What do you guys do when you run out of IBB missions?

Conquer the known universe cause I'm usually running Nexerelin's when I' running SS+.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 25, 2016, 09:02:39 AM
Spoiler
(http://i.imgur.com/axDi53P.png)
[close]
Spoiler
(http://i.imgur.com/NPOBVP6.png)
[close]
I would like Tri-Tachyon kill fleets to include fewer Astrals and more of absolutely anything else, please.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 25, 2016, 10:20:36 AM
jesus, 7 Astrals but not a single Paragon?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 25, 2016, 10:44:12 AM
jesus, 7 Astrals but not a single Paragon?
I've been playing on this save for a very long time, and I recall seeing two Paragons in the wild. One was in a deserter fleet, the other was in an assassination fleet. Tri-Tach kill fleets just love their carriers; if it's not Astrals, it's those Shadowyards Strike Carriers I can't spell and Herons.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 25, 2016, 12:07:45 PM
Yeah I get that Paragons are stupid rare but come on when you roll out 3-4 Astrals you've pulled out all the stops and a Paragon is pretty called for.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Reh on March 25, 2016, 12:55:17 PM
>>Change Log
>>Version 3.4.0 (Unreleased)
>>
>>   - Reduced IBB capture chance

:(
It was my favourite thing to do. I wish there was a capture mechanic that doesn't depend on RNG, but rather on preparation/ship mods/skill.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 25, 2016, 01:08:02 PM
I believe one of the leadership skills in SS+ offers an increased ship capture chance?  Or maybe I'm misreading it; it's not entirely clear.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 25, 2016, 01:34:01 PM
I believe one of the leadership skills in SS+ offers an increased ship capture chance?  Or maybe I'm misreading it; it's not entirely clear.

That's right.  That skill would increase a 25% chance to 50%.

The main thing is I was seeing people just make entire IBB fleets and roll back saves any time any of their ships died.  I want to pare down the number of IBB ships people ultimately capture.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 25, 2016, 02:18:07 PM
I believe one of the leadership skills in SS+ offers an increased ship capture chance?  Or maybe I'm misreading it; it's not entirely clear.

That's right.  That skill would increase a 25% chance to 50%.

The main thing is I was seeing people just make entire IBB fleets and roll back saves any time any of their ships died.  I want to pare down the number of IBB ships people ultimately capture.

Here's a thousand words or more
Spoiler
Turns out i can't into attaching the damn file itself
[close]
Spoiler
(http://ih1.redbubble.net/image.198341815.7960/flat,800x800,075,f.jpg)
[close]

Edit: turns out i'm just a idiot and thought the forum supported inline attaching
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Snrasha on March 25, 2016, 02:31:42 PM
I have not idea before, for me, if Extra boarding/salvage go follow this thing. In my mod, this is 100% capture first special ship. (He delete others baordable ship) This is not better thing, but because you kill a very hard fleet, you can have this IBB ship(if you have marines.) but if you have two IBB and you want second, hum, this is better do not put my mod, i believe.
But you have say reason for why this is bad.

This is very good idea, Dark.
And more for me, because IBB ship is dangerous, you need destroy this thing, but, this is risk for destroy litteraly this ship, so lose capture. (And more, you have also very attacked this ship, so very damaged...)
Good luck for finish update.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Abyz on March 25, 2016, 02:57:14 PM
I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 25, 2016, 03:10:04 PM
I'll admit I've been quite tempted to roll back saves on numerous occasions at the loss of an IBB ship simply because there is an unavoidable turnover rate for the IBB frigates, as like any frigate they're prone to meeting sticky ends early in a battle, but the IBB frigates are powerful enough to stay relevant long after most others become flankers and cannon fodder, so losing one represents a serious blow to my fleet's combat abilities, nevermind it basically invalidates all the work I went to in order to acquire it in the first place.

If you must make them harder to acquire at least make them easier to hold onto, it hurts my soul to see a Hades or Undine die because I have to accept that their death means the faster elements of my fleet just got lobotomized.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 25, 2016, 03:18:38 PM
The main thing is I was seeing people just make entire IBB fleets and roll back saves any time any of their ships died.  I want to pare down the number of IBB ships people ultimately capture.
Huh.  The IBB ships aren't that good; in fact, the majority of them are fairly severely flawed, with a heavy focus on forward firepower at the expense of everything else.  Most of them also have extremely high deployment costs relative to what they are.

Which, incidentally, isn't meant as criticism of the IBB ships*!  Their purpose is to be fun to fight against, and having weaknesses is good for that.  It just means that most of them end up being ships I don't actually want to field myself.

Of course, then there are the exceptions.  The IBB hammerhead is exceptional, as are both of the medusa variants.  The IBB Cerberus makes a good combat support vessel, and is still a decent frigate-scale cargo vessel.  The IBB eagle variant is just a joy to fly.  But these are the exceptions, not the rule.

_____
* Except for the Luddic Path IBB Dominator / Onslaught, if they still have accelerated ammo feeder in place of the original burn drive.  They need that mobility boost to be anything more than just lumbering target dummies.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 25, 2016, 03:24:33 PM
If it makes you feel any better, the capture chance is still far higher than normal ships, it's just no longer a guarantee.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: JohnDoe on March 25, 2016, 04:03:49 PM
Players that roll back saves when their IBB ships die are just going to roll back saves when an IBB ship isn't captured, or go play Nexerelin where all IBB ships are available for purchase at 3x markup in Prism Freeport. The capture chance nerf is not going to stop save-roll-backers but is going to annoy ship collectors that don't have Nexerelin in their mod list.

If we ultimately want to see less IBB ships being able to be fielded by the player, why not slap a High Maintenance mod on most if not all of them and/or further increase their deployment costs?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 25, 2016, 04:33:27 PM
Or have them cost 3 to 6 ship "slot" on the 35 available. That would limit their use.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 25, 2016, 04:57:47 PM
If we ultimately want to see less IBB ships being able to be fielded by the player, why not slap a High Maintenance mod on most if not all of them and/or further increase their deployment costs?
I don't much like that notion - it would push them even further into the "not worth using as a player" category.
If the goal is "discourage using lots of IBB ships in a fleet", I'd suggest something like a "Mis-phased Travel Drive" hull mod - for every three ships with that hull mod in your fleet, reduce burn speed by one (to a minimum of, say, burn 3 or something).

If, instead, the goal is "give people less incentive to reload fights in which they lose an IBB ship", then the correct answer is to make it possible to recover from such a loss.  Exactly how is open to some debate; perhaps an IBB mission that generates a completely random fleet including one or more IBB ships that would have otherwise been lost?  (You'd need to scan markets and player fleet to see which ships weren't around anymore, but that should be doable.)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 25, 2016, 05:17:02 PM
This might sound stupid:

Why not explain their 100% capturability as a effect of their extremely though construction?

If it's disabled in battle then it will always be recovered (unless the wreck is blown to smithereens).

Add a hullmod that makes so that repairing from "wrecked" status cost much more and/or can only be done by leaving them at a station for some time and giving some resources (think of the Tiandong retrofit service only it also need you to supply stuff like rare metals), maybe slapping them with a temporary (D) status until they get fixed up?

Mod ships coming from mods that add trade goods might require such goods for repairs (eg: the high capacity condenser thingies that i don't know which mod adds them)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wyvern on March 25, 2016, 05:20:21 PM
Ooh, I like the notion of a temporary (D) status - that could apply on the initial capture as well.

Honestly, I'd love to see something like that in the main game, not just for IBB hulls; make boarding & repair of disabled hulls more of an investment than an RNG check.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Soda Savvy on March 25, 2016, 05:44:03 PM
Instead of making it less fun to gain an IBB ship or making them more obnoxious to use(Though that Mis-Phased Travel Drive idea is cool), why not make them more challenging to capture instead?

How receptive is the game to things like multi stage fights?

Ex: You can fight the IBB fleet as normal, but if you take too long combat stress breaks certain systems on the ships and the flagship gets scrapped at the end of the fight as normal. But if you do too much damage to the fleet too fast, the ship bugs out and you have to chase them down. Maybe they can slow you down with 'mines' or something on the system map, represented by being unable to move for a short time while your ships 'clear the mines'. Like a longer sensor sweep delay. Either way, one to four(or any appropriate number) more rounds of this with perhaps some hunting around at markets for info(or even having to radio other fleets?) to find the target each time, and you get a final fight with the option to board the thing. Assuming you keep it alive of course.

Of course, that's a particularly... Involved way of solving that issue. I have no idea on how difficult it would be to make. It would also play murder on the cost to reward to expenses ratio. But then, kill the fleet slow and get the cash, play the quest and get the shiny ship.


Unrelated question: Bomb pumped lasers; Possible in this game? A slowish large torpedo that flies out, then once it lines up, detonates and sends a very high damage low lifespan laser towards the center of the nearest target, or whichever's targeted.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Abyz on March 25, 2016, 05:45:00 PM
Laser torpedoes exist!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Soda Savvy on March 25, 2016, 05:52:07 PM
They do? Then I must be completely missing them.  :-\


Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: isaacssv552 on March 25, 2016, 06:02:52 PM
I just remove IBB ships from the omvifactory restriction list, that way I don't have to reload but will still have a penalty in the form of their insanely high costs. (Many of them have omvifactory costs in the millions.)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 25, 2016, 06:07:55 PM
Laser torpedoes exist!

Laser torpedoes are "meh", they are just lasers born of a nuclear explosion.

A Casaba Howitzer (pros #1: WAAAAAAY cooler name) skip the middle man and deliver a hot, searing, beam of nuclear "Fornicate thou!" (pros #2: searing beam of nuclear fire) through a nuclear shaped charge toward anything you really want to die.

I repeat.
Nuclear.
Shaped.
Charge.
(pros #3: Nuclear. Shaped. Charge.)

Spoiler
More info here (http://www.projectrho.com/public_html/rocket/spacegunconvent.php#id--Nukes_In_Space--Nuclear_Shaped_Charges), this site is good for all your space needs
[close]

Spoiler
Hello, i can be built with Cold War era tech, can end planet based civilizations with near impunity and when they presented a plastic model of me to John Fitzgerald Kennedy he freaked out so much he shut down the whole project
Spoiler
(http://orig12.deviantart.net/a5c8/f/2015/001/8/1/npp_06001_1_model_by_william_black-d8c7rhb.png)
[close]
[close]

Sorry for the Real Life tangent.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 25, 2016, 07:20:16 PM
Well you mentioned shaped charge nukes and my mind instantly goes to Sword of the Stars, which had a warhead hierarchy of fission-shaped charge fission warhead-gamma warheads-fusion warheads-antimatter warheads.
I feel like it'd be a lot of trouble for nothing if you can't out-kill an antimatter warhead whether you use fission or fusion for your shaped charge weapon.
Plus there's the simple fact that atomic weapons aren't even a thing in Domain space it seems, basically nothing employs any scale of nuclear weapon, it's either chemical or antimatter with atomics cut right out. Radiation weapons don't even get involved unless you run with certain faction mods.

Of course I haven't even thought about the fact that if our shaped charge nuke CAN out-kill an antimatter warhead like the reaper, and presumably won't come with the targeting interference of an antimatter weapon allowing it to be guided, we'll have basically made a vastly more powerful atropos, which I can only see being balanced through a downright dangerous AoE, no small slot versions, and a cripplingly low amount of ammo.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: MesoTroniK on March 25, 2016, 08:22:34 PM
The Reaper is a nuke.

"The quintessential strike weapon, a single Reaper torpedo is a 550mm, self-propelled, armored, unguided delivery system for an enriched AM-catalyzed nuclear warhead."

Anyways, SS tech lore is... Odd to say the least and could really benefit from a serious revision pass and reading of Atomic Rockets and five minutes of pocket calculator math.

Bassically you either:
Never quote numbers or explain how something works.
Or you do but be damn sure it actually makes sense!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Dark.Revenant on March 25, 2016, 10:11:56 PM
@everyone Reverted the capture chance and made them more likely to be repaired after being disabled.

However, there is an indirect nerf to having a huge IBB fleet.  More on that later.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 25, 2016, 10:35:47 PM
I mean AM-catalyzed nuke is a really weird term, a conventional fission or fusion nuke just forces a violent atomic reaction, I suppose by that metric an AM weapon is technically a nuke, since it forces a violent reaction between the AM and basically any regular matter.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 26, 2016, 02:59:09 AM
There is also the difference between a (mostly) uniform explosion (like that of a grenade or a brick of C-4) and a shaped charge (where the explosion is directed toward a single direction/point

Quick googling reveal that PG-7VL (a single-stage HEAT warhead used in the RPG-7) contain 730 grams of a explosive compound composed by 95% HMX and 5% wax (out of a total weight of 2.6 kg).

I highly doubt 730 grams of HMX (plus copper) would attain a 500+ mm RHA penetration unless they were properly shaped to concentrate the explosive blast (as it happens in a HEAT warhead).

Unfortunately there is a crippling shortage of Reaper torpedoes to examine so it's remarkably difficult to know whether or not it uses a shaped charge warhead.

Also, for the AM bit, if we assume that Antimatter is somewhat hard to come by it would explain a use as a lightweight catalyst in a nuclear warhead (less stuff needed to make it go boom=less weight=more speed or less stuff needed to make it go boom=more space for fissile/fusible material=bigger boom).
Though there is the whole AM blaster thing (and IIRC, the fuel is said to be antimatter based).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 26, 2016, 08:21:36 AM
Well the deal with AM is that you don't NEED much of it for a big boom, you don't even want much of it, a minuscule amount of it can cause a spectacular level of destruction, but it's hard to handle so you don't really wanna take on the risk of transporting enough to blow up an enemy fleet because you'll risk blowing up your own. Plus because AM is more or less a violation of commonly held physics what with the explosive reaction to any and all matter I have to wonder if it's even possible to shape an AM warhead. What if it's not a conventional explosion like we're used to and just a giant release of exotic energies that have almost never been studied and are not understood on any appreciable level that would simply vaporize any internal housing that attempts to shape the blast because it doesn't follow common physics?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: isaacssv552 on March 26, 2016, 09:04:49 AM
I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

[attachment deleted by admin]
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 26, 2016, 02:52:07 PM
Well the deal with AM is that you don't NEED much of it for a big boom, you don't even want much of it, a minuscule amount of it can cause a spectacular level of destruction, but it's hard to handle so you don't really wanna take on the risk of transporting enough to blow up an enemy fleet because you'll risk blowing up your own. Plus because AM is more or less a violation of commonly held physics what with the explosive reaction to any and all matter I have to wonder if it's even possible to shape an AM warhead. What if it's not a conventional explosion like we're used to and just a giant release of exotic energies that have almost never been studied and are not understood on any appreciable level that would simply vaporize any internal housing that attempts to shape the blast because it doesn't follow common physics?

I'm inclined to see it more as a "trigger" for the more "mundane" nuclear reaction (maybe it also improves the quality of the explosion in more or less the same way as a Electrothermal-chemical system (https://en.wikipedia.org/wiki/Electrothermal-chemical_technology).

We could also consider the differences between the AM blaster and Reaper torpedoes both in damage and OP cost (as a abstraction of how much ordnance and assorted equipment is necessary to have it function properly) to do some further number-crunching (as it's description conveniently mentions "10 micrograms of antimatter (typically positrons)")

Also making a AM shaped charge could be achieved by having a shaped "reaction mass" for it (or maybe it isn't even needed? The "casings" of shaped charges or EFPs generally don't survive the explosion)

The best way to shed some light on the matter would be to bring the guys from ProjectRho (or a number of nuclear physicists) into the discussion.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Abyz on March 29, 2016, 06:42:34 PM
I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

How do I go about installing this into my game? I think I can see where to put the .ship file, but where does the rest go?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: isaacssv552 on March 29, 2016, 08:14:31 PM
I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

How do I go about installing this into my game? I think I can see where to put the .ship file, but where does the rest go?

1. Put the .ship in the hulls subfolder of SS+.
2. Open aurora_mk2.csv and copy paste the stats into SS+'s ship_data.csv, also found in the hulls folder.
3. Create a folder named sppa in SS+'s graphics folder and place the ships folder from the zip inside.
4. If you want it to have a description copy-paste
Code
aurora_mk2,SHIP,"The Aurora-class cruiser is a technological marvel, rarely seen. Among the fastest and most maneuverable cruisers in the Sector, it is also one of the safest due to its wide shield coverage.

Redesigned to focus on concentrated forward firepower, the ship can compete with the venerable Dominator in the sheer amount of fire it can concentrate on its prow. With an enlarged flux core and reinforced armor the Aurora MkII can shrug off fire that would annihilate a lesser vessel. The increased weight of these improvements is offset by the addition of auxiliary thrusters.",,,
into descriptions.csv in SS+'s strings folder.
5. To make Tri-Tachyon use it in-game copy-paste
Code
Aurora MkII,aurora_mk2,0.7,1.5,,,,,,,,,,10,,,,,,,,,,,,,,,,,,,,,,,,,,,HIGH_TECH,,,,,,15,,,,,,,,,,,,,,,,,,,,,
into ship_roles.csv in SS+'s factions folder.

The last two things weren't included before because I only finished them earlier today.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ratheden on March 29, 2016, 08:18:02 PM
Could we get in the settings json a setting that turns off the crew payment system?

While i have several reasons for wanting the system off, it is the only thing about SS+ i have ever truly not wanted.  

Or if you could tell me how to go about it i would be greatfull.
I am now legally blind and will need time to go about it, as i need many breaks to rest my eyes to do much typing and reading even at high magnification, but am willing to make a go of it.

Any Help in this matter is welcome.
Thanks For a GREAT MOD.
Rathe.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on March 29, 2016, 08:25:12 PM
Could we get in the settings json a setting that turns off the crew payment system?

While i have several reasons for wanting the system off, it is the only thing about SS+ i have ever truly not wanted.  

Or if you could tell me how to go about it i would be greatfull.
I am now legally blind and will need time to go about it, as i need many breaks to rest my eyes to do much typing and reading even at high magnification, but am willing to make a go of it.

Any Help in this matter is welcome.
Thanks For a GREAT MOD.
Rathe.
It's in the startOptions.json, in the Starsector Plus folder. Set crewSalaries to 0.0.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Abyz on March 29, 2016, 08:48:12 PM
Isaac you are the man, thanks!
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ratheden on March 29, 2016, 10:23:28 PM
It's in the startOptions.json, in the Starsector Plus folder. Set crewSalaries to 0.0.

My Thanks. You have saved me much eye strain hunting it down.

Again to Dark, great mod.
and thanks to you both.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ratheden on March 29, 2016, 11:19:05 PM
Error Resolved.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Reh on March 30, 2016, 02:40:40 AM
@everyone Reverted the capture chance and made them more likely to be repaired after being disabled.

However, there is an indirect nerf to having a huge IBB fleet.  More on that later.

You're the man.

I complained about it not because I want to have all of IBB ships but I like having 2 or 3 in my fleet for entertainment value, particularly the Liberty class cruiser for pretty fireworks, also others are really fun to fly. It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on.

To think about it, I use all the mods possible just to make the galaxy diverse. I don't care if the ships overlap each other in terms of functionality, purpose etc, I just like seeing different designs, even if the differences are minute.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 30, 2016, 03:16:50 AM
[...] It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on. [...]
Firstly I'd say it's hardly "unexplored": many mods add rare super ships that often twist the game's rules: Imaginos, Morpheus, Excelcior, Maximus, Versant, Unsung, Stymphalian Bird etc. And a fair few mods add their own IBB fleets: Shadowyard, Imperium, Templars, Junk Pirats, ASP, Tiandong, Diable (soon)... If that trend continue, having standard ships will soon become the exception and every player will only fly unique/rare ships.

Secondly, no wonder people ask for capturing them as they are far more powerful than their unmodified conterpart! Personally I'd rather have them not capturable (or extremely rarely and without reroll to prevent save scumming, maybe only one of each class...), but on the other hand they would drop something that allow you to upgrade one of your ships (like Extra-system do but single-use). Then instead of having dozens of crazy good ships, you could only upgrade one of yours to their level or have several slightly better ships. Of course thats just daydreaming because it would cause so many issues and exploits.

Right now the IBBs feels more like ship farming than dispensing expeditive justice...
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: isaacssv552 on March 30, 2016, 05:01:53 AM
[...] It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on. [...]
Firstly I'd say it's hardly "unexplored": many mods add rare super ships that often twist the game's rules: Imaginos, Morpheus, Excelcior, Maximus, Versant, Unsung, Stymphalian Bird etc. And a fair few mods add their own IBB fleets: Shadowyard, Imperium, Templars, Junk Pirats, ASP, Tiandong, Diable (soon)... If that trend continue, having standard ships will soon become the exception and every player will only fly unique/rare ships.

Secondly, no wonder people ask for capturing them as they are far more powerful than their unmodified conterpart! Personally I'd rather have them not capturable (or extremely rarely and without reroll to prevent save scumming, maybe only one of each class...), but on the other hand they would drop something that allow you to upgrade one of your ships (like Extra-system do but single-use). Then instead of having dozens of crazy good ships, you could only upgrade one of yours to their level or have several slightly better ships. Of course thats just daydreaming because it would cause so many issues and exploits.

Right now the IBBs feels more like ship farming than dispensing expeditive justice...
Justice is just another word for loot-farming in RPGs. So yes, I support dispensing expeditive loot farming.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Reh on March 30, 2016, 06:55:46 AM
[...] It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on. [...]
Firstly I'd say it's hardly "unexplored": many mods add rare super ships that often twist the game's rules: Imaginos, Morpheus, Excelcior, Maximus, Versant, Unsung, Stymphalian Bird etc. And a fair few mods add their own IBB fleets: Shadowyard, Imperium, Templars, Junk Pirats, ASP, Tiandong, Diable (soon)... If that trend continue, having standard ships will soon become the exception and every player will only fly unique/rare ships.


I've never seen those ships you mention in my game despite doing quite a few long campaigns, as opposed to IBB ships which immediately caught my attention. I know faction mods add IBB fleets and I love it, what I meant was mods that would add just IBB fleets but maybe I'm getting ahead of myself. It's just that the IBB bounties are my new favourite feature and obviously I'd like more of them.

As for saying that players would want just IBB fleets, I think you may be exaggerating a bit. I feel that what players want is that something special, custom tailored, unexpected and exotic, exactly what IBB fleets are, with capturable IBB flagships being a cherry on top of that delicious pie.

I seriously doubt players want those ships because they are overpowered. I want them because they add colour and diversity and if internet taught me something at all is that I'm quite average and share opinions and tastes with majority of people, so I assume the majority of others also want just colour and diversity.

I'm not sure why your first instinct to players having tremendous fun with something is immedialy coming up with an idea to limit that fun.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 30, 2016, 08:09:31 AM
I've never seen those ships you mention in my game despite doing quite a few long campaigns, as opposed to IBB ships which immediately caught my attention. I know faction mods add IBB fleets and I love it, what I meant was mods that would add just IBB fleets but maybe I'm getting ahead of myself. It's just that the IBB bounties are my new favourite feature and obviously I'd like more of them.

There is one modd that add IBBs and it is SS+. More seriously that feature is so intricately merged to SS+ you cannot have it standalone unless starting from scratch.

As for saying that players would want just IBB fleets, I think you may be exaggerating a bit. I feel that what players want is that something special, custom tailored, unexpected and exotic, exactly what IBB fleets are, with capturable IBB flagships being a cherry on top of that delicious pie.

I seriously doubt players want those ships because they are overpowered. I want them because they add colour and diversity and if internet taught me something at all is that I'm quite average and share opinions and tastes with majority of people, so I assume the majority of others also want just colour and diversity.

Sadly a lot of the "post your fleet" on 4chan disagree with you here. People enjoy getting them a lot, to the point that they are the main component of their fleets. Also there is a stark divide between people that enjoy soloing response fleets in a single overtuned ship and the people that uterly despise anything that has a stat above average. Your suggestion would completely ruin the IBBs for that second group. And not capturing them if given the chance for the sake of keeping a grounded fleet might not work either because "I'll have that tough fight just to scuttle the reward." isn't a great motivation...

I'm not sure why your first instinct to players having tremendous fun with something is immedialy coming up with an idea to limit that fun.

Because in my last game, the fun stopped abruptly once I got my hand on a few of those ships and my fleet could pretty much wreck anything but templar fleets in pure AI control. There is a balance to be found here: if every ship is awesome, no ship is while getting your hands on a rare one is its own reward. Again, some people love being unstoppable and flashy, but that's hardly everyone either.

Another issue I have with the IBBs is that they can get chained one after the other instead of being a rare sight, that detract from their exceptional aspect.

To put that in perspective, how did you felt the first time you captured a Templar Paladin? That thing is exceedingly hard to get your hands on, very powerful and expensive. Personally I felt GREAT. And I'd like to feel like that with every IBB I can capture. Instead I'm trying to game the system letting the IBB ship I really want escape to be sure I get to board it in another battle and not get one of the secondary IBB escort instead.

Obviously there is a balance to find between our viewpoints, and if your idea might possibly match the "opinion of a majority or people", I suspect that majority is far from being as large as you make it sound.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Toxcity on March 30, 2016, 09:25:53 AM
Not to downplay the work that went into them, but the majority of IBB fleets/ships aren't what I'd call exotic or interesting. Rather than having more IBB's added, I'd like for some of the existing ones to be made more interesting gameplay wise. For example, a good deal of IBB friagtes (Thunderstorm, Hades, the Lashers) are pretty boring when compared to phase ships in the same class. Not to mention, the frigates in mods such as Exigency and ICE.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Mr. Nobody on March 30, 2016, 09:31:26 AM
I think i have half of an idea, dunno if some of these are already implemented or implementable at all but here i go i guess:

1) IBB ships can always be captured, however they get a (D) status until a station fixes them up for cash, resources and time.

2) Having IBB ships means there will be ship collectors/big game hunters/bored captains in search of a challenge/whatever looking for you. If it's possible to override the normal behavior of Kill Fleets that home on you like a pack of future-seeing hounds with a crystal ball and have them instead look for you in a normal way it would be the cherry on top, more IBB ships, more enemy vessels and bigger/better (50 between Paragons and Clerics anyone?)

3) If a player IBB ship get disabled and the player is defeated (or retreats), the ship will be captured by the enemy fleet, will receive (D) status

4) If the player can regroup, return and defeat the offending fleet he can recapture the IBB ship

5) If the IBB bearing battlegroup boldly bounce back by their bazaars then the IBB boat will bob up by the International Bounty Board because a bad lot  burglarized the barge with bountiful backing baddies (ie: if the fleet goes back to a planet, the IBB will respawn because someone stole the ship)

6) If the IBB gets destroyed (blown up, exploded, reduced to floating scrap metal, wrecked beyond all recognition) then a copy will become available at Prism (if enabled)

How does it looks?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Tartiflette on March 30, 2016, 09:51:59 AM
Not to downplay the work that went into them, but the majority of IBB fleets/ships aren't what I'd call exotic or interesting. Rather than having more IBB's added, I'd like for some of the existing ones to be made more interesting gameplay wise. For example, a good deal of IBB friagtes (Thunderstorm, Hades, the Lashers) are pretty boring when compared to phase ships in the same class. Not to mention, the frigates in mods such as Exigency and ICE.
That would be out of the scope of SS+ though. SS+ and by extension the IBBs are supposed to be modification of existing ships/mechanics not going too far off vanilla. What you ask would warrant a new mod altogether... Maybe that will be Seeker (http://fractalsoftworks.com/forum/index.php?topic=9428.0) one day  ::)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Reh on March 30, 2016, 10:07:29 AM
Some good points.

I feel like you're speaking from a perspective of someone very experienced in this game, and also as a mod creator, so balance may be of bigger concern to you than to me. My skill and experience with Starsector is average, which is why I'm pretty sure I'm not alone in this. In a single players game I think it's none of my business how somebody likes to play the game, if they want to solo a fleet, which I find tedious and boring, let them. Similarly composing the fleet out of IBB flagships only is not very interesting to me but I don't see anything wrong with others doing it.

As for 4chan threads in which people boast about their fleets, it's natural that they post the most pimped up, powerful fleets, and I don't think they are representative to what average player does.

I hope there is a point of good compromise between your opinion and mine. It'll ultimately come down to where on the hardcore/casual spectrum Starsector wants to be. For example I never got the Templar Paladin because that fleet was too hard for me to defeat.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Baxter on March 30, 2016, 11:11:57 PM
Speaking of IBB ships, what do people put on their Stheno? I want to try using it but I don't really use energy weapons at all so I don't have much clue of what works. Or is there a weapon tier list like the ship tier list someone made?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: TaLaR on March 30, 2016, 11:22:01 PM
Stheno works quite well with addition of BRDY weapons.
2x Railgun or Shard Cannon
2x light 300dps short ranged BRDY gun (forgot name) <- real reason why BRDY is important
2x Pulse laser or similar high dps efficient weapon.
5x Argus pd beams in rear slots (or replace 1 with Railgun for frigate annoyance)

Doesn't have any frontal PD, but superb shields are enough there.
Just approach and kill enemies - you have best base speed in DE class, tons of close-range dps and one of most efficient shields in the game. Teleport out if endangered.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Ratheden on March 31, 2016, 04:55:18 AM
Quick change of topic,

Optional Mods
Nexerelin 0.7.4 (Compatibility update soon!)

Is this update from Histidine or Dark.Revenant?

Thanks for your time.

Ratheden
 ::)
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Surge on March 31, 2016, 06:27:45 PM
uhhhh is it normal for the Psychedelia to deploy from the sides during pursuit and to one-shot cruisers with its hurricane MIRV?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Wild Card on April 01, 2016, 07:18:52 AM
Are we close to the release. I want to try to take down the entire IBB board, as i`ve never done it before :).
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: Hazard on April 01, 2016, 07:43:25 AM
The target leading pip seems to disappear occasionally. I'm trying to keep a track of when it happens, but it's been seemingly random so far. Has anyone else noticed this?
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: ANGRYABOUTELVES on April 02, 2016, 10:46:26 AM
Have you considered reducing the amount of supplies you salvage from vengeance fleets? I've got 3 factions super mad at me, and I haven't had to buy supplies in years.
Title: Re: [0.7.2a] Starsector+ 3.3.0
Post by: isaacssv552 on April 02, 2016, 11:59:04 AM
Have you considered reducing the amount of supplies you salvage from vengeance fleets? I've got 3 factions super mad at me, and I haven't had to buy supplies in years.
I view that as a fair reward for being able to farm vengeance fleets. (Mine tend to have 50+ ships, including 3 or 4 capitals, by endgame.)
Title: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 12:54:37 AM
The changelog is too big to just point to, so here are the highlights:

  • Total Cabal overhaul!
  • A bunch of new sounds!
  • The hard ship cap has been removed (i.e. increased to 100), replaced with a soft cap system!
  • Character creation revamped (if not Nexerelin)
  • Improved variant randomizer!
  • AI commanders now gain fleet skills!
  • IBB system pimped out some more
  • IBB system rebalanced
  • Added PACK IBB
  • Added Cabal IBB
  • Added Diable IBB
  • Vengeance fleets improved!
  • Added Starlight Wolf, Medusa, Hyperion, Afflictor, Harbinger, Aurora
  • Added Conquest (XIV)
  • Added Light Phase Lance and removed Tesla Gun
  • Flux Dynamics perks nerfed to a flat bonus of +10 instead of +100%
  • Flux Coil Adjunct and Flux Distributor buffed
  • Mjolnir nerfed
  • Mark IX buffed
  • Hypervelocity Driver nerfed
  • Storm Needler buffed
  • Ion Pulser buffed
  • Annihilator Launcher nerfed
  • Cronus pimped out
  • Conquest buffed
  • Venom-X made more sane
  • Venture de-civvified

(http://i.imgur.com/POr62ZW.png) (http://i.imgur.com/UqFNFt3.png) (http://i.imgur.com/ZgeTrJK.png) (http://i.imgur.com/BxgAQpA.png) (http://i.imgur.com/z42nxPP.png) (http://i.imgur.com/HGbTvzc.png) (http://i.imgur.com/rMx5ZUa.png)

(http://i.imgur.com/tEfwobX.png) (https://www.mediafire.com/?9br196tw3wlv26j)

Download Starsector+ 3.4.0 (https://www.mediafire.com/?9br196tw3wlv26j)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.4.0.7z)
- or -
Download Starsector+ 3.4.0 (No Music) (https://www.mediafire.com/?j9va0dxut8b1qx9)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%20Nomusic%203.4.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.2.1b (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Faction Downloads
Download Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Download Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Warning: not 0.7.2a-compatible yet!)
Download Diable Avionics 1.62 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Download Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Warning: not 0.7.2a-compatible yet!)
Download Interstellar Imperium 1.11.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
Download The Knights Templar 0.9.5g (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Download The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Warning: not 0.7.2a-compatible yet!)
Download Scy Nation 0.99d (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Download Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Download Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Warning: not 0.7.2a-compatible yet!)


Recommended Mods
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
Save Transfer 1.9.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Steiner Foundation 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Combat Chatter 1.4 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)

Optional Mods
Nexerelin 0.7.4d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)

Version 3.4.0
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Tartiflette on April 03, 2016, 12:58:30 AM
Yay, time for a new playthrough to get those new IBBs!!!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Histidine on April 03, 2016, 01:29:57 AM
Note to players: Current Nexerelin (v0.7.4c) may not be compatible. An update could come out today or could take a couple of days.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Adraius on April 03, 2016, 01:33:20 AM
Note to players: Current Nexerelin (v0.7.4c) may not be compatible. An update could come out today or could take a couple of days.
D: Thanks, good to know.  I'll be on the lookout for it.

Thanks for the latest round of updates, DR!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 03:54:06 AM
If you downloaded before now, redownload.  Hotfix for a crash applied.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Ahne on April 03, 2016, 04:15:43 AM
What a day, ss+ update too! nice changes

Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Bastion.Systems on April 03, 2016, 05:25:57 AM
3rd of April is the Spring of mods  ;D
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 03, 2016, 11:37:15 AM
I really don't like the idea of changing Flux Dynamics to +10 instead of +100%. If it has to be nerfed I'd much rather have +50% or even +10%. Oh well, It'll just mean one more file to override.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: TaLaR on April 03, 2016, 11:59:39 AM
I really don't like the idea of changing Flux Dynamics to +10 instead of +100%. If it has to be nerfed I'd much rather have +50% or even +10%. Oh well, It'll just mean one more file to override.

+10 means it's same for frigates, ok for DEs, and much less relevant for Cruisers and Capitals (that had easieast time fitting all those extra vents in the first place).
+10% means it's almost useless for all sizes.

Considering that late game is completely dominated by Capitals, flat bonus that mostly helps smaller ships is fine with me (or at the very least is worth playtesting).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 03, 2016, 12:14:42 PM
Generally I would be in favour of an approach that leaves as many vanilla weapons as possible at vanilla values. Nerf as little as possible, buff where appropriate.  That's why I don't agree with the Mjolnir, HVD or Annihilator nerfs. HVD isn't top-dog in the kinetic lineup; it costs a lot of flux and its damage is inferior to Heavy Needler. Yeah, it's got EMP and high per-shot damage, but it never felt as OP to me as some people make it out to be. Annihilator is good, but the point of SS+ for me is using it with mods, where there's a bunch of solutions that are superior to Annihilators, like various BRDY missiles. Thereby only making them less of an option. Mjolnir.. well.. it probably deserved the nerf most of all, but on principle it didn't *need* it. 1:1 damage to flux for a ballistic weapon is in the ballpark.

Not that disagreeing should make Dark Revenant feel obligated to change anything. It's his mod. In my opinion, the 'power ceiling' is established and fine where it is. Nothing sticks out too much. Buffing weaker weapons is definitely more interesting.

Ion Pulser, Storm Needler, Mark IX: Good call.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 03, 2016, 12:40:21 PM
I really don't like the idea of changing Flux Dynamics to +10 instead of +100%. If it has to be nerfed I'd much rather have +50% or even +10%. Oh well, It'll just mean one more file to override.

+10 means it's same for frigates, ok for DEs, and much less relevant for Cruisers and Capitals (that had easieast time fitting all those extra vents in the first place).
+10% means it's almost useless for all sizes.

Considering that late game is completely dominated by Capitals, flat bonus that mostly helps smaller ships is fine with me (or at the very least is worth playtesting).

Capitals should be dominating. It makes perfect sense that a massive battleship would get more out of space optimization than a tiny frigate. Small ships should be mostly useful as escorts in large Capital fights, with the exception of special cases like the Hyperion. Also, I'd much rather keep the +100%, the +10% was mild hyperbole expressing my discontent with attempts to avoid size scaling to weaken capitals.

I actually play with a custom bonus to Capitals to make them more powerful and have no issue with the fact my primarily Frigate+Destroyer fleet has a an extremely difficult time dealing with Capitals. It makes it much more satisfying when you finally wipe out the escorts and launch a concerted attack with your entire fleet to break through the shields/armour.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Hazard on April 03, 2016, 01:22:33 PM
Flux Coil Adjunct and Flux Distributor have been buffed quite a bit, though, so there's that to consider. Adjunct on a capital is now 37,5 caps + 25% increased vent rate and 50% shorter overload duration, while Distributor is 25 vents + 10% less weapon flux. Of course, you can't stack either of these on top of 100 vents/caps anymore, but since that's something I've personally never tried, I don't how much of a nerf that is.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 01:57:34 PM
Generally I would be in favour of an approach that leaves as many vanilla weapons as possible at vanilla values. Nerf as little as possible, buff where appropriate.  That's why I don't agree with the Mjolnir, HVD or Annihilator nerfs. HVD isn't top-dog in the kinetic lineup; it costs a lot of flux and its damage is inferior to Heavy Needler. Yeah, it's got EMP and high per-shot damage, but it never felt as OP to me as some people make it out to be. Annihilator is good, but the point of SS+ for me is using it with mods, where there's a bunch of solutions that are superior to Annihilators, like various BRDY missiles. Thereby only making them less of an option. Mjolnir.. well.. it probably deserved the nerf most of all, but on principle it didn't *need* it. 1:1 damage to flux for a ballistic weapon is in the ballpark.

Mjolnir really did need a nerf; the thing that held it back before was its flux cost, but Alex traded that for a clip mechanic at some point.  He ultimately removed the mechanic, but kept the flux cost where it was, so it turned out to be an overall large buff.  I moved it back a little; instead of 1:1, it's 1:1.1 -- still in the range of standard ballistic weapons (like the Mark IX).

The Annihilator Rack had 50 ammo compared to the Annihilator Pod's 100; Annihilators are actually among the best assault missiles in the game (including mods) due to their ability to flood space with high-damage missiles.  I didn't want to nerf the actual missile, so instead I made it not as bottomless as it used to be.

The HVD is really, really good.  It isn't super amazing at level 0, but when you've got combat skills lined up, oh boy.  By default, it has a fast projectile, a bunch of damage all at once (enough to pierce armor!), top-tier range, heavy EMP, perfect accuracy, the list goes on.  With skills, it's a faithful murder machine that basically can't miss anything but a max-range frigate, armor penetration comparable to an unskilled Mjolnir, still with top-tier range and perfect accuracy, etc.  The Heavy Needler is more efficient at riding up a target's flux but doesn't really do much against armor -- the HVD does NOT have that weakness, and it's better at reliably overloading targets, to boot!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 03, 2016, 06:36:56 PM
Flux Coil Adjunct and Flux Distributor have been buffed quite a bit, though, so there's that to consider. Adjunct on a capital is now 37,5 caps + 25% increased vent rate and 50% shorter overload duration, while Distributor is 25 vents + 10% less weapon flux. Of course, you can't stack either of these on top of 100 vents/caps anymore, but since that's something I've personally never tried, I don't how much of a nerf that is.
My primary issue is that it has been reworked to favor smaller ships. Bonuses, and costs, should usually be either percentile or change based on ship class. If the change was to 10/20/30/40 vents/caps I'd be much less annoyed.

It doesn't really matter that much to my own gameplay since I'll just rewrite the skill anyway. However, I feel this change really hurts the system. It's similar to removing the 0-flux boost from fighters. A change is made to make piloting frigates against certain fleet types less frustrating and they end up being better than whatever was nerfed. (Personally I feel frigates were already too powerful in comparison to Capitals, hence giving Capitals a massive buff.)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 07:25:14 PM
A typical capital ship is only as expensive as, say, four destroyers.  By that metric, if a standard capital ship could casually kill a frigate+destroyer fleet (say, six destroyers and eight frigates) with the same officer/commander quality, then that means the capital ship is overpowered for its cost.

The decision to use a flat bonus has two primary rationales:
1. Keeps smaller ship classes relevant; frigates pop pretty easily in the late game, after all.  Previously, capital ships got a huge bonus from that perk, gaining a whopping 500 flux/sec for the trouble of maxing out that skill.
2. Makes you spend your OP on more interesting stuff.  Typically, maxing vents is seen as a mandatory choice.  Only having a tax of 40 OP vs, say, 60 OP, leaves room for other choices.  Plus you'd thoretically be able to, with a total expenditure of 70 OP, have 55 OP worth of vents plus a 10% reduction to weapon flux costs, which in total is better than what you'd get from 60 vents alone.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 03, 2016, 08:14:36 PM
A typical capital ship is only as expensive as, say, four destroyers.  By that metric, if a standard capital ship could casually kill a frigate+destroyer fleet (say, six destroyers and eight frigates) with the same officer/commander quality, then that means the capital ship is overpowered for its cost.

The decision to use a flat bonus has two primary rationales:
1. Keeps smaller ship classes relevant; frigates pop pretty easily in the late game, after all.  Previously, capital ships got a huge bonus from that perk, gaining a whopping 500 flux/sec for the trouble of maxing out that skill.
2. Makes you spend your OP on more interesting stuff.  Typically, maxing vents is seen as a mandatory choice.  Only having a tax of 40 OP vs, say, 60 OP, leaves room for other choices.  Plus you'd thoretically be able to, with a total expenditure of 70 OP, have 55 OP worth of vents plus a 10% reduction to weapon flux costs, which in total is better than what you'd get from 60 vents alone.
Even scaling as low as 10/15/20/25 would be much better than a flat bonus. I don't debate that the bonus needed to be lower, or that the adjunct needed a buff, just the way the lower bonus is implemented. I oppose it for the same reason I would oppose nerfing missile specialization by making the damage bonus a flat 100.

I also happen to think Capitals are too cheap, I prefer them to cost around half a mil each, with better options costing more. I actually restrict myself entirely to boarding (and building with omnifactory) capitals since I don't like being able to simply buy a battleship. Of course, I don't play them that much anyway since being outsized is much more fun than being on a level playing field. My changes may make it really hard to take down a Capital with a frigate, but pulling it off is much more satisfying. However, I'm not actually advocating to Capitals to be this powerful in SS+, I'll save that for my personal mod. I just object to having no scaling at all, which I find both SOD breaking and annoying in terms of gameplay.

As far as frigates popping, I find that I make more than enough credits to replace my late-game frigate losses (Even against buffed capitals). I consider the 1-2 million bounty rewards ample compensation for my losses. I'd have to be losing 10+ frigates per bounty to make a loss, and the profits pay for any losses in interfaction warfare. I pretty much doubled my wealth in my 2 hours of playtime today, despite losing most of my frigates (and thus most of my fleet).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Cycerin on April 03, 2016, 08:24:47 PM
[...] I would oppose nerfing missile specialization [...]

Damn, we got clear evidence that this guy's opinions are not to be trusted.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 08:25:29 PM
A typical capital ship is only as expensive as, say, four destroyers.  By that metric, if a standard capital ship could casually kill a frigate+destroyer fleet (say, six destroyers and eight frigates) with the same officer/commander quality, then that means the capital ship is overpowered for its cost.

The decision to use a flat bonus has two primary rationales:
1. Keeps smaller ship classes relevant; frigates pop pretty easily in the late game, after all.  Previously, capital ships got a huge bonus from that perk, gaining a whopping 500 flux/sec for the trouble of maxing out that skill.
2. Makes you spend your OP on more interesting stuff.  Typically, maxing vents is seen as a mandatory choice.  Only having a tax of 40 OP vs, say, 60 OP, leaves room for other choices.  Plus you'd thoretically be able to, with a total expenditure of 70 OP, have 55 OP worth of vents plus a 10% reduction to weapon flux costs, which in total is better than what you'd get from 60 vents alone.
Even scaling as low as 10/15/20/25 would be much better than a flat bonus. I don't debate that the bonus needed to be lower, or that the adjunct needed a buff, just the way the lower bonus is implemented. I oppose it for the same reason I would oppose nerfing missile specialization by making the damage bonus a flat 100.

I also happen to think Capitals are too cheap, I prefer them to cost around half a mil each, with better options costing more. I actually restrict myself entirely to boarding (and building with omnifactory) capitals since I don't like being able to simply buy a battleship. Of course, I don't play them that much anyway since being outsized is much more fun than being on a level playing field. My changes may make it really hard to take down a Capital with a frigate, but pulling it off is much more satisfying. However, I'm not actually advocating to Capitals to be this powerful in SS+, I'll save that for my personal mod. I just object to having no scaling at all, which I find both SOD breaking and annoying in terms of gameplay.

As far as frigates popping, I find that I make more than enough credits to replace my late-game frigate losses (Even against buffed capitals). I consider the 1-2 million bounty rewards ample compensation for my losses. I'd have to be losing 10+ frigates per bounty to make a loss, and the profits pay for any losses in interfaction warfare. I pretty much doubled my wealth in my 2 hours of playtime today, despite losing most of my frigates (and thus most of my fleet).

I'm actually of the opinion that the vent/cap bonus should not exist at all.  The flat bonus (btw a 10/15/20/25 split is impossible in the engine) is a reasonable compromise.


[...] I would oppose nerfing missile specialization [...]

Damn, we got clear evidence that this guy's opinions are not to be trusted.

Don't misquote, please.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Cycerin on April 03, 2016, 08:36:25 PM
Don't [..] quote, please.

What? Why?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 03, 2016, 09:22:20 PM
I'm actually of the opinion that the vent/cap bonus should not exist at all.  The flat bonus (btw a 10/15/20/25 split is impossible in the engine) is a reasonable compromise.
From your perspective, sure. Other people clearly think there's no need to make any sort of compromise at all. Perhaps any balance changes to vanilla content could be separated into their own mod, so people who just want the new ships and weapons and other cool stuff without the re-balancing could get them without needing to edit all the ship and weapon files?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Cycerin on April 03, 2016, 09:33:55 PM
Hmm. On one hand, DR could respect his own vision creating his own mod, on the other hand, "other people", eg. what probably is a vocal minority want to do less work, so the most overworked modder could get even more stuff to do per release. I wonder what is the most reasonable option.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 03, 2016, 09:38:29 PM
I'm actually of the opinion that the vent/cap bonus should not exist at all.  The flat bonus (btw a 10/15/20/25 split is impossible in the engine) is a reasonable compromise.
From your perspective, sure. Other people clearly think there's no need to make any sort of compromise at all. Perhaps any balance changes to vanilla content could be separated into their own mod, so people who just want the new ships and weapons and other cool stuff without the re-balancing could get them without needing to edit all the ship and weapon files?

My change satisfies most groups:
People who max vents with few exceptions and consequently max that skill at every opportunity will still be able to get similar performance with the reduced bonus and the buffed Flux Distributor.
People who just add a few extra vents if they have the OP for it will not see a difference from this change.
People who rely on small ships will see little difference from this change, and find it slightly easier to fight larger ships.
People who rely on larger ships will have more valid choices available due to the fact that the amount of OP you can spend on vents is reduced by 0/10/20/40 - enough for another hullmod.
People who are Megas-tier min-maxers will probably not enjoy the change, since achieving the absolute maximum (practical) venting ability requires an additional 10 OP beyond what it used to take.
I'm sure there are some minority groups I missed.

Also, supposing I split my mod up to separate balance changes (never mind that some of the balance changes are script-related and hard to split), there are some problems:
1. A large portion of players would ignore it completely based on reputation or perception alone, without having tried it.
2. Unless I make a separate mod for every individual change, editing the files is still necessary.  You'd either get all the balance changes or none of them.
3. Releasing updates is already annoying; having to make three or more packages every time I update SS+ would cause updates to be spaced even further apart.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 03, 2016, 10:46:09 PM
the vent change sounds like a great idea to me, mainly because (as you said) it allows for higher customizability by limiting something that is pretty much mandatory.

and on a completely different note: holy crap, that Conquest paintjob looks amazing! @_@
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: figvam on April 04, 2016, 02:49:26 AM
Returning to the actual gameplay, how does one find an IBB fleet? Does it tend to hang around a certain point, or does it patrol the system specified in the IBB bulletin? Could it leave the system? I'm having trouble finding it...
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: TaLaR on April 04, 2016, 03:08:44 AM
At least in previous version IBB fleets spawned at exactly same planets as normal bounty fleets. Since they are hostile only towards player, it's just matter of checking usual locations.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 04, 2016, 04:45:25 AM
I'm actually of the opinion that the vent/cap bonus should not exist at all.  The flat bonus (btw a 10/15/20/25 split is impossible in the engine) is a reasonable compromise.
From your perspective, sure. Other people clearly think there's no need to make any sort of compromise at all. Perhaps any balance changes to vanilla content could be separated into their own mod, so people who just want the new ships and weapons and other cool stuff without the re-balancing could get them without needing to edit all the ship and weapon files?

My change satisfies most groups:
People who max vents with few exceptions and consequently max that skill at every opportunity will still be able to get similar performance with the reduced bonus and the buffed Flux Distributor.
People who just add a few extra vents if they have the OP for it will not see a difference from this change.
People who rely on small ships will see little difference from this change, and find it slightly easier to fight larger ships.
People who rely on larger ships will have more valid choices available due to the fact that the amount of OP you can spend on vents is reduced by 0/10/20/40 - enough for another hullmod.
People who are Megas-tier min-maxers will probably not enjoy the change, since achieving the absolute maximum (practical) venting ability requires an additional 10 OP beyond what it used to take.
I'm sure there are some minority groups I missed.
Eh, I guess I'm the only one who finds that sort of flat bonus annoying. I guess I'm one of the minorities :D.

I actually think that removing the vent/cap boost entirely and giving another buff to the hullmods would be a pretty good solution, definitely better than the +10 bonus.


Hmm. On one hand, DR could respect his own vision creating his own mod, on the other hand, "other people", eg. what probably is a vocal minority want to do less work, so the most overworked modder could get even more stuff to do per release. I wonder what is the most reasonable option.
It's not actually that much work to change things back. I was previously voicing why I felt the change hurt the gameplay because many people don't know how to change things back.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Tartiflette on April 04, 2016, 04:57:32 AM
I actually think that removing the vent/cap boost entirely and giving another buff to the hullmods would be a pretty good solution, definitely better than the +10 bonus.
This has been discussed between modders, but SS+ aim to tweak the Vanilla experience, not change it in something else. There may be new skills, but the existing ones stayed close to their original.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: figvam on April 04, 2016, 05:23:35 AM
At least in previous version IBB fleets spawned at exactly same planets as normal bounty fleets. Since they are hostile only towards player, it's just matter of checking usual locations.

If they are only hostile towards player, why do the IBB bounties expire? Someone must be killing the fleets.

Is there a list of "usual locations" somewhere? I'm not that familiar with the game. And if the IBB fleets are indeed hanging around a certain point, why not point it out in the bulletin like it's done for the common bounties? Just a system name is too vague.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 04, 2016, 05:42:45 AM
At least in previous version IBB fleets spawned at exactly same planets as normal bounty fleets. Since they are hostile only towards player, it's just matter of checking usual locations.

If they are only hostile towards player, why do the IBB bounties expire? Someone must be killing the fleets.

Is there a list of "usual locations" somewhere? I'm not that familiar with the game. And if the IBB fleets are indeed hanging around a certain point, why not point it out in the bulletin like it's done for the common bounties? Just a system name is too vague.

When they expire it says they died due to unrelated events.
Even assuming the captain died due to a wrench/pipe/flux capacitor/a missile rack full of ordnance falling on his head from a great height during yet another tweaking of his ship i'd assume his second in command would take over.
Or maybe everyone decide to go their own way with some ships, dunno.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 04, 2016, 06:04:41 AM
I have a question and i don't know if it is from vanilla or SS+.
I have seen in the tips a battleship i think, Called zero ultimate alien, or it is a cruiser i don't remember. I have never seen it on game on freeport or anything. Does anyone know something about it?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 04, 2016, 06:18:30 AM
I have a question and i don't know if it is from vanilla or SS+.
I have seen in the tips a battleship i think, Called zero ultimate alien, or it is a cruiser i don't remember. I have never seen it on game on freeport or anything. Does anyone know something about it?

Arcade mode, is fun.

Spoiler
Cristarius can go to hell. It and it's cheat gun
[close]
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: TaLaR on April 04, 2016, 07:37:32 AM
If they are only hostile towards player, why do the IBB bounties expire? Someone must be killing the fleets.

Is there a list of "usual locations" somewhere? I'm not that familiar with the game. And if the IBB fleets are indeed hanging around a certain point, why not point it out in the bulletin like it's done for the common bounties? Just a system name is too vague.

I've never seen IBB fleets react to anyone other than player (and vice-versa), unlike normal bounties.

I usually play Nexelerin, so for me bounty locations are just something to figure out each time new game is started.
IBB bounties had their locations declared as usual bounties in earlier SS+ versions, so vagueness is actually intentional.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 04, 2016, 08:32:47 AM
I have a question and i don't know if it is from vanilla or SS+.
I have seen in the tips a battleship i think, Called zero ultimate alien, or it is a cruiser i don't remember. I have never seen it on game on freeport or anything. Does anyone know something about it?
SS+ has a few ships that do not appear in campaign games at all, they're just enemies for the special Arcade Mode mission. i believe you can still use them in the campaign by cheating them in (with the Console Commands mod) but they're not designed with player as pilot or vanilla/SS+ balance in mind.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: DougieK on April 04, 2016, 03:10:01 PM
Getting an error re Tesla gun effect as the game loads.  Running Nex and some faction mods.  Any quick fix?

Love the patch notes as well.  Good changes all around in my opinion.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 04, 2016, 03:41:10 PM
Getting an error re Tesla gun effect as the game loads.  Running Nex and some faction mods.  Any quick fix?
are you using an old save? the Tesla Gun has been removed, so you might need to use the Save Transfer mod (http://fractalsoftworks.com/forum/index.php?topic=8950.0).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: DougieK on April 04, 2016, 03:44:55 PM
Not using any save,  on the loading screen before the main menu.  I'll delete all my saves and try again.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: DougieK on April 04, 2016, 03:48:14 PM
Same problem.  Updated all mods including the libs.  Deleted all my saves.

(http://i.imgur.com/HpkFrbi.jpg)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: DougieK on April 04, 2016, 03:49:07 PM
57173 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.SSP_TeslaEffect]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.SSP_TeslaEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.SSP_TeslaEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 04, 2016, 04:00:54 PM
As a general rule you should always delete the original mod folder before unpacking the new one.  Merging folders does not help you when one of the necessary changes is to delete a file.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: DougieK on April 04, 2016, 04:16:01 PM
Thanks DR, problem solved.  Love your work.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sonkhritis on April 05, 2016, 05:00:26 AM
Hello, i'm new to this forum.. but i have some problems with this mod (i think).
It crashes after a few minutes of gameplay and this is the text at the end of the log.
Spoiler
782638 [Thread-4] INFO  data.scripts.campaign.events.SSP_EventProbabilityManager  - Scaling faction vengeance by Infinity
782649 [Thread-8] INFO  sound.O  - Cleaning up music with id [Blackrock.ogg]
782662 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [Blackrock.ogg]
782662 [Thread-10] INFO  sound.H  - Playing music with id [Blackrock.ogg]
782910 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_EventProbabilityManager.calculateFactionVengea nce(SSP_EventProbabilityManager.java:151)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Any idea how to fix this? Thanks.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 05, 2016, 07:18:16 AM
How in hell you get non hostile with the cabal?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SpacePoliticianAndaZealot on April 05, 2016, 08:50:28 AM
Fantastic work on the starting options, reminds me of that glorious bundle of code from .65.2 days, when I first picked up the mod.
I intuitively picked up the classical Tri-Tachyon privateer start and I have to say, those Light Phase Lances are pretty darn good. Again, reminds me of the old vanilla starting Wolf loadout, effectiveness/fun wise. Really great work.

Now, a couple of quick questions:
(Also sry if I'm venting a little, kinda neglected SS and I'm eager to jump back).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 05, 2016, 09:05:16 AM
Hello, i'm new to this forum.. but i have some problems with this mod (i think).
It crashes after a few minutes of gameplay and this is the text at the end of the log.
Spoiler
782638 [Thread-4] INFO  data.scripts.campaign.events.SSP_EventProbabilityManager  - Scaling faction vengeance by Infinity
782649 [Thread-8] INFO  sound.O  - Cleaning up music with id [Blackrock.ogg]
782662 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [Blackrock.ogg]
782662 [Thread-10] INFO  sound.H  - Playing music with id [Blackrock.ogg]
782910 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_EventProbabilityManager.calculateFactionVengea nce(SSP_EventProbabilityManager.java:151)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Any idea how to fix this? Thanks.

Re-download the mod.  That's from some old code I hotfixed.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 05, 2016, 09:05:35 AM
How in hell you get non hostile with the cabal?
You can't.  It's bugged.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 05, 2016, 09:07:15 AM
Is it me, or there are two locked (i.e. unavailable to select) starting options?
That's because you don't have any factions that fit those categories.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SpacePoliticianAndaZealot on April 05, 2016, 09:19:02 AM
Quote
That's because you don't have any factions that fit those categories.
Smh. If you could provide me with some pointers as to which factions would fit the [stalwart mercenary] and [none of your buisness, outsider] options, I'd be very grateful.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 05, 2016, 10:13:46 AM
THI and Templars
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: JamesBai03 on April 06, 2016, 10:26:40 PM
More unique boss fights please ;) ;) ;)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: MesoTroniK on April 06, 2016, 11:23:06 PM
More unique boss fights please ;) ;) ;)

Soon™, I may or may not have some thing(s) in mind.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Midnight Kitsune on April 07, 2016, 01:16:41 AM
More unique boss fights please ;) ;) ;)

Soon™, I may or may not have some thing(s) in mind.
Hehe Awesome!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 07, 2016, 06:32:03 AM
Okay how do i remove that new soft cap which is kinda stupid since you can't even field a fleet of destroyers?
Also it says edit ssp_options.ini but there is no such file?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 07, 2016, 07:45:24 AM
Okay how do i remove that new soft cap which is kinda stupid since you can't even field a fleet of destroyers?
Also it says edit ssp_options.ini but there is no such file?
it's "fleetSizeLimit" in startOptions.json
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 07, 2016, 08:24:54 AM
Okay how do i remove that new soft cap which is kinda stupid since you can't even field a fleet of destroyers?
Also it says edit ssp_options.ini but there is no such file?

You could easily have fifty destroyers in your fleet, dude.  Do you have no points spent on Leadership?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wild Card on April 07, 2016, 09:05:32 AM
Hey DR , what do you plan to do with the ships that you removed from the 3.5.0 ? (if anything)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 07, 2016, 09:08:22 AM
A few might be used for IBBs, but mostly it cleans up unnecessary ships, ships with broken mechanics, and leaves more time for making the remaining ships better.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Taverius on April 07, 2016, 09:15:58 AM
I won't lie - I'm gonna miss the mobile HQ. All other concerns aside it was damn handy. Locomotive was also handy.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 07, 2016, 10:29:16 AM
Okay how do i remove that new soft cap which is kinda stupid since you can't even field a fleet of destroyers?
Also it says edit ssp_options.ini but there is no such file?

You could easily have fifty destroyers in your fleet, dude.  Do you have no points spent on Leadership?

Yeah i had no points i guess i will see how it goes with maxed out the leadership skill
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 07, 2016, 10:32:39 AM
Why is Mobile HQ being removed? I really like the trade-off between various logistical concerns. (Sensor profile, speed, supply/fuel consumption, having less space for combat ships, whether to deploy as support or use solely for logistics.)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Taverius on April 07, 2016, 10:39:40 AM
At a guess because it lets you bypass the downsides of ships balanced in part by being out of commission after a single fight.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Nbirdsallxp123 on April 07, 2016, 10:51:32 AM
Hello. just a minor observation: the vindicator's description calls it an anvil in relation to the dominator, Whereas I'm pretty sure it is more of an offensive unit, aka a hammer.
      I truly enjoy this mod and keep up the good work!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 07, 2016, 11:09:22 AM
At a guess because it lets you bypass the downsides of ships balanced in part by being out of commission after a single fight.
Maybe, but you have to pay for the supplies, and the mobile HQ will run out faster if you use those sorts of ships. You could offset the increased speed of HQ depletion by buying more or bigger, but that comes with its own downsides in the form of increased cost, sensor profile, and fleet size. The cost of adding addition HQs is actually increased by the soft cap because they'll count against it without adding much combat strength or as much cargo/fuel capacity as a freighter/tanker.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 07, 2016, 11:23:05 AM
Maybe, but you have to pay for the supplies, and the mobile HQ will run out faster if you use those sorts of ships. You could offset the increased speed of HQ depletion by buying more or bigger, but that comes with its own downsides in the form of increased cost, sensor profile, and fleet size. The cost of adding addition HQs is actually increased by the soft cap because they'll count against it without adding much combat strength or as much cargo/fuel capacity as a freighter/tanker.
even if the Mobile HQ isn't overpowered by itself, due to it's costs and downsides, it still screws with the balance of other ships. and sure, you still need to pay for the supplies used, but that's always the case, with or without HQ. an important part of what lets some special ships be balanced is (conceptually) their unreliable hardware and (mechanically) their poor CR-related stats.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 07, 2016, 11:50:35 AM
That and major accident-related bugs and supply cost inaccuracies caused by them.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: EvilWaffleThing on April 07, 2016, 01:25:22 PM
Was it this mod that used to have a gigantic low tech pirate capital called the "Parrot"?
I can't remember where that ship came from. I used to love that thing and want to find it again.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: HELMUT on April 07, 2016, 02:39:27 PM
Was it this mod that used to have a gigantic low tech pirate capital called the "Parrot"?
I can't remember where that ship came from. I used to love that thing and want to find it again.

Ah yeah, the Parrot, the beast have aged pretty badly through the Starsector updates.

(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_parrot.png)

It was originally from the old Starsector plus mod that died long ago. Doesn't works anymore, obviously.

http://fractalsoftworks.com/forum/index.php?topic=3893.0
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Marcus Garvey on April 07, 2016, 10:02:24 PM
What a relic from the past
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 07, 2016, 11:02:56 PM
I'm also going to miss the mobile HQ hullmod, if only because it was part of what made fighters good in SSP. If you could tank the crew loss and had enough mobile HQs, you could lose every single replacement chassis every single battle and get them back immediately after the battle ended. It went a long way towards making fighter-heavy fleets viable in the post-officer universe.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 07, 2016, 11:39:53 PM
I'm also going to miss the mobile HQ hullmod, if only because it was part of what made fighters good in SSP. If you could tank the crew loss and had enough mobile HQs, you could lose every single replacement chassis every single battle and get them back immediately after the battle ended. It went a long way towards making fighter-heavy fleets viable in the post-officer universe.

Wing Command nearly doubles your fighters' effective hull/armor/shields.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: EvilWaffleThing on April 08, 2016, 12:22:52 AM
It was originally from the old Starsector plus mod that died long ago. Doesn't works anymore, obviously.
That's a real shame, I loved that thing, wish I could mod so I could put it in myself lol
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 08, 2016, 12:39:11 AM
I'm also going to miss the mobile HQ hullmod, if only because it was part of what made fighters good in SSP. If you could tank the crew loss and had enough mobile HQs, you could lose every single replacement chassis every single battle and get them back immediately after the battle ended. It went a long way towards making fighter-heavy fleets viable in the post-officer universe.

Wing Command nearly doubles your fighters' effective hull/armor/shields.
Yup, SSP does a lot of stuff to make fighters more viable. In one game I had a very fun time with a fleet based around 3 Avalons with Expanded Flight Decks and 12 wings of Wasps. I'm not saying that fighters will become totally useless without mobile HQs, I just liked how they would never run out of chassis as long as you had mobile HQ CR left. The way mobile HQs almost completely negated an entire mechanic is probably slightly OP, in hindsight.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: sycspysycspy on April 08, 2016, 02:40:33 AM
It is strange that you plan to remove some hulls in the upcoming 3.5.0 version. Any specific reason for it?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wild Card on April 08, 2016, 02:46:53 AM
Some will be used for IBB and some will maybe be remade....i asked this very thing last page
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Tartiflette on April 08, 2016, 04:14:32 AM
It is strange that you plan to remove some hulls in the upcoming 3.5.0 version. Any specific reason for it?

Quote from: Dark.Revenant
Avalon: Weird sprite, pointless with the cheap-ass Condor and even cheaper Chengdu available.
Tundra/Vista/Sloop/Summit: Weird sprites, also rather redundant especially with the recent vanilla ship additions.
Tick: The Nautilus exists.
Camel: This one isn't permanently removed; it will eventually get retooled into a Mule (U).
Kestrel: Overlaps with Falcon, Eagle, Vulture, and Heron. It really didn't need to exist.
Locomotive: You can just use multiple Oxen. It's not like there's a fleet cap in SS+ anymore.
Bull: Mudskipper Mk2 and Buffalo Mk 2 - mashed together. Didn't really merit keeping, since the other Pirates+ ships are getting sprite updates.
Sentinel Wing: Let's be honest. Who actually used these?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 08, 2016, 06:06:18 AM
I disagree with the Locomotive removal.

It could be made either a bit more fuel efficient, more supply efficient or carry more ships, the fact that is stuck at burn 8 is already a big disadvantage (already in "old" SS+ having 4 Oxen was always better than a single Locomotive in all fronts but fleet space)

Also the supply/month cap is a bit iffy to me, wouldn't a fleet that is so big that it is economically unfeasible to sustain be already a limit (ie: you're burning through more supplies and fuel than you can make money)?

I however want the Parrot now that i see it, how difficult would it be to bring it back?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 08, 2016, 06:23:14 AM
Also i was wondering is there anyway to get these unique ships i see in the tips? Like the alien zero ultimate cruiser? Edit some file to get it available on prism freeport or in my own faction (more of an exelerin question i guess)?
Also i don't like that freeport doesn't spawn in the center of the sector anymore can i switch that back?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: TaLaR on April 08, 2016, 08:39:30 AM
I feel that Kestrel is distinct enough vs Falcon/Eagle/Vulture in terms of gameplay - none of these have large slots. Heron as a carrier is simply not comparable.
Though yes, it's look as well as ship system are generic.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 08, 2016, 08:56:30 AM
The only one I'll miss out of all these is the Bull. A staple of pirate fleets that is fun to demolish and still a bit of a threat. Can't really compare it to either of its parents - the Buffalo is more of a missile boat and the Mudskipper practically kills itself. Bull with a Hellbore is nothing to sneeze at in the early game.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wyvern on April 08, 2016, 09:44:07 AM
I feel that Kestrel is distinct enough vs Falcon/Eagle/Vulture in terms of gameplay - none of these have large slots. Heron as a carrier is simply not comparable.
Though yes, it's look as well as ship system are generic.
Yeah, I would've taken the Vulture out rather than the Kestrel.  A mid-tech cruiser with a large ballistic slot is something I feel the base game is missing.  Plus the Kestrel just looks flat.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 08, 2016, 01:49:11 PM
Locomotive: Come on, it's just an Ox but slightly different.  Maintaining its script was a pain too.
Kestrel: It's not really that compelling.  The Vulture plays a lot better.  If you want a large-slotted eagle, there's always the Shouren.
Bull: This was a joint decision between me and the guy who made the ship.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wild Card on April 08, 2016, 03:01:42 PM
So with the ships removed, any chance for some new ones.
Was wondering if there was a destroyer class missile boat out there? to fit somewhere between the Basileus F (from II) and the Griffin (from vanilla)...the bull was kind of sort of that...if i`m not mistaking
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 08, 2016, 04:23:17 PM
So with the ships removed, any chance for some new ones.
Was wondering if there was a destroyer class missile boat out there? to fit somewhere between the Basileus F (from II) and the Griffin (from vanilla)...the bull was kind of sort of that...if i`m not mistaking

You mean the Archer?  Coincidentally, it got overhauled:

(http://i.imgur.com/sq2yX53.png)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Adraius on April 08, 2016, 04:50:46 PM
So with the ships removed, any chance for some new ones.
Was wondering if there was a destroyer class missile boat out there? to fit somewhere between the Basileus F (from II) and the Griffin (from vanilla)...the bull was kind of sort of that...if i`m not mistaking

You mean the Archer?  Coincidentally, it got overhauled:

(http://i.imgur.com/sq2yX53.png)

D:

I really like the current Archer.  It's a wonky ship that needs a certain type of fleet to perform well, but I love making it work.

You shouldn't, of course, be obligated to explain why you make changes to your mod, but I would like to hear the rationale behind the ship getting changed so significantly.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 08, 2016, 04:53:56 PM
Looking and feeling better in every way isn't reason enough?  It still acts like the old Archer but is much more fun to fly.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Adraius on April 08, 2016, 05:09:36 PM
Looking and feeling better in every way isn't reason enough?  It still acts like the old Archer but is much more fun to fly.
I don't really know how to respond to that... ?  Maybe?  The old Archer was awkward, but that always seemed to be part of the point - it had tons of firepower that required careful positioning to deploy without getting horribly murdered.  Or you could load it up with LRMs and let it sit waaay back, I guess.

I never used it as a flagship and just managed them via orders, so I never cared about how it flew.

But like I said, I don't mean to pressure you to explain, just curious about what's happening to a ship I like. =)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Histidine on April 08, 2016, 08:09:52 PM
Kestrel had the major defect of looking extremely ugly.

New Archer is pretty. But I'll miss the visual pun of it being shaped like a bow :(
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 08, 2016, 08:41:43 PM
Kestrel had the major defect of looking extremely ugly.

New Archer is pretty. But I'll miss the visual pun of it being shaped like a bow :(

It has the new visual pun of looking like an arrow.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: spartan117pr on April 08, 2016, 09:04:13 PM
I'll miss the old goofy looking archer, but this new sprite looks pretty sexy.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 08, 2016, 09:20:30 PM
i'm also sad to see the Kestrel go. Eagle, Falcon and Vulture lack the large slot, Shouren lacks the maneuverability, all four lack the Accelerated Ammo Feeder. in my last SS+ game i compared these five plus a few other cruisers (mostly through officer controlled simulator battles) and found the Kestrel to be the best fit for my fleet.
i would understand if the Kestrel was removed because its combination of mobility, firepower and range is too good, but i don't agree that other cruisers fulfill its role just as well.

i agree the sprite could use some polishing to bring it in line with the new Eagle & co, though i personally still like it.

disclaimer: just want to provide some feedback, not complaining about you doing what you feel is best for your mod.


as for that new Archer, i think it looks amazing! perfect as little brother of the Gryphon. :]
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 08, 2016, 11:17:31 PM
I'll be perfectly honest, the new Archer looks like an ugly lumpen mess. But to my eyes, the Gryphon looks like the same kind of ugly lumpen mess, so the new Archer fits in perfectly. If anything, it's too symmetrical.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 08, 2016, 11:46:13 PM
What're you talking about? It's a huge improvement. The old Archer was basically a brick. Its back half looked like scorched pixels. This one's got a well-defined drive section and a more interesting shape. It's just a much better kitbash.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 09, 2016, 12:22:26 AM
It's definitely a better kitbash, and it looks better than the old Archer, but calling it sexy is not something I would ever do. It's all bulbous and bulge-y, the side missile hardpoints stick out at weird angles, and the two side turrets look like they're mounted on some sort of fungal growth. It's a great looking ugly ship, if that makes any sense. It reminds me of the A-10 Warthog, which looks like it got hit in the face with a brick. Military hardware doesn't always look pretty.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wild Card on April 09, 2016, 01:26:22 AM
Hmm that looks really good, i definetly like it over Archer 1.0
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Alphascrub on April 09, 2016, 01:55:21 AM
So with the ships removed, any chance for some new ones.
Was wondering if there was a destroyer class missile boat out there? to fit somewhere between the Basileus F (from II) and the Griffin (from vanilla)...the bull was kind of sort of that...if i`m not mistaking

You mean the Archer?  Coincidentally, it got overhauled:

(http://i.imgur.com/sq2yX53.png)

Looks like a Broadhead Arrow.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 09, 2016, 03:16:34 AM
Slight update:
(http://i.imgur.com/xHf2kyv.png)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Serenitis on April 09, 2016, 05:24:02 AM
It is strange that you plan to remove some hulls in the upcoming 3.5.0 version. Any specific reason for it?

Quote from: Dark.Revenant
Avalon: Weird sprite, pointless with the cheap-ass Condor and even cheaper Chengdu available.
Tundra/Vista/Sloop/Summit: Weird sprites, also rather redundant especially with the recent vanilla ship additions.
Tick: The Nautilus exists.
Camel: This one isn't permanently removed; it will eventually get retooled into a Mule (U).
Kestrel: Overlaps with Falcon, Eagle, Vulture, and Heron. It really didn't need to exist.
Locomotive: You can just use multiple Oxen. It's not like there's a fleet cap in SS+ anymore.
Bull: Mudskipper Mk2 and Buffalo Mk 2 - mashed together. Didn't really merit keeping, since the other Pirates+ ships are getting sprite updates.
Sentinel Wing: Let's be honest. Who actually used these?


Some thoughts....
Avalon: Is imo worth keeping as it fills a distinct role - that being a frigate scale carrier. Maybe the sprite could be altered to make it look like a stripped out and converted Alastor so it doesn't stand out like a pristine white brick? The concept however, I think is pretty sound and useful.
Tundra/Vista/Sloop/Summit: Yes. They are not especially compelling any more given the recent additions.
Tick: I don't think the Naut existing necessarily invalidates the Tick's existence any more than the Hound invalidates the Cerberus.
Kestrel: I never really got a handle on how to use this ship tbh.
Camel: Mule (U) will align it with the Sunder and build a little SSP lore.
Locomotive: It was a decent enough idea that I sadly never really saw the point of using - it's slower than the Ox, and you don't get any efficiency savings for your greater expense and upkeep.
Bull: I'll actually be sad to see this quirky thing go, but if it's role is going to be covered elsewhere....
Sentinel Wing: No-one in thier right mind would use these except for a lark. But I still think they should be kept (in some form) because they make pretty decent antagonists as they are such a nuisance to fight around, given thier ability to straight up negate missiles (usually at the least convenient time).

Also, new Archer looks much nicer.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 09, 2016, 10:38:11 AM
Personally I think the old archer actually looks better, but that's clearly a matter of preference.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 09, 2016, 12:02:22 PM
It's all bulbous and bulge-y, the side missile hardpoints stick out at weird angles, and the two side turrets look like they're mounted on some sort of fungal growth.
i actually like all these things. they give the ship some unique character, which i think is important when it uses such a common base-shape. they also serve to give it a Gryphon-like style, beyond just color.

Slight update:
hmm. fewer engines looks good, those did seem a little over the top. but on the other hand, i think the previous one had a more interesting overall shape, with its rear as the widest part of the whole ship. you could move two of the rear turrets there, on similar extensions as the front/center ones. or give it little winglets, for more arrow-like feeling.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 09, 2016, 12:40:46 PM
It's all bulbous and bulge-y, the side missile hardpoints stick out at weird angles, and the two side turrets look like they're mounted on some sort of fungal growth.
i actually like all these things. they give the ship some unique character, which i think is important when it uses such a common base-shape. they also serve to give it a Gryphon-like style, beyond just color.

Slight update:
hmm. fewer engines looks good, those did seem a little over the top. but on the other hand, i think the previous one had a more interesting overall shape, with its rear as the widest part of the whole ship. you could move two of the rear turrets there, on similar extensions as the front/center ones. or give it little winglets, for more arrow-like feeling.

The front and mid sections are supposed to be the "arrow" part, to begin with.  We tried winglets but they just looked weird.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 09, 2016, 01:17:32 PM
The updated version has smoother lines, and it looks sort of like a medieval broadhead arrow-tip. That's the look you're aiming for, right? Some of the edges on the front look a bit rough and pixel-y, but I expect I won't be able to notice that when it's set against a background or moving around in the battlespace.

The only ship removal I really mind is the Kestrel. The rest of them weren't very interesting, aside from the Avalon, and the Avalon presents game balance issues being a frigate-size carrier. Vanilla Starsector is trying to move away from carriers that hang way, way back and only exist to provide flight decks, so I think the Avalon's removal is a good thing.

Personally I think the Vulture is less distinct than the Kestrel; it's very similar to the Eagle. I haven't piloted either the Kestrel or the Vulture a lot, just a few rounds in the simulator, but I have fought a bunch of them, and fighting against the Vulture is a lot like fighting a slower Eagle with more missiles but less guns. When fighting against the Kestrel, you need to either have something fast'n'shooty enough to flank and threaten a cruiser on its own, or something that can take shots from a AAF'd large ballistic while something else flanks. Facing a Kestrel forces certain responses that other ships don't. I could understand if it was being removed because it was too good, but not that it's being removed for not being different enough.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 09, 2016, 01:53:09 PM
Personally I think the Vulture is less distinct than the Kestrel; it's very similar to the Eagle. I haven't piloted either the Kestrel or the Vulture a lot, just a few rounds in the simulator, but I have fought a bunch of them, and fighting against the Vulture is a lot like fighting a slower Eagle with more missiles but less guns. When fighting against the Kestrel, you need to either have something fast'n'shooty enough to flank and threaten a cruiser on its own, or something that can take shots from a AAF'd large ballistic while something else flanks. Facing a Kestrel forces certain responses that other ships don't. I could understand if it was being removed because it was too good, but not that it's being removed for not being different enough.

The Vulture plays nothing like most Eagle loadouts; it's a standoff style of ship, very fast, and slippery as hell.

The Kestrel had several things going against it, not just the lack of distinction (which, by the way, is because of those missiles and energy turrets more so than the large hardpoint).  The #1 issue was actually the sprite, which is based on the really old Eagle rather the updated or current Eagle.  #2 is the overlap with several other ships.  #3 is that it's too good as-is; it would need a different layout featuring smaller missile slots, perhaps small universals on turrets.  All these factors led to the decision to take it out; besides, Tartiflette plans on making a new version of it for Seeker.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 09, 2016, 02:12:54 PM
The Vulture plays nothing like most Eagle loadouts; it's a standoff style of ship, very fast, and slippery as hell.

The Kestrel had several things going against it, not just the lack of distinction (which, by the way, is because of those missiles and energy turrets more so than the large hardpoint).  The #1 issue was actually the sprite, which is based on the really old Eagle rather the updated or current Eagle.  #2 is the overlap with several other ships.  #3 is that it's too good as-is; it would need a different layout featuring smaller missile slots, perhaps small universals on turrets.  All these factors led to the decision to take it out; besides, Tartiflette plans on making a new version of it for Seeker.
I've always played the Eagle as a standoff/close support ship, and Maneuvering Jets does make the Eagle pretty slippery. I've never actually used a more close-range/assault style Eagle; they always seem to die too fast in the AI's hands for me to be comfortable with one.

Well, if those are the reasons for the Kestrel being removed, you should have said so. :P
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 09, 2016, 02:19:29 PM
I've always played the Eagle as a standoff/close support ship, and Maneuvering Jets does make the Eagle pretty slippery. I've never actually used a more close-range/assault style Eagle; they always seem to die too fast in the AI's hands for me to be comfortable with one.

Well, if those are the reasons for the Kestrel being removed, you should have said so. :P

An eagle does best with a mixed standoff-brawl loadout; stay afar until you close in and punish.  The Vulture is cheaper and more effective at pure unmitigated standoff.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 09, 2016, 03:52:57 PM
i agree Eagle and Vulture play very differently, at least how i use them. Vulture has significantly less hybrid firepower, but it's speed, turrets and medium missiles make it my favorite SS+ flagship in early-to-mid game, and good in a light artillery / long-range support role in bigger fleets.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: BHunterSEAL on April 10, 2016, 07:40:51 PM
I think my sectors' supply production is almost always out of balance when using SS+. I try to keep things pretty close to Vanilla so right now my only faction mod is the Imperium; I'd used the Tiangdong mod in the past but it appears to be several patches out-of-date. If anyone is getting reasonable Supply production / pricing with other SS+ compatible faction mods I'd love to hear what your setup is... I would like to keep my faction setup relatively close to vanilla balance / "fluff" however.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 10, 2016, 08:10:49 PM
I think my sectors' supply production is almost always out of balance when using SS+. I try to keep things pretty close to Vanilla so right now my only faction mod is the Imperium; I'd used the Tiangdong mod in the past but it appears to be several patches out-of-date. If anyone is getting reasonable Supply production / pricing with other SS+ compatible faction mods I'd love to hear what your setup is... I would like to keep my faction setup relatively close to vanilla balance / "fluff" however.

SS+ normalizes supply costs.  What numbers are you seeing?

II does affect supplies because it has several large markets, including a size-7.  I don't think that any of the SS+ factions aside from II have a market that large.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: BHunterSEAL on April 10, 2016, 09:05:11 PM
They start out higher than vanilla (normal for SS+) but they do seem to creep up and up across all systems as time passes. For example, Jangala starts around 110-125 and by mid-4/206 they're at 164 with no disrupting events.

Makes that II causes some increase due to higher demand, but if the entire sector is short how are supplies supposed to normalize? Oddly when playing with Tiandong this didn't seem to happen, I'm not sure if their systems added supply production or what.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 10, 2016, 09:24:22 PM
Hegemony is vengeful with the Interstellar Imperium, a huge supply-producer (and consumer).  This likely drives up prices due to smuggling or some nonsense like that.  If you have THI and/or some other mods, this cancels out.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: BHunterSEAL on April 10, 2016, 09:57:19 PM
Yes, adding BRDY (which appears to be vanilla-balanced) substantially reduced starting supply prices, I will see if this holds. Thanks for the info! Can't wait to have THI back though.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: CitizenJoe on April 10, 2016, 10:06:18 PM
Yes, adding BRDY (which appears to be vanilla-balanced) substantially reduced starting supply prices, I will see if this holds. Thanks for the info! Can't wait to have THI back though.

Theres a hotfix for THI on the 8th page of its thread  :)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: BHunterSEAL on April 11, 2016, 07:54:26 AM
Apparently prices get wacky again when you throw in Junk Pirates without another "real" faction to balance out the attrition
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Surge on April 11, 2016, 01:26:29 PM
To go back to the topic of impending ship removals.

I'm definitely okay with the Tundra and Avalon going away as the Tundra was just an even worse version of ships already so bad there was no non-cargo reason to use them, not to mention redundant with the mudskipper now being a thing, and the Avalon was a frigate sized carrier, which is pointless because it was so rare and any money you might have been saving was basically negated by how much you were gonna spend on the fighters anyways, you may as well pony up for a Condor that won't die to any stiff breeze.

The Vista and Sloop I think still have a place, they're a bit meatier than the vanilla civilian ships, and I think that's a handy bit of variety to have a few "civilian" ships with at least mediocre bite to them.

The Summit is just "baby's first cruiser" as far as I can tell, an anchor for fleets that can't afford an Eagle or Falcon either because of money or reputation, it doesn't feel redundant alongside the Starliner at all.

I never use shuttles so I won't comment on the Tick.

I'm 100% in favor of a Camel rework, it's just as overall underwhelming as the Mule is.

I'm reaaaaally getting a bad taste in my mouth over the reason we're removing the Kestrel, since it basically amounts to balancing SS+ against THI, I very much like the whole Eagle family of cruisers and the variety it has, but I guess the consequence of that is that I can't think of anything I really like about the Kestrel in particular.

Never used the Locomotive or Sentinel, I gotta say I don't really care if they get the axe.

Now the Bull...the Bull is a ship I have encountered frequently and used myself, and I'm definitely against doing away with this, the fact that the Mudskipper MkII and Buffalo MkII together do the same thing as a single Bull is more of a plus for the Bull than anything, it's supposed to be on the upper curve of ridiculous junkyard engineering and it's actually an okay destroyer for what it is, so while those two ships do the same thing, the Bull does them better. Plus there is just simply no such thing as too much variety for pirates, in any other faction trimming the fat on ship rosters is pretty okay, no sense in paying exorbitant fees to maintain production of a ship that is for most intents and purposes redundant, but the pirates are just non-standard ships and equipment as far as the eye can see.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 11, 2016, 02:23:48 PM
Summit and Sloop were okay in design but not in sprite.  I took those out because of appearance most of all, since their similar-looking cousins were being killed off.

Kestrel has a bunch of reasons for going, plus it will show up revamped in Seeker (which SS+ will integrate).

Bull is up to Cycerin.  If he revamps it like he plans to with most of the other PP ships, I'll put it back in.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Orikson on April 11, 2016, 07:49:52 PM
Summit and Sloop were okay in design but not in sprite.  I took those out because of appearance most of all, since their similar-looking cousins were being killed off.

Kestrel has a bunch of reasons for going, plus it will show up revamped in Seeker (which SS+ will integrate).

Bull is up to Cycerin.  If he revamps it like he plans to with most of the other PP ships, I'll put it back in.

Ok, so when is the expected update with the Seeker integrated in? I thought Seeker was a stand alone that hasn't been updated to the 0.7 version yet.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 11, 2016, 10:36:22 PM
Ok, so when is the expected update with the Seeker integrated in? I thought Seeker was a stand alone that hasn't been updated to the 0.7 version yet.

Sometime between now and the end of the universe. That's quite soon, relatively speaking.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Black Crag on April 12, 2016, 03:07:23 AM
Is there a way to do so that you can field larger fleets? The supply per month limit is at max for me. I'm not sure if it comes from this mod or the vanilla but i havent seen it before.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 12, 2016, 03:30:59 AM
in the root folder of SS+ there is a file startoptions edit that one you will find it easy in there.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 12, 2016, 10:57:00 AM
I think these kill fleets may need to be dialed down a notch. ~20 minutes after getting rid of a crazy strong Templar fleet, they already dispatched a second one. And just as I exited a system where I did an Independent bounty, a Hegemony Kill Fleet was waiting for me with no chance to escape it.

Now I'm a good sport - I really am. With some luck, I *may* be able to take this one on as well and come out on top. But I don't always bring a maximum amount of capital ships to the party, and I expect other players won't either. For this engagement, I got 5 cruisers, a destroyer and a bunch of Templar fighters. It's not impossible, but you're setting the bar damn high for an event that happens so frequently and that's designed to give chase to and ambush the player.

Now, the AI for this is quite clever. They seem to like waiting outside of systems until the player comes out. And if he takes his time, they'll pop in. But on the flipside, if you don't know they're there and you exit a system, you're frequently screwed.

I wonder.. is the fleet size affected by level? Because I'm quite high level, but my fleets aren't usually that big.

Edit: I just read the patch note about 'vengeance fleet pacing' for 3.5.0. If you're already looking into this, please disregard.

(http://i.imgur.com/B2emCFJ.png)

And from the other thread..

(https://i.imgur.com/yKslasd.png)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Drglord on April 12, 2016, 11:40:34 AM
Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Surge on April 12, 2016, 12:20:14 PM
So....I just paid the Cabal the 20k they asked of me simply to make them go away quietly, and I instantly took a -21 reputation hit with them?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Midnight Kitsune on April 12, 2016, 12:30:31 PM
Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Same here...
Edit: I know that they start up after a few months but I'm into May, 206 and I still haven't seen any IBBs
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 12, 2016, 12:57:40 PM
So....I just paid the Cabal the 20k they asked of me simply to make them go away quietly, and I instantly took a -21 reputation hit with them?
Fixed in 3.5.0

Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Same here...
Edit: I know that they start up after a few months but I'm into May, 206 and I still haven't seen any IBBs
You're looking on IBB planets right?  Hegemony, independent, etc.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: CitizenJoe on April 12, 2016, 02:00:43 PM
Seems a little odd to just remove over 1/6th of the boss ships. Whats the reasoning? Are they being replaced with something else? I like the psychedelia  :'(

Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Midnight Kitsune on April 12, 2016, 02:12:18 PM
So....I just paid the Cabal the 20k they asked of me simply to make them go away quietly, and I instantly took a -21 reputation hit with them?
Fixed in 3.5.0

Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Same here...
Edit: I know that they start up after a few months but I'm into May, 206 and I still haven't seen any IBBs
You're looking on IBB planets right?  Hegemony, independent, etc.
Yeah. I checked several locations (Jangalla, Ashura, Prism and any other market that is part of the IBB)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Surge on April 12, 2016, 02:22:09 PM
I still think something really weird was going on with the psychedelia, it was getting an insane damage boost on all it's weapons, was as fast as most destroyers, and was able to deploy from the sides in pursuit when I fought it. It single-handedly annihilated my fleet and I still pray that was just an odd error on my end.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 12, 2016, 02:39:40 PM
So....I just paid the Cabal the 20k they asked of me simply to make them go away quietly, and I instantly took a -21 reputation hit with them?
Fixed in 3.5.0

Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Same here...
Edit: I know that they start up after a few months but I'm into May, 206 and I still haven't seen any IBBs
You're looking on IBB planets right?  Hegemony, independent, etc.
Yeah. I checked several locations (Jangalla, Ashura, Prism and any other market that is part of the IBB)

Did you save transfer?  If so, how far ahead was IBB when you saved?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Midnight Kitsune on April 12, 2016, 02:42:36 PM
So....I just paid the Cabal the 20k they asked of me simply to make them go away quietly, and I instantly took a -21 reputation hit with them?
Fixed in 3.5.0

Also i don't know what has happened with the IBB. This is my first 3.4 campaign and the IBB stopped completely (i think the last was the luddic onslaught).
Also i clearly had an IBB end while i was in the same system. (i thought that was fixed)
Same here...
Edit: I know that they start up after a few months but I'm into May, 206 and I still haven't seen any IBBs
You're looking on IBB planets right?  Hegemony, independent, etc.
Yeah. I checked several locations (Jangalla, Ashura, Prism and any other market that is part of the IBB)

Did you save transfer?  If so, how far ahead was IBB when you saved?
I save transferred around number IBB number 17
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Orikson on April 12, 2016, 05:09:18 PM
Question: What happened to Exigency Incorporated? It doesn't seem to be on the Mod Index. I tried it, not compatible with 0.7.2. Seems to be missing files related to music in combat, which somehow can be compensated by having MusicLib on. But then it crashes when I try accessing any of its ships in the Codex, indicating missing image files.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Midnight Kitsune on April 12, 2016, 05:28:54 PM
Question: What happened to Exigency Incorporated? It doesn't seem to be on the Mod Index. I tried it, not compatible with 0.7.2. Seems to be missing files related to music in combat, which somehow can be compensated by having MusicLib on. But then it crashes when I try accessing any of its ships in the Codex, indicating missing image files.
Exi is sadly not updated for .72. However it is not dead, it is just that the mod author Meso has been busy as hell with THI and Real Life
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: CitizenJoe on April 12, 2016, 05:36:21 PM
So Dark, what is happening with the IBB? Some of the bosses on the chopping block like the Lancehead and Stheno don't seem to be particularly offensive in any way and provide some pretty interesting fights. Is it because of buggy behavior, lack of distinction from the original ship classes, or some other reason?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Venatos on April 12, 2016, 10:01:53 PM
so...what exactly do you mean by "removed Kestrel", because i was planning on a new playthrough with all the mods and the 3 Kestrels where like the core of my new fleet.....
i usually also use Bulls or Vanguards and at least 1 Rook.

do i wait a few days till you get them in again? are they gone for good? i dont know what to do now.....
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 12, 2016, 10:18:49 PM
I think one of the issues with the vengeance fleets is that if they get destroyed by something that isn't you, they still escalate. I just checked my events, and the Hegemony Revenge description says that the Hegemony has escalated the conflict to the highest possible level, but I've never actually fought a Hegemony vengeance fleet. They almost always get distracted by something else, like pirates or a Tri-Tachyon vengeance fleet, and end up getting destroyed before I ever have to fight them… until they get so big they can just punch through everything in their way. From the players perspective, this looks like the angered faction is suddenly jumping to the maximum possible escalation level with very little, if any, warning.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 12, 2016, 10:33:51 PM
I think one of the issues with the vengeance fleets is that if they get destroyed by something that isn't you, they still escalate. I just checked my events, and the Hegemony Revenge description says that the Hegemony has escalated the conflict to the highest possible level, but I've never actually fought a Hegemony vengeance fleet. They almost always get distracted by something else, like pirates or a Tri-Tachyon vengeance fleet, and end up getting destroyed before I ever have to fight them… until they get so big they can just punch through everything in their way. From the players perspective, this looks like the angered faction is suddenly jumping to the maximum possible escalation level with very little, if any, warning.

Actually, they'd rise up regardless of what you'd do.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 12, 2016, 11:03:07 PM
I think one of the issues with the vengeance fleets is that if they get destroyed by something that isn't you, they still escalate. I just checked my events, and the Hegemony Revenge description says that the Hegemony has escalated the conflict to the highest possible level, but I've never actually fought a Hegemony vengeance fleet. They almost always get distracted by something else, like pirates or a Tri-Tachyon vengeance fleet, and end up getting destroyed before I ever have to fight them… until they get so big they can just punch through everything in their way. From the players perspective, this looks like the angered faction is suddenly jumping to the maximum possible escalation level with very little, if any, warning.

Actually, they'd rise up regardless of what you'd do.
Huh. Well, the problem still exists, massive vengeance fleets seem to just suddenly show up one day, whether they escalate from being destroyed or on their own. I think vengeance fleets should probably be less easily distracted. I mean, they're dedicated to hunting you down, they probably shouldn't go running after every passing enemy patrol or small-time pirate fleet. This would also mean the player is more likely to fight the initially small yet steadily increasing in size vengeance fleets before they turn into massive 70+ ship deathballs, and so get the hint that the fleets are just going to get bigger and bigger.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Surge on April 12, 2016, 11:05:18 PM
I kinda agree, it's bizarre how short their attention span is
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 13, 2016, 01:05:29 AM
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: spartan117pr on April 13, 2016, 01:25:57 AM
So this is goodbye, or you just mean you are stopping the overly complicated development of ss+ as a whole to smaller more manageable parts and will still be around the community dark?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: sycspysycspy on April 13, 2016, 01:44:31 AM
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
May the force be with you. May the eternal sun shine upon thee.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 13, 2016, 02:05:17 AM
So this is goodbye, or you just mean you are stopping the overly complicated development of ss+ as a whole to smaller more manageable parts and will still be around the community dark?

Didn't say I was stopping my other mods.  However, SS+ is too large and out-of-scope to continue.  I literally don't have the time to continue maintaining it.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 13, 2016, 02:29:41 AM
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
Take care of yourself. Nobody else can do that for you.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Orikson on April 13, 2016, 03:19:24 AM
Ok, so Starsector+ is ceasing it's continuation and will be split into separate parts is it? I guess that's ok. It's complicated and far bigger than most mods anyway. Good luck and have fun. Do what you wish to do.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 13, 2016, 03:49:15 AM
Speaking from personal experience, feeling obliged to do things you don't want to do isn't good health-wise. Get better. Thanks for all the hours you put into SS+.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 13, 2016, 04:06:26 AM
holy crap.. D:

best of luck to you (and your health) and thanks so much for all the work you put into this!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Wild Card on April 13, 2016, 04:30:14 AM
Take care of yourself D. R. and thank you for a wonderfull mod and hours upon hours of enjoyment from playing it. I hope your health issues get resolved with a favorable outcome.
Gl and thanx again for the great mod. Get well soon !!!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Snrasha on April 13, 2016, 04:36:16 AM
Same thing.
Bon courage, prenez soin de vous. (For keep fail word)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: sycspysycspy on April 13, 2016, 04:54:10 AM
Dear DR, have you ever considered passing the mod to someone else to continue the development? Or make the project open source etc...
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Nbirdsallxp123 on April 13, 2016, 05:41:01 AM
Thank you for all of your hard work. It is much appreciated amongst many gamers it seems.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 13, 2016, 06:38:41 AM
Firstly I'd like to say thanks for all the work you've put in. Secondly, I, and probably many others, would be willing to help maintain one of the new submods if the transition doesn't reduce your workload enough.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ValkyriaL on April 13, 2016, 07:17:47 AM
Guys, like, hes not going to disappear into thin air, he is spliting SS+ into multiple mods because SS+ is to big, instead it becomes smaller more manageable mods that focuses one 1 thing instead of 10, unless i interpreted his post incorrectly.

Health issiues is a problem tho, no job/game/hobby is worth your well being or life, get well, from all of us.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Abyz on April 13, 2016, 07:21:58 AM
*big hug*
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Tartiflette on April 13, 2016, 07:32:04 AM
he is spliting SS+ into multiple mods because SS+ is to big, instead it becomes smaller more manageable mods that focuses one 1 thing instead of 10, unless i interpreted his post incorrectly.
That's not exactly what he said though. He is making stand-alone versions of only three features and abandoning SS+ itself. Splitting the integrality of SS+ in single feature mods would be a nightmare to maintain and way more work overal.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 13, 2016, 08:10:07 AM
Let's just hope that they still can work together and Nexerelin compatibility isn't lost.

Who knows, maybe the split can open up more modding opportunities that were unfeasible in the old "monolithic" form.

Still, wishing you to get well soon.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 13, 2016, 09:00:16 AM
The source of SS+ is available to those who want to use it.  The license says all rights reserved but I'm waiving those rights as of now.

The IBB system, the ships and weapons, the Cabal, the Arcade, the new missions, and the variant randomizer + market injector will be retained in various mods.  Graphics-related features are split off into GraphicsLib, i.e. renamed ShaderLib.

This means that the campaign changes, (vengeance fleets, economy tweaks, event changes, etc.) and skill + combat balance changes are being thrown by the wayside.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Reh on April 13, 2016, 09:37:57 AM
His name is Dark Revenant!


But seriously, get well soon.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 13, 2016, 10:46:32 AM
The source of SS+ is available to those who want to use it.  The license says all rights reserved but I'm waiving those rights as of now.

The IBB system, the ships and weapons, the Cabal, the Arcade, the new missions, and the variant randomizer + market injector will be retained in various mods.  Graphics-related features are split off into GraphicsLib, i.e. renamed ShaderLib.

This means that the campaign changes, (vengeance fleets, economy tweaks, event changes, etc.) and skill + combat balance changes are being thrown by the wayside.
Will the in-progress 3.5.0 code be available? I'm considering trying to maintain some of the abandoned content.

Hopefully the reduced workload will help you recover. Good luck.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Starasp on April 13, 2016, 12:44:48 PM
Feel better DR!

Also does anyone know who made the Cabal music because it's pretty great.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Toxcity on April 13, 2016, 12:55:00 PM
Thanks for the excellent mod! Get well soon.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SpaceRiceBowl on April 13, 2016, 01:43:13 PM
That sucks to hear, hope you get better DR.
Thanks for everything you've done for this game, the community appreciates you immensely for it.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mazuo on April 13, 2016, 03:58:35 PM
That's depressing news indeed, DR.  Hope you change your mind some time down the road, but more importantly feel better and take care of yourself.  Thanks for all the work you've put into this and your other mods.  They've provided a lot of enjoyment for myself and others.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Bastion.Systems on April 13, 2016, 04:37:05 PM
Best mod out there for sure, should be in it's entirety a part of the core game.
I am very much on board with splitting it up and giving the pieces to multiple maintainers. Starsector allows for for many mods activated simultaneously, so there is no real need to package a do it all mod.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Alphascrub on April 13, 2016, 05:41:05 PM
Honestly I think your making a good choice. Your health is vastly more important that anything that is taking place on this mod, in this game or in this forum. I don't know the particulars of what is going in your life but stress and health are always things you have to watch out for. Thank you for all your hard work and patience and all the fun hours that your mod has given other people who play this game. You do a great job and I hope you get well ASAP.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 13, 2016, 05:47:44 PM
I can handle the parts that I'm splitting the mod out to.  However, the things I am not doing:
- Campaign Revamp
- Skill Changes
- Rebalance

Those three things were hugely time-consuming.  The new mods have a well-defined scope that I won't be crossing.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: CaptainWinky on April 13, 2016, 06:37:54 PM
Best mod out there for sure, should be in it's entirety a part of the core game.
I am very much on board with splitting it up and giving the pieces to multiple maintainers. Starsector allows for for many mods activated simultaneously, so there is no real need to package a do it all mod.

I agree, this mod fits so well with vanilla SS that I can't imagine not using the new ships and gameplay tweaks.  Splitting it into smaller mods instead of one big mod sounds like a good thing: it offers more choice for people who want or don't want a specific feature.  I like everything that's in it though.  I'm having fun discovering secret Cabal markets, fighting standard frigates with the oddball Torch, etc.

Hope things get better soon DR.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Ratheden on April 13, 2016, 06:40:10 PM
Notice:
In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.

As someone stuck in the hospital with health concerns, listen here,  those first !....   and Then SS+

Thank you for SS+ and the other things you have added to the game to make it so much better..

SS+ Rulz.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Surge on April 13, 2016, 07:07:05 PM
I'm moderately confident that in this massively talented modding community somebody would be willing to pick up and keep those campaign changes functional and continue to expand them even.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: MesoTroniK on April 13, 2016, 07:52:15 PM
I'm moderately confident that in this massively talented modding community somebody would be willing to pick up and keep those campaign changes functional and continue to expand them even.

With how complex those campaign features are, I wouldn't be so sure. I know how complicated they are and exactly which folks have the skill to work on such things, so it is most likely wishful thinking as they have projects of their own.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 13, 2016, 08:38:57 PM
If anyone's interested in taking over the stuff I'm not splitting off, send me your credentials on Skype (darkrevenantx at gmail dot com).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Alphascrub on April 13, 2016, 10:17:26 PM
I'm moderately confident that in this massively talented modding community somebody would be willing to pick up and keep those campaign changes functional and continue to expand them even.

I feel like anyone who has the time to pick it up would more than likely prefer to add their own faction. If they already have their own faction they may run the risk of trying to do to much at once. Don't get me wrong I love overhauls to games but there is a reason why there are so few to this one, they are hard to upkeep and take lots of time create. Not to mention at the current dev cycle of the game balance is being looked around every patch it seems at least some so you get that much more work to try and work out every patch.

What I've come to love from SS+ how it improves the base sprites of the game. It just make the universe more full and frankly I haven't found a SS+ ship that didn't add or do something to the game. Sure the balance changes are nice but I like Dark's ships and the effort he put into adding ships to perform roles I never even knew existed more than his changes to character skills. Sure I love the bounties, and think they add some stuff to do but I'm really all about the ships. Like the Archer or Phalanx or strangely enough the Boar. Also the Vortex is the carrier I never though I needed but now that I know it exists I try and get one whenever I can. I just feel like they add a ton of flavor to the game because they look and feel vanilla.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Rathorn on April 14, 2016, 09:30:43 AM
I really love the mod, but unfortunately my laptop can't really handle it (well it runs fine, around 10 fps unless I'm in a menu) :/ is there any way to move folders for the extra skills and ships somewhere else so I can still use them?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 14, 2016, 10:04:28 AM
I really love the mod, but unfortunately my laptop can't really handle it (well it runs fine, around 10 fps unless I'm in a menu) :/ is there any way to move folders for the extra skills and ships somewhere else so I can still use them?
The mod is about to be split into multiple smaller mods, which will allow you to do just that. If you have any faction mods in addition to SS+ removing them will also help. In general, the more systems/fleets you have the worse the performance. You should also switch to the craptop shader lib settings if you haven't already, and consider lowing the deployment limit. If that still isn't enough you can tweak the
Code
    "maxEconFleets":75,
    "maxPirateFleets":40,
    "maxMercFleets":20,
    "maxCabalFleets":12,
settings in mods/Starsector\ Plus/data/config/settings.json. Lowing the values decreasing the number of fleets the game spawns, making campaign less resource intensive.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Rathorn on April 14, 2016, 10:19:14 AM
The mod is about to be split into multiple smaller mods, which will allow you to do just that. If you have any faction mods in addition to SS+ removing them will also help. In general, the more systems/fleets you have the worse the performance. You should also switch to the craptop shader lib settings if you haven't already, and consider lowing the deployment limit. If that still isn't enough you can tweak the
Code
    "maxEconFleets":75,
    "maxPirateFleets":40,
    "maxMercFleets":20,
    "maxCabalFleets":12,
settings in mods/Starsector\ Plus/data/config/settings.json. Lowing the values decreasing the number of fleets the game spawns, making campaign less resource intensive.

Alright, I didn't think to tweak any of the fleet spawns, I'll try that and see if it helps. Thanks! :)


Edit: I tried dropping them all by half, didn't really seem to help. Gonna try a new game with only 4 or 6 systems now.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: isaacssv552 on April 14, 2016, 02:09:51 PM
snip

Alright, I didn't think to tweak any of the fleet spawns, I'll try that and see if it helps. Thanks! :)


Edit: I tried dropping them all by half, didn't really seem to help. Gonna try a new game with only 4 or 6 systems now.
Are you using Nexexerlin? If so dropping the system count is a good way to speed up the campaign. If you still have issues in battles you can lower "minBattleSize" to allow an even lower deployment limit.

Also, changing the fleet spawns may take some time to show an effect in an existing campaign, I don't think it despawns existing fleets.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: ANGRYABOUTELVES on April 14, 2016, 02:59:20 PM
I really love the mod, but unfortunately my laptop can't really handle it (well it runs fine, around 10 fps unless I'm in a menu) :/ is there any way to move folders for the extra skills and ships somewhere else so I can still use them?
Have you tried using the low settings for ShaderLib? There should be a folder in your mods folder called "Shaderlib Craptop Settings", just drag the json file it contains into the ShaderLib folder.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Rathorn on April 14, 2016, 04:42:20 PM
Yeah i've done all that,  and it helps a little. Im still averaging 15-20 fps unless I'm in a big (more than 10-12 ships) fight. Just playing vanilla with a few faction mods works smooth tho
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SpaceRiceBowl on April 14, 2016, 06:25:07 PM
Try turning off Shaderlib entirely. It should give you a couple more frames. Turning down the battle size should also help too, if you wanna sacrifice that.
Other than that, I'm not entirely sure.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: pretzalcoatl on April 14, 2016, 09:14:37 PM
there are just too many ships to keep track of...

(http://i.imgur.com/UUTdtSJ.png)

WIP.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: shuul on April 15, 2016, 12:05:27 AM
there are just too many ships to keep track of...

(http://i.imgur.com/UUTdtSJ.png)

WIP.

wait, are you working on this tool?
for me as newby modder something like this will be a blessing.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: manpapper on April 15, 2016, 02:33:21 AM
Hello,

I have just installed the game.
On the forum many recommend this mod but i encounter an error.
Code
27786 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I saw some already have more or less the same problem.
I only have mods shaderLib, musicLib, lazyLib and starsector+

Thanks for the mod.

EDIT:

Overwriting game jre with 1.8 jre solve the problem.
My java environment path is probably wrong
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: sycspysycspy on April 15, 2016, 03:06:03 AM
there are just too many ships to keep track of...

(http://i.imgur.com/UUTdtSJ.png)

WIP.
I don't see the point, really. To edit a csv file, excel is better than most other editors.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: shuul on April 15, 2016, 05:02:19 AM

I don't see the point, really. To edit a csv file, excel is better than most other editors.

Maybe for you, but for me as beginner having all info on every weapon / ship in game is priceless for balancing. And who knows what additional tools this app will bring, maybe its not just about csv edit.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SafariJohn on April 15, 2016, 05:12:41 AM
That looks useful, pretzacoatl, I'll be interested to see where it goes.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: pretzalcoatl on April 15, 2016, 12:10:08 PM
was planning on it being a viewer (time to min/max!) than an editor, actually, but who knows; I might change that!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: sycspysycspy on April 16, 2016, 02:31:18 AM
was planning on it being a viewer (time to min/max!) than an editor, actually, but who knows; I might change that!
Do you know that starsector has its own codex?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 16, 2016, 03:00:36 AM
Do you know that starsector has its own codex?
it can be a hassle to use it though, especially when you have a lot of faction mods installed. and some things are just not shown there at all, like the hull-ID, system-ID, turn rate, acceleration, base price, which (if any) mod it belongs to, etc.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Alphascrub on April 17, 2016, 12:34:18 AM
Do you know that starsector has its own codex?
it can be a hassle to use it though, especially when you have a lot of faction mods installed. and some things are just not shown there at all, like the hull-ID, system-ID, turn rate, acceleration, base price, which (if any) mod it belongs to, etc.

It could really use an overhaul. Maybe a faction directly, key word search ect. Faction directory is really what I want but that would probably be more work for modders.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 17, 2016, 03:30:54 AM
I speak from my infinite ignorance on "how SS and it's mods works" but wouldn't it be a "simple" matter of checking the subfolder's name and use it to discern: this is from ss+, this from diable, this from blackrock and so on?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 17, 2016, 05:48:04 AM
It could really use an overhaul. Maybe a faction directly, key word search ect. Faction directory is really what I want but that would probably be more work for modders.
Alex said he wants to redesign it at some point, but only after most of the features and content of the final game are in place, since these might require additional codex functions.

I speak from my infinite ignorance on "how SS and it's mods works" but wouldn't it be a "simple" matter of checking the subfolder's name and use it to discern: this is from ss+, this from diable, this from blackrock and so on?
for the most part, yes. but that's still not exactly a very convenient way if you don't know already know where to start looking. there are also a few ships with a hull-ID that isn't exactly the same as their in-game name. for example, BRDY's "0-Series Nevermore" has the ID "brdy_nevermore_00", and "brdy_revenant" and "brdy_scarab" had their ingame names changed to "Knight" and "Weevil", respectively.

if you do need to find a ship's ID or mod, afaik the easiest way is opening the ship_data.csv files and using notepad's search function, as those files do contain the exact in-game name. same for weapons. that's what i do when i need to find an ID for adding something with the Console Commands mod.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Mr. Nobody on April 17, 2016, 07:31:16 AM
I meant more for the "what mod is this from?" part.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 17, 2016, 07:59:52 AM
yeah, but how are you gonna "check the subfolder's name" if you don't know where the ship's file (which is named by ID) is located in the first place? :P
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Silver Silence on April 17, 2016, 01:07:14 PM
By having someone create an equivalent of WAILA from Minecraft that points out a ship, weapon or system's mod of origin.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Serenitis on April 17, 2016, 01:21:02 PM
The Cabal encounter music is p. cool, but way too loud compared to all the other pieces.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 17, 2016, 01:58:37 PM
The Cabal encounter music is p. cool, but way too loud compared to all the other pieces.
i agree on both.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 17, 2016, 02:14:40 PM
It's supposed to be obnoxiously loud.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Silver Silence on April 17, 2016, 07:17:26 PM
Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money. Initially, they were good fights when I started playing, demanding my ships instead of money but now that I have a fleet and many millions in the bank, they only ask for money. If I accept and give them some money, I get something in the region of -20 to -40 rep. If I tell them to take their offer and shove it, they get all "uwotm80?" and attack. With their one frigate. Against my one battlecarrier and hordes of Serkets. And attacking them causes relations to deteriorate because that rep penalty for giving them money never makes them hostile, so my defending against pointless aggression counts as unwarranted attacks. They do have pretty great music though.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 17, 2016, 07:50:00 PM
I think I explained that their reputation is bugged, previously.

And yes if you have a ton of money they're likely to demand that more often.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 18, 2016, 02:44:51 AM
you could probably just use console commands as kind-of-fix for the time being, giving yourself a bunch of rep whenever you meet their demands.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: CaptainWinky on April 18, 2016, 08:51:36 AM
Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money.

I play with Nexerelin too.  They don't have any dedicated stations but they do have a market.  Check your faction directory and visit some Tri-Tach stations.  I just cheat my relations up a little bit when I decide to give them "contributions."
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Silver Silence on April 18, 2016, 10:11:15 AM
Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money.

I play with Nexerelin too.  They don't have any dedicated stations but they do have a market.  Check your faction directory and visit some Tri-Tach stations.  I just cheat my relations up a little bit when I decide to give them "contributions."

Yeah, I do remember landing at a Tri-Tach station and seeing that hot pink Cabal market in there but I don't remember which one it was and as Tri-Tach are in an alliance with me, they're all over the place now. The Cabal didn't help much there, either (http://puu.sh/on0MI/beeb1e90aa.jpg).
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: pretzalcoatl on April 18, 2016, 10:13:37 AM
was planning on it being a viewer (time to min/max!) than an editor, actually, but who knows; I might change that!
Do you know that starsector has its own codex?

How easy is it to find "what destroyer has best flux dissipation" vs.

(http://i.imgur.com/H2qkzc6.png)

The thing that inspired me to do this in the first place was that it's a serious pain in the ass to use the codex to figure out which ship has, say, the most large ballistic fittings because that's the type of gun I like to use.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Silver Silence on April 18, 2016, 10:23:24 AM
A good plan till you discover one is a fixed forward hard point with no traverse, two more sit on the flanks and don't cross the frontal arc and a fourth is mounted to the rear but hey, at least the fifth and final gun covers about 120 degrees to the front.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: pretzalcoatl on April 18, 2016, 11:20:53 AM
eh, a little math and I can work out turret coverage at 0°, 45°, 90°, etc. from the .ship files
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Nanao-kun on April 18, 2016, 11:32:37 AM
I quite like how Starsector Assistant looks so far. Since I use two monitors, I could have both the game's codex and this open at the same time.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Volken on April 21, 2016, 10:02:19 AM
Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Tartiflette on April 21, 2016, 10:12:30 AM
Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.

Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: SpacePoliticianAndaZealot on April 21, 2016, 10:29:37 AM
Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.

Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

See? Even the higher powers hath agreed that no ship shall be removeth! This is a glorious day indeed for any and all ship hoarders!
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 21, 2016, 12:15:56 PM
See? Even the higher powers hath agreed that no ship shall be removeth! This is a glorious day indeed for any and all ship hoarders!
the ships and weapons will be part of DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0), i think. so i'd assume the ships that were planned to be removed from SS+ will also be missing from that mod.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 21, 2016, 01:56:18 PM
There is another mod called Ship/Weapon Pack that will have that stuff.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Serenitis on April 21, 2016, 02:14:00 PM
It's supposed to be obnoxiously loud.

I deleted it and replaced it with a blank ogg with the same filename.
No tolerance for stuff like that.
Thanks. :)
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Sy on April 21, 2016, 02:53:57 PM
There is another mod called Ship/Weapon Pack that will have that stuff.
that works too. :]

I deleted it and replaced it with a blank ogg with the same filename.
i think you can edit the volume in \data\config\sounds.json.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Hazard on April 22, 2016, 07:55:23 AM
If I may ask, what exactly is the fate of the 3.5.0. release?
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Alphascrub on April 22, 2016, 11:01:54 AM
If I may ask, what exactly is the fate of the 3.5.0. release?

I think he already stated all development of SS+ has stopped. Read the posts draw your own conclusion.

SS+ is being broken down into multiple smaller easier to manage mods.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Schwartz on April 23, 2016, 05:50:30 AM
I'm still holding out hope for a merciful modder to come along and give the SS+ skill tree a new home. Once you've played with the new Leadership tree it's hard to go back.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Hazard on April 23, 2016, 06:46:47 AM
I think he already stated all development of SS+ has stopped. Read the posts draw your own conclusion.

SS+ is being broken down into multiple smaller easier to manage mods.
Yeah I know that, but I was under the impression that the things that Dark.Revenant lists in the changelog are already implemented, just not released, unless I'm mixing him up with some other modder.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Ratheden on April 23, 2016, 01:14:24 PM
I'm still holding out hope for a merciful modder to come along and give the SS+ skill tree a new home. Once you've played with the new Leadership tree it's hard to go back.

Perhaps it is not gone, just has not been gotten to yet?   But i fully agree that tree is much needed. Looking into switching over to the new system today, so still reading.

Dark, Thanks again for all your efforts, and what ever you do i am sure it will be awesome.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Ratheden on April 23, 2016, 06:14:59 PM
Sadly it is gone, but this is just the beginning of a new chapter in the post SS+ era.

The leadership skill tree, the limit of 100 ships... Things to hope for, only time and Dark can tell.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Admiralkio on April 25, 2016, 05:43:55 PM
I'm an occasional player of starsector, however when i updated SS+ and all my other associated mods to the latest versions, compatible with 7.2a, i'm encountering an issue:
(https://imgur.com/p4mrXp7.png)

23440 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


No other mods but the ones SS+ requires are active.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 25, 2016, 06:50:08 PM
I can't and won't help you, as SS+ 3.4.0 is no longer supported.  See DynaSector, Underworld, and Ship/Weapon Pack.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Silver Silence on April 25, 2016, 09:08:20 PM
Should just get this thread locked then if the mod is dead and no support is going to be provided. It bears no further use.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Dark.Revenant on April 25, 2016, 09:35:32 PM
Don't be so hasty; there's a repo for SS+.  Future development could go in this thread.
Title: Re: [0.7.2a] Starsector+ 3.4.0
Post by: Histidine on April 29, 2016, 09:49:17 PM
With DR's permission, here is Starsector+ 3.5.0 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.5.0.7z) (basically whatever didn't make it into the other descendant mods).
Warning: Likely to exhibit buggy behavior or even outright crash if using with Nexerelin 0.7.5 or older but not DynaSector+SWP+Underworld at the same time. Get Nexerelin 0.7.5b.

Quote
me: how do you feel about someone just tossing SS+ 3.5 somewhere up for people to download?
Dark Revenant: I'd rather it get worked on to deal with the standing issues
me: any issues you have in mind?
me: issue reports on bitbucket would be handy
Dark Revenant: the issues are mainly
Dark Revenant: high-level design type of problems
Dark Revenant: in order to make a list you'd have to release the existing 3.5.0 and re-evaluate using the current setup
Dark Revenant: most of the problems are related to vengeance fleets
Dark Revenant: some balance-related which I've forgot
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Inotna on April 30, 2016, 06:33:15 AM
Wow, it is compatible with Dynasector?
Eager to try it later. Great work!!

EDIT: Working fine and no bugs, crashes, or anything weird so far. :D
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: King Alfonzo on May 02, 2016, 06:53:58 PM
From the quick testing I've done, apparently it doesn't work without Dynasector. Kept getting a problem with a hullmod id which went away when I loaded up Dynasector with 3.5.0.
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Dark.Revenant on May 02, 2016, 07:47:36 PM
DynaSector doesn't contain hullmods.  Starsector+ doesn't contain ships.

You're using NGO, right?  That doesn't support the new mod setup.
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Schwartz on May 02, 2016, 09:34:58 PM
Been working fine so far altogether with the split-off mods. Thanks for the final release. Kill fleets aren't so crazy now and the new Archer is bangin'. Skills still work fine. One oddity I noticed is that one time, the question mark tooltips for my ships didn't include any bonuses at all. But when I went into the refit screen in dock and came back out, it applied them properly. Maybe just a cosmetic thing.
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Sy on May 03, 2016, 12:46:22 AM
seems to be working for me as well.

and i agree, the final changes are much appreciated, thanks! =)
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Julzjuice on May 03, 2016, 11:42:11 AM
Sorry for the noob question, I tried to look a couple of pages back, but I am not sure I fully understand whats going on with SS+. Is the mod dead? I dont see the compatible factions anymore?

If someone could TLDR whats up to me, I would be really grateful.

Thanks!
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Sy on May 03, 2016, 12:16:02 PM
assuming i got everything right: the version posted above by Histidine will be the last one.

additionally, most of the content and features of previous SS+ versions have now been split into several smaller mods. you can find all of them in Dark.Revenant's signature.

if you combine all those mods with the version above, you should have most (all?) features that were previously in SS+.
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Surge on May 13, 2016, 10:50:11 PM
I think the big things that are gone are the logi rework and vengeance fleets.
Title: Re: [0.7.2a] Starsector+ 3.5.0
Post by: Dark.Revenant on May 13, 2016, 11:41:51 PM
Logistics and Vengeance Fleets are in SS+ 3.5.0 and beyond.
Title: [0.7.2a] Starsector+ 3.5.1
Post by: Dark.Revenant on May 21, 2016, 01:44:24 PM
Routine update.


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.5.1.7z)

Download Starsector+ 3.5.1 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.5.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.5.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.5.1
Title: Re: [0.7.2a] Starsector+ 3.5.1
Post by: Schwartz on May 21, 2016, 06:20:30 PM
Thanks for still updating this.

Has the levelling progression changed? I exported a level 88 character but imported the same character as level 69 with all aptitudes maxed but lacking a lot of skillpoints.

When I imported, it said "adding 34 aptitude points, adding 140 skill points" yet in the character screen I end up with 40 and 152 spent, respectively.
Title: Re: [0.7.2a] Starsector+ 3.5.1
Post by: mr_pa on May 22, 2016, 09:43:28 AM
Thanks for the update  :)

I noticed <"extraSkillPoint":true,  # Default: true  ## Grants an extra skill point every level you don't gain an Aptitude point> was no longer triggering.

In 3.5.1 'data/scripts/plugins' has changed to 'data/scripts/everyframe'.  I created the 'plugins' folder in 'scripts' and then cut/pasted 'LevelupPluginImpl.java' out of 'everyframe'.  The opening line in this file had to be changed to 'package data.scripts.plugins;'

Doing this (I hope I'm not forgetting a step) did reinstate the extra skill point.  Out of curiosity I tried this with the other .java files in 'everyframe' along with a line change in 'SSPModPlugin', but the game would not launch (not surprising as I haven't done much modding).

Thanks again for all the cool mods!
Title: [0.7.2a] Starsector+ 3.5.2
Post by: Dark.Revenant on May 22, 2016, 11:38:15 AM
I'm a certified ***!


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.5.2.7z)

Download Starsector+ 3.5.2 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.5.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.5.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.5.2
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Delta7 on June 16, 2016, 07:45:33 AM
well... i never had this problem when playing older versions of starsector with a matching older version of SS+...
starsector crashes after loading with a popup message: "Fatal: Index: 0, Size: 0"
the last time i had such an error was when i unknowingly tried to run a mod made for an older build of the game. is my SS+ just not properly configured? i cant seem to figure this one out.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Dark.Revenant on June 16, 2016, 09:08:12 AM
Could be literally anything; that's the most generic error message in the game.  Try running SS+ with just LazyLib and GraphicsLib to see if it starts then.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Delta7 on June 17, 2016, 07:24:56 PM
the only other thing i had running was nexerelin, and i tried running it without nexerelin too... still the same thing happened. //shrug
i guess i could try again on a clean install. the thing is, this install was quite fresh. all i had was shaders, lazy lib, SS+ and nexerelin... eh, whateves. ill figure something out
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Delta7 on June 17, 2016, 09:18:13 PM
oh... uh... i think my problem was that i was using a version of starsector plus for an older release of the game .3.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Midnight Kitsune on June 17, 2016, 09:40:10 PM
oh... uh... i think my problem was that i was using a version of starsector plus for an older release of the game .3.
Get version checker then! It will tell you if your SS version is out of date AND it is hassle free! *points to sig*
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Weltall on July 13, 2016, 04:21:33 AM
My heart stopped for a moment when I came back to the forums, checked the index and could not locate SS+, since it was moved to the Michelaneous section. I feel cold sweat on my face and it is 39C (102F) today. Phew..
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Grizzlyadamz on August 02, 2016, 06:15:54 PM
Guys, does anyone have experience messing around with the Torch?

Looking at it, and I think something might work:
Front shield emitters
The biggest burst weapons possible
Safety overrides

Idea is, get close with the shield, hit the burst drive, and unload a deadly drive-by broadside!

Even AIs could do it!

-edit
Nope, not enough damage.

Tried getting the maneuverability jets & breaking up the kinetic/HE weaponry onto port/SB for a 1-2 overload-explode combo, but the AI seems incredibly proficient in seeing which side is which and shielding/unshielding as dictated.
Euch..


Integrated PD AI's still incredible useful though.

-e
Yeah...I think I might abandon these broadside ambitions.

At best it's a suicidal assault vessel, capable of destroying armor & maybe some hull on most frigates & some destroyers, but that's it. I doubt it could fight 2 at a time too, even one after another.
Might be more effective with OP skills in the campaign, but then so is everything else.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Deshara on August 03, 2016, 12:13:09 AM
it works as a support vessel. It can't tank but ithe works well backing a tank up
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Sy on August 03, 2016, 05:20:13 AM
i think Torch is mainly supposed to be used by pirates or other low-tech AI fleets, similar to Hound. it adds a decent amount of firepower, but isn't durable or mobile enough to be reliable in player fleets.

sure, you can use Hounds/Torches if you really want (or need) to, but even something like a Lasher would be a lot more effective, without being too much more expensive.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: NightfallGemini on August 03, 2016, 08:05:43 AM
i think Torch is mainly supposed to be used by pirates or other low-tech AI fleets, similar to Hound. it adds a decent amount of firepower, but isn't durable or mobile enough to be reliable in player fleets.

sure, you can use Hounds/Torches if you really want (or need) to, but even something like a Lasher would be a lot more effective, without being too much more expensive.

This. While I guess you *could* use a Torch as a frigate-tier Conquest, it just doesn't have the armor/hull to be a successful broadsides ship.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: King Alfonzo on August 04, 2016, 02:37:42 AM
Discovered a problem - did some testing and figured out that SS+ makes volatiles the only good for all procurement missions. Also seen in NemoNaemo's current Tiangdong run.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Tartiflette on August 04, 2016, 07:59:55 AM
That's almost certainly not an issue with SS+ but from one or more faction mod.

The economy is perfectly fine when using it with:
Blackrock
Diable Avionics
Interstellar Imperium
Neutrino Corp
Pegasus Belt Council
Scy Nation
Shadowyard Reconstruction Authority
Ship and Weapon Pack
Tiandong Heavy Industry
Underworld
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Grizzlyadamz on August 04, 2016, 12:10:41 PM
I'm running nemo's mod list as well, and for me it's supplies that are always wanted.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: King Alfonzo on August 04, 2016, 05:48:45 PM
That's almost certainly not an issue with SS+ but from one or more faction mod.

That's weird, because the economy requisitions worked fine as soon as I turned off StarSector Plus. I thought it may have been SS+ because someone mentioned somewhere that SS+ removes the requisitions from being only templar cores etc. Maybe it has something to do either with Mayorate or Templar - I think they're the only two which could be the source if it's faction specific.

Have you tried starting a new game? Old games aren't affected, but new ones are.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Tartiflette on August 05, 2016, 12:19:45 AM
I played dozens of game with that setup, plus-minus a couple of factions or Nexerelin Corvus mode, without any trouble... What it your faction mods list?
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: King Alfonzo on August 05, 2016, 01:13:45 AM
The list (That I can imagine interfering with commodities) is thus:

SS+ 3.5.2
Dynasector 1.0.3
Blackrock Drive Yards 0.8.5 (With fix)
Diable Avionics 1.63
Interstellar Imperium 1.12.1
Junk Pirates / ASP / PACK 2.55
Metellson Industries A2.75
Neutrino Corporation 1.83-RC4
New Galactic order 1.04c (With fix)
Nexerellin 0.7.5c
Omnifactory 1.11b
Scy nation 0.99f
Shadowyards 0.6.0.5
Ship/Weapon Pack 1.1.0
Steiner Foundation 1.1
The Knights Templar 0.9.5h (With Fix)
The Mayorate 0.9.2
Tiangdong Heavy Industries 1.1
Underworld 1.0.2
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Grizzlyadamz on August 05, 2016, 08:43:26 AM
Here's Nemo's modlist: http://pastebin.com/MRgzWkpF

No Neutrino/NGO.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Weltall on August 05, 2016, 08:54:14 AM
I do not remember NGO in any of his latest plays .. and I remember he dropped Neutrino on Season 8.. what a sad day, since I think Neutrino fit him~ He did so due to issues Neutrino gave him (along with other mods)
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Tartiflette on August 05, 2016, 09:15:15 AM
Seems like Junk Pirates and/or Metellson Industries could be the culprit here.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: King Alfonzo on August 05, 2016, 07:18:10 PM
Just checked. Removing Metellson, Junk or both at the same time did nothing to the procurement missions.

One thing I did do (and I'm looking at now) is muddling with some of the Nexerellin options. However, I fail to see how enabling pirate invasions would effect procurement missions.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: RickyRio on August 30, 2016, 11:07:43 PM
Just wanted to post that I seem to be having trouble finding the small harpoon missile pod (the 3x not the singular) in most markets. its not that it never shows up, but that its way more rare than in the base game (at least 4x less common by my own guess)
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Dark.Revenant on August 31, 2016, 01:49:55 PM
That's probably because vanilla had tons of them and DS makes them roughly equal in proportion to other missiles.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Black Crag on September 12, 2016, 10:20:07 AM
Does this include all the stuff from earlier SS+ versions or do i have to get some more mods over the SS+?

Like Dynasector, for example.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Sy on September 12, 2016, 12:53:45 PM
SS+ now mainly consists of skills and general balance changes, afaik. most features and content have been split and moved to Dynasector, Underworld and Ship/Weapon Pack.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Black Crag on September 12, 2016, 02:19:01 PM
SS+ now mainly consists of skills and general balance changes, afaik. most features and content have been split and moved to Dynasector, Underworld and Ship/Weapon Pack.


Ah, ok. I'll just run with an old version then.

Thanks for the answer.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: MesoTroniK on September 12, 2016, 02:48:03 PM
... Why?

Using the old version instead of the modern setup is not ideal for a few reasons especially if you run with faction mods.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Black Crag on September 13, 2016, 08:17:36 AM
Mostly because i already have the old version of most stuff and the changes doesnt seem significant enough to update.
 
... Why?

Using the old version instead of the modern setup is not ideal for a few reasons especially if you run with faction mods.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: MesoTroniK on September 13, 2016, 02:49:13 PM
The improvements to the dynamic variant system are substantial. And supported faction mods that updated after SS+ was split up will not even function correctly.
Title: Re: [0.7.2a] Starsector+ 3.5.2
Post by: Thaago on September 13, 2016, 03:09:34 PM
I recommend making the plunge into the multiple mods - it lets you pick exactly what features you want to have and is overall cleaner. They work well with faction mods too because its significantly easier to do debugging.

Just be careful of pirates with the dynamic variant system! They can be quite unexpectedly evil (which is both a welcome change and terror inducing).
Title: [0.7.2a] Starsector+ 3.6.0
Post by: Dark.Revenant on September 17, 2016, 07:08:52 PM
Maintenance update, fixing bugs and removing stuff that doesn't quite work properly.


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.0.7z)

Download Starsector+ 3.6.0 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.6.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.6.0
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: King Alfonzo on September 17, 2016, 07:24:02 PM
  • Reverted market procurement mission "improvements"


YES.


YEEEES.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: BHunterSEAL on September 17, 2016, 11:29:22 PM
I'm a little confused, thought this was more or less discontinued when the core features were split into different mods. Does running SS+ with a setup with the other Dark Revenant mods add any additional features? The skill and balance changes mentioned a few posts up, for example--or are those already in Dynasector?
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Dark.Revenant on September 18, 2016, 12:00:53 AM
Dynasector is just the randomization elements (which, in reality, is a massive feature befitting of an entire mod).  SS+ has the balance changes and the other features not directly related to randomization.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Schwartz on September 22, 2016, 07:30:22 PM
I've tried to do a number of pirate runs yesterday and found them to be damn near impossible. Mostly owed to the fact that there's no small trade fleets around. Everything that flies can hurt you enough to take out at least one of your ships, which spells the end of a run if it happens early on. Compared to vanilla, your starting options are very generous and your relationship with the pirates is higher, but there's no good way to increase it through combat. All you can do is smuggle and slowly squirrel away points. In vanilla you may start low and with bad relations, but at least there's fleets you can tackle to improve the situation. Pirate privateer and raider are starting options, so they should at least be playable as such. Maybe 3 runs wasn't enough to get 'lucky', but in my opinion early fleet generation could use some tweaking.

I'm using SS+ plus all the companion mods, as well as a handful of compatible factions.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Dark.Revenant on September 22, 2016, 08:02:37 PM
SS+ doesn't change trade fleets, other than increasing the number of trade fleets that exist.  If no small trade fleets exist, that's because modded markets are too large and stable on average, or because some other mod was doing something weird with the economy.

It's possibly caused by a denser map with more stuff around to kill small fleets, so I'll increase the number of trade fleets further.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Schwartz on September 22, 2016, 08:14:26 PM
Hmm.. but if I'm right at the source and notice no pirates or anything bothering trade in Corvus, you're saying fleets should spawn pretty much 1:1 to vanilla right? No modded markets involved there, unless something does pump up the markets in vanilla star systems.

I'll look into this some more. All I noticed was that when I started a similar game without mods, I saw a couple of small fish fleets right away around Corvus, whereas in my SS+ modded games they were all too big to touch.

Edit: Okay, looks like I was just unlucky. Still, it couldn't hurt to up the trade fleets at least a little.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: The2nd on November 04, 2016, 10:28:34 AM
This question might not be SS+ related, but since this mod is adding/modifying the skills and I'm not sure what is vanilla and what is not I'm asking here.

Do AI fleets get fleet wide skill bonuses? I know that they have officer skills and get the benefits for the ships they are flying. But the fleet wide improvements from the player skill tree are extremely powerful and it feels like the AI is lacking those.

Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Histidine on November 04, 2016, 06:54:28 PM
DynaSector adds skills with fleet-level effects to commanders of AI fleets.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Bishi on November 11, 2016, 06:43:41 AM
Sorry been away from Starsector for a bit but was looking to play again with this mod.

Didn't the OP have a list of compatible mods at some point.... Where is it? I like to run SC filled to the brim :)
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Tartiflette on November 11, 2016, 06:55:04 AM
SS+ changed a lot and got broken up in smaller chunk. You want to check DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0)'s thread for that list.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Bishi on November 11, 2016, 11:49:58 AM
Oh I see, thank you!

...so SS+ is not compatible with Dynasector? I don't see it mentioned on the Dynasector page.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Tartiflette on November 11, 2016, 01:03:57 PM
It is compatible with DyanSector, and with pretty much every non TC mods.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Creepin on November 18, 2016, 12:33:11 PM
This is another evening wasted in a futile attempts to modify skill/aptitude parameters within SS+, so at this point I would really appreciate any pointers. What file(s) should I extract/modify/erase from SSP.jar so that the game finally notice my changes? I am trying to change Computer Systems for the sake of example.

I have asked this question year ago, and with the help of others I was able (http://fractalsoftworks.com/forum/index.php?topic=7679.msg166994#msg166994) to do the same, but that was at the time of SS+ 2.10 version, and apparently logic beyond file structure in SSP.jar has been changed with versions so that solution doesn't work anymore.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: DrakonST on November 18, 2016, 01:19:56 PM
This is another evening wasted in a futile attempts to modify skill/aptitude parameters within SS+, so at this point I would really appreciate any pointers. What file(s) should I extract/modify/erase from SSP.jar so that the game finally notice my changes? I am trying to change Computer Systems for the sake of example.

I have asked this question year ago, and with the help of others I was able (http://fractalsoftworks.com/forum/index.php?topic=7679.msg166994#msg166994) to do the same, but that was at the time of SS+ 2.10 version, and apparently logic beyond file structure in SSP.jar has been changed with versions so that solution doesn't work anymore.
You want vanilla skills? If you need this that here archive. I have made it for myself. I don't like skills of it fashion.
link - https://yadi.sk/d/ZkKDIdTsywPmS
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Creepin on November 18, 2016, 02:07:02 PM
You want vanilla skills? If you need this that here archive. I have made it for myself. I don't like skills of it fashion.
link - https://yadi.sk/d/ZkKDIdTsywPmS
Thank you for the link DrakonST! Vanilla skills is not exactly what I am after, what I want is to modify percentages of some skills, like turning 1% each Computer Systems level adds to my OP into 2% and so on. Hopefully I would be able to understand what you did by comparing your archive with original SS+, but if you could give me more direct hint, that would be really cool! :)
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: DrakonST on November 18, 2016, 02:11:39 PM
You want vanilla skills? If you need this that here archive. I have made it for myself. I don't like skills of it fashion.
link - https://yadi.sk/d/ZkKDIdTsywPmS
Thank you for the link DrakonST! Vanilla skills is not exactly what I am after, what I want is to modify percentages of some skills, like turning 1% each Computer Systems level adds to my OP into 2% and so on. Hopefully I would be able to understand what you did by comparing your archive with original SS+, but if you could give me more direct hint, that would be really cool! :)
I have just removed all files connected with skills. Very simply. Anything special.
To remake skills to be necessary to change files of *.jar and also files in the data folder. It is a lot of small work.
But I am not going to do it because to be pleasant to me the balance of vanilla.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Takion Kasukedo on November 27, 2016, 04:16:25 AM
I seem to have an error tied to SS+'s Light Phase Lance...

Spoiler
39054 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
   at com.fs.starfarer.loading.private.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Pondering what to do, as I haven't tried out SS for some time.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Orikson on November 27, 2016, 05:52:21 AM
I seem to have an error tied to SS+'s Light Phase Lance...

Spoiler
39054 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
   at com.fs.starfarer.loading.private.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Pondering what to do, as I haven't tried out SS for some time.

Can you tell us what mods are you using right now?
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Takion Kasukedo on November 27, 2016, 09:29:39 AM
Mod List
---------
Starsector+ 3.6.0
Blackrock Driveyards 0.8.5
Combat Chatter 1.6
Dassault Mikoyan Engineering 0.9.3
Diable Avionics 1.65
LazyLib 2.1
Neutrino Corporation 1.83-RC4.3
Nexerelin 7.6d
Scy Nation 1.02
The Lion's Guard 0.02
Torchships 1.0
TwigLib 0.6.11
Version Checker 1.6
ZZ GraphicsLib 1.0.2
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Dark.Revenant on November 27, 2016, 12:24:08 PM
Light Phase Lance is in SWP, not SS+.  Since you don't have SWP, it crashed.  One of the mods in your list must have a variant using the light phase lance, for some reason.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Orikson on November 27, 2016, 02:25:37 PM
Found the cause. It's King Alfonzo's Lion's Guard.

The 'Assault' variant for his Eagle has Light Phase Lance as one of the weapons.

I'll report that to him in his thread.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Black Crag on December 10, 2016, 06:37:55 AM
Can this be used in conjunction with Dynasector?
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Orikson on December 10, 2016, 06:58:23 AM
Can this be used in conjunction with Dynasector?

Yes.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Dostya on January 01, 2017, 02:10:00 PM
@Dark.Revenant

Apparently in the bounty system the Nexerelin player_npc faction and Dassault Mikoyan are not present. While I'm sure that the latter is on the eventual to-do list, I'm curious about the omission of the former. I've tried to edit the files myself, but the native Starsector compiler has no recognizable enum structure (which means it won't compile BountyType in any googleable enum form) and doesn't understand large parts of the mod's files; the empty <> identifiers for HashMaps and Arraylists and such, as well as the multiple error types in try-catch blocks amongst other simply time-consuming issues.

Might I ask if there were any reasons for the player_npc omission that I'm not seeing, and what compiler you used for the mod? Thank you for your time and a great mod, I just had the urge to tinker with it.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Histidine on January 02, 2017, 03:40:52 AM
SS+'s named bounties only working with certain factions seems like a leftover from before the DynaSector split. I'll see about making it use vanilla's eligible faction check instead.
Title: Re: [0.7.2a] Starsector+ 3.6.0
Post by: Dostya on January 02, 2017, 09:35:56 AM
SS+'s named bounties only working with certain factions seems like a leftover from before the DynaSector split. I'll see about making it use vanilla's eligible faction check instead.
In that case, I'll just wait for the good to continue getting better. :)
Title: [0.7.2a] Starsector+ 3.6.1
Post by: Dark.Revenant on February 06, 2017, 12:58:05 AM
Getting out an update that has been sitting on the backburner for a while...


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.1.7z)

Download Starsector+ 3.6.1 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.6.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.6.1
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: NightKev on February 07, 2017, 01:47:33 AM
Both the main and alternate download links are the same.
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: Dark.Revenant on February 07, 2017, 02:25:14 AM
Not anymore!
Title: salaries
Post by: majorfreak on March 04, 2017, 05:27:23 PM
1) do officers incur salary costs?
2) if so, are inactive officers on half pay or something?
3) do crew who are in storage across the universe counted for salary?
4) if so, are inactive crew on half pay or something?

5) are the crew salaries scalable by player still, and is there a guide explaining all this?
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: Dark.Revenant on March 05, 2017, 12:14:38 PM
1. Yes
2. No, full pay
3. No, but that's a technical limitation rather than design
5. No
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: majorfreak on March 05, 2017, 04:58:31 PM
mmm...cheers! lol. just spent the last 6 hours testing that along with nexerlin mining stuff.
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: Delta7 on March 19, 2017, 08:26:18 AM
Do named bounty boss ships ever spawn twice? I want to make sure I'm not missing? any once in a save file chances to capture an exclusive vessel.

If not, I wouldn't mind having some sort of option for allowing repeat boss missions.
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: NightKev on March 19, 2017, 01:34:04 PM
You can buy them in Prism Freeport (after defeating the bounty mission) if you have Nexerelin (or SCY, I think) installed.
Title: Re: [0.7.2a] Starsector+ 3.6.1
Post by: Delta7 on March 25, 2017, 08:31:43 AM
oh, really? cool! this i need to check out :D
Title: [0.7.2a] Starsector+ 3.6.2
Post by: Dark.Revenant on April 11, 2017, 01:35:23 AM
It's time for ORAl.


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.2.7z)

Download Starsector+ 3.6.2 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.6.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.6.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.6.2
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: facc00 on April 22, 2017, 10:32:27 PM
So whats better Starsector + or GraphicLib, I got a good PC and laptop.  I think they cant be used concurrently and I think starsector + has extras, thanks in advance.
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: Midnight Kitsune on April 22, 2017, 10:40:49 PM
So whats better Starsector + or GraphicLib, I got a good PC and laptop.  I think they cant be used concurrently and I think starsector + has extras, thanks in advance.
SS+ can be used with Graphics Lib. And it can also be used with Dynasector, Underworld, and Ship and Weapons Pack (along with all other mods that Dyna uses).
But don't expect an update for most mods anytime soon as this update has been HUGE
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: facc00 on April 22, 2017, 10:49:10 PM
Hmmm I'm confused his first reply post says don't use starsector +


http://fractalsoftworks.com/forum/index.php?topic=10982.0
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: Histidine on April 22, 2017, 11:02:52 PM
That post is over a year old. Anyway it refers only to the old Starsector+ 3.4.0; newer versions should be used with GraphicsLib.
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: facc00 on April 23, 2017, 07:02:33 AM
Thanks
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: Shade255 on May 04, 2017, 01:17:21 AM
I hope it doesn't take modders to long to get everything up to date love the combined mods that Star+ does
Title: Re: [0.7.2a] Starsector+ 3.6.2
Post by: ANGRYABOUTELVES on May 04, 2017, 06:01:45 AM
I hope it doesn't take modders to long to get everything up to date love the combined mods that Star+ does
Unfortunately, there's a bug in 0.8a preventing a lot of mods from properly updating. You'll have to wait for 0.8.1.
Title: [0.8a] Starsector+ 3.7.0
Post by: Dark.Revenant on May 05, 2017, 11:18:07 PM
I was going to sit on this update, but I realized that it was nearly done and that it would (probably) work in 0.8a, so I blitzed through the necessary changes.  Have fun!


(http://i.imgur.com/tEfwobX.png) (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.7.0.7z)

Download Starsector+ 3.7.0 (https://bitbucket.org/modmafia/starsector/downloads/Starsector%20Plus%203.7.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Starsector%20Plus%203.7.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated))
(Requires GraphicsLib 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated))

Git Repository (https://bitbucket.org/modmafia/starsector/src)

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 3.7.0
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Bastion.Systems on May 05, 2017, 11:24:18 PM
By the manifold gods, an update!
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: AxleMC131 on May 05, 2017, 11:30:10 PM
* Polite applause *
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: ANGRYABOUTELVES on May 05, 2017, 11:33:56 PM
Well, you've gone and made a liar out of me. Impressive.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: dk1332 on May 05, 2017, 11:51:00 PM
Removed skills changes


This might be a stupid question but, are we talking about the SS+ skill bonuses?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Dark.Revenant on May 06, 2017, 12:15:15 AM
Removed skills changes


This might be a stupid question but, are we talking about the SS+ skill bonuses?

Both the change to XP rate/skill points that was in previous versions, and the new skills and skill balance changes.  All skill changes are gone.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Ali on May 06, 2017, 01:45:42 AM
Just had to drop in to say thanks so much!! for your continued efforts!! it's so v.much appreciated, takes Starsector as a great game to an epic one with quality of your mods!

Hope you'll get chance to update your other mods so i can have a fleet of Starlight cabal & maybe see IG Eagle's in the future too?

Cheers again! :)
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Serenitis on May 06, 2017, 11:59:42 AM
First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/ssp-dmod_zpsatdeok7w.png)
[close]
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Sy on May 06, 2017, 01:03:54 PM
thanks for the update! :]


First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/ssp-dmod_zpsatdeok7w.png)
[close]
d-mods only reduce maintenance costs if you have the Field Repairs skill at rank 3. that's a vanilla thing.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Serenitis on May 06, 2017, 01:21:44 PM
thanks for the update! :]


First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/ssp-dmod_zpsatdeok7w.png)
[close]
d-mods only reduce maintenance costs if you have the Field Repairs skill at rank 3. that's a vanilla thing.

My bad. I could have sworn it was maint first, then recovery.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: PCCL on May 07, 2017, 11:23:44 AM
as someone who never quite followed this mod: what is the "overhauled" bounty system like?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: cjuicy on May 07, 2017, 12:34:26 PM
as someone who never quite followed this mod: what is the "overhauled" bounty system like?

I don't remember if it was Ship/weapon pack that did it, but there are "Famous Bounties" which you accept like a mission. They pay quite a bit, and they involve special "mod-hulls" which are alternate versions of ships (Both vanilla and modded). They start as beginning destroyer fleet level, and (with mods) can go to the borderline impossible without losing a third of your fleet.

Youtuber Nemonaemo is good to watch to see just how hard some of these can get. I believe it was his Corvus mode playthrough or season 7.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Orloth on May 07, 2017, 05:23:11 PM
If this has been asked and answered I apologize as I must have missed it. Anywho, I tried to download and use the latest java 64 bit to take advantage of changing RAM amount, and the message I get shows that starsector will not work with anything but java 7. Is this something in SS+ or in the backbone of the game itself? Anyone else have this issue?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: AxleMC131 on May 07, 2017, 05:36:11 PM
If this has been asked and answered I apologize as I must have missed it. Anywho, I tried to download and use the latest java 64 bit to take advantage of changing RAM amount, and the message I get shows that starsector will not work with anything but java 7. Is this something in SS+ or in the backbone of the game itself? Anyone else have this issue?

It's a known issue, and not mod-related. Starsector doesn't like Java 8. At all. It works for some people, but more often than not if you try to run Starsector with Java 8 it'll throw a tantrum.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Orloth on May 07, 2017, 05:37:36 PM
Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: AxleMC131 on May 07, 2017, 05:44:09 PM
Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?

Not sure. XD My level of technical support is basically nil - I only knew about the Java 8 issue because it's gone around the forums a few times already.  ;) Anyway, someone more informed than me will probably be along shortly with the answer.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Midnight Kitsune on May 07, 2017, 06:15:25 PM
Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?
You will need to use an updated memory allotment and 64 bit java 7 with Starsector eventually, but I doubt that you will need it until .8.1 drops as that update is holding several mods back. Also, it will come with 64 bit java 7 instead of 32
Another thing: You don't need certain mods to use more than one mod. You only need mods like Lazy and GraphicsLibs to run mods, but those are required even if you run a single mod that needs them
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Recklessimpulse on May 07, 2017, 06:24:10 PM
Does anyone know what the compatible mods are?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Darenkel on May 07, 2017, 08:46:08 PM
Does anyone know what the compatible mods are?

I'm running basically all currently updated mods and they all work, as long as you have enough RAM allocated.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Tartiflette on May 07, 2017, 10:25:41 PM
Every single one of them is compatible.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Sy on May 08, 2017, 07:21:13 AM
as someone who never quite followed this mod: what is the "overhauled" bounty system like?
I don't remember if it was Ship/weapon pack that did it, but there are "Famous Bounties" which you accept like a mission.
the special IBB bounty missions are sadly part of SWP, yeah.

i think SS+ just changes up what difficulties of bounties are available, or how that difficulty scales up as you progress through the game, giving you more choice in whether you wanna go for something small but easy, or risk a tougher fight by going after one that pays better.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: General Bubbles on May 08, 2017, 11:01:37 AM
Um, is there a way to disable the wage system at all?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Midnight Kitsune on May 08, 2017, 11:14:03 AM
Um, is there a way to disable the wage system at all?
Yeah, look at the start of the mod folder for an .ini file. That should have options for you. Or at least it did in .72
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: General Bubbles on May 08, 2017, 11:20:03 AM
Got it! You're a gent! (I assume) Much appreciated :)
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Shodan13 on May 10, 2017, 12:29:12 PM
This may be a little dumb, but what does Starsector+ actually add to 0.8a?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Deshara on May 10, 2017, 01:27:16 PM
This may be a little dumb, but what does Starsector+ actually add to 0.8a?

adjustes bounty fleets to be more variable, adds officer deaths in combat, crew needs to be paid
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Galwail on May 10, 2017, 03:49:55 PM
There are also those retaliation fleets. In my current game, there is one attacking me every week. It's like killing one will just cause one more to be spawned. It's like an endless cycle...
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: AxleMC131 on May 10, 2017, 04:10:54 PM
This may be a little dumb, but what does Starsector+ actually add to 0.8a?

Also, if I'm not mistaken, it rebalances a large number of stock stats and skills and numbers, for instance didn't I hear that it nerfs the cooldown of the Hurricane MIRV? Stuff like that I think.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Kyuss11 on May 10, 2017, 04:18:42 PM
The retaliation fleets are in need of balance.I'm being attacked with huge fleets from the pirates in Corvus sector,and they will dwindle you down one by one before you have a chance to escape they just stack on you.I have deactivated starsector+ for now until it's fixed.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Dark.Revenant on May 10, 2017, 07:24:29 PM
BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Midnight Kitsune on May 10, 2017, 07:34:38 PM
While I will mourn the loss of the vengeance fleets, I won't miss paying my slavI mean crew
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: They Live on May 11, 2017, 01:17:15 AM
BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.

I'm a new player and after my first vanilla campaign i started to try some mods, ss+ is the very first mod i ever tried and i'm having a blast with it so i'm sad to hear this.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Takion Kasukedo on May 11, 2017, 01:21:04 AM
Hey, don't get rid of the vengeance fleets, i'm sure there's a way to keep them going, like integration?

Not sure what or who will be up to the task of that though.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Histidine on May 11, 2017, 04:09:27 AM
Nexerelin already has a vengeance mechanic of its own so I might take the SS+ one as well.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Takion Kasukedo on May 11, 2017, 06:27:58 AM
Nexerelin already has a vengeance mechanic of its own so I might take the SS+ one as well.

Oh very neat, this is great news. Means we now only need to wait for an update. (Take as long as needed to swat those errors and put more ideas)
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: dk1332 on May 11, 2017, 11:00:04 AM
Nexerelin already has a vengeance mechanic of its own so I might take the SS+ one as well.

Oh very neat, this is great news. Means we now only need to wait for an update. (Take as long as needed to swat those errors and put more ideas)


We'll have to wait for 0.8.1 first.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Deshara on May 11, 2017, 04:10:34 PM
The Rook & Pawn are part of this mod, right? I don't have many, and I want those ships to never go away ever
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Sy on May 11, 2017, 04:20:20 PM
SS+ doesn't add any ships, no. Ship/Weapon Pack does, but that isn't updated yet.

Pawn is from Arsenal Expansion.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: grinningsphinx on May 12, 2017, 08:21:04 PM
Hi!!


Thank you for the SS+ Update!

If you would be so kind, I need to delete the "Enforcer" Fleet code in this last update........they are spawning way to fast and they will pursue, even with tankers, regardless of what ships are in your fleet.  The rest of the update appears to be fine, many thanks!
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: zaimoni on May 12, 2017, 09:33:14 PM
I take it you have tried explicitly disabling them in SSP_OPTIONS.ini to no avail?

Code
"factionVengeance":false;

Would be expected to work.  (I have downloaded SS+ but not actually used it...do not have a good handle on vanilla yet).
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: grinningsphinx on May 12, 2017, 11:06:57 PM
Didnt know where to look, but i will try this, ty!


BTW, if the mod author can tell me where to look for the rate at which the vengeance fleets spawn, that would be great!  Im flooded with pirates!
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Serenitis on May 20, 2017, 12:08:03 AM
I will greatly miss the vengeance fleets. They have been one of the most enjoyable features of SSP.
It would be nice if they could be incorporated into dynasector, but what will be will be.
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: Shyguy on June 02, 2017, 02:05:33 AM
Just wondering where the SS+ ships and weapons went, I remember seeing them back in 65.2 but they seem to have become somewhat absent, did they get moved to separate mods?
Title: Re: [0.8a] Starsector+ 3.7.0
Post by: SCC on June 02, 2017, 02:14:31 AM
Ship/Weapon Pack and Underworld took ships and Dynasector took most of the mechanics.