Fractal Softworks Forum

Starsector => Mods => Topic started by: Snrasha on December 01, 2015, 02:22:23 PM

Title: [0.9.1a][Discontinued] Artefact
Post by: Snrasha on December 01, 2015, 02:22:23 PM
DrakonST (http://fractalsoftworks.com/forum/index.php?action=profile;u=5564) has made all sprites of Artefact
Portrait of the mod come of Portrait's pack (http://fractalsoftworks.com/forum/index.php?topic=10305.0)

Story of these two factions:
Spoiler
Quote
In a far, far away solar system in which war never stops between numerous factions, resides a race hidden in a thick nebula. Cut off from the outside world until recently, the people in these worlds are devoid of sunlight, and thunderclouds constantly bombard their world with intense vigor. This people cut off from the world until recently, for an undetermined amount of time, these people started off as a group of scientists venerating a religion around science. The scientists built a self-sufficient base so as not to be disturbed. People speculate that the reasons they communicate to the outside world was very much shaped by the current situation of the sector. The first reason was to spread their religion using every method possible, even the most possible heinous ones. The second is to replenish the raw materials that have been dwindling in their area. It is from these two reasons two highly advanced factions were born, both lead by the same council.

The Looters, commanded by a single chief, took the role of pirates recovering raw materials and not hesitating to commit atrocities.
The Noir, led directly by the council, were busy spreading their religion-based science. They are also lab caretakers and give all non-usable technologies to the other division.

These two factions are vastly different in purpose, but share the same technology.
[close]

Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9.1f (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_9_1f.zip)
Discontinued
Compatibility:
Quote
-Version checker compatible, use him if you can.
-Nexerelin.

Looters:
(https://i.imgur.com/P0LDrWl.png)
Spoiler

Descriptions:

Quote
Creator:
-Snrasha: He have made nothing except the idea?
-DrakonST (http://fractalsoftworks.com/forum/index.php?action=profile;u=5564): He have made all sprite of weapons and ships.
-Community: For have helped.
Faction on campaign:
-Pirates factions, scavenger can have their ships.
-Looters faction is neutral with you, so normally, you do not go have problem.

Looters's ships:
Overlay of ships:
Spoiler
(https://imgur.com/UA3oibx.png)
[close]
Main Looters faction in-game:
Spoiler
(https://i.imgur.com/kYcZmD0.png)
[close]
Some in-game gameplay gif:
Spoiler
(https://i.imgur.com/mzYSaSX.gif)
(https://i.imgur.com/FrD4Q5C.gif)

[close]
Credits:
Quote
Credits in the mod because very too long.
Thank community of Starsector for help me.
[close]
Noir:
(https://imgur.com/AxvwLNB.png)
Spoiler
Descriptions:
Quote
Creator:
-Snrasha: He have made nothing except the idea?
-DrakonST (http://fractalsoftworks.com/forum/index.php?action=profile;u=5564): He have made all sprite of weapons and ships.
-Community: For have helped.

Noir's Ships:
Spoiler
(https://imgur.com/rmmrLcC.png)
[close]
Credits:
Quote
Thank to Orost for hullmod repair armor:hullmod here (http://fractalsoftworks.com/forum/index.php?topic=8994.0)
Thank modders for critic my design.
Others in the credits in mod.
[close]



Title: Re: [0.7a] Looters faction mod.
Post by: Takion Kasukedo on December 03, 2015, 08:40:54 AM
Hmm well, I am eager to see what this prototype faction (for now) can do.

But...I usually like to leave it until more than 5 - 10 ships are available to evaluate my decision.
Title: Re: [0.7a] Looters faction mod.
Post by: Snrasha on December 03, 2015, 08:49:46 AM
Yes, but before build more ships, i need more unique functionality(a hullmod) before! So sorry, you can wait longer.(And more, you have mass better factions, so, you want wait 1/2 years, i think.)

Thank for your support.

I need also fix all texts, so. Hum, so for a correct downloadable mod, you can very wait.
Title: Re: [0.7a] Looters faction mod.
Post by: Snrasha on December 05, 2015, 09:35:09 AM
Hello, i have reason for this up my own topic!

I search a corrector for check my spelling and text.
Also, if he have also skills in balancing, i do not say no.

EDIT: i have find, thank.
Title: Re: [0.7.1a] Looters faction mod.
Post by: Troika on December 06, 2015, 10:11:57 AM
Continuez votre bon travail!
Title: Re: [0.7.1a] Looters faction mod.
Post by: Snrasha on December 06, 2015, 10:15:10 AM
Thank.


EDIT: Version 0.35 is out! Finally! Now, just fix the power of my ships.( Hum, we need lose against all "good" ennemi .) with new adress!
Title: Re: [0.7.1a] Looters factions.
Post by: Jay2Jay on December 08, 2015, 12:42:03 PM
Imho the greens are too saturated and bright. Although that color is wonderful for lights/glowing effects, it looks pretty bad for paneling. I actually love the colors in the flag that you are using, they look great for a pirate-ish faction and I really think that the dark green with orange-ish yellow highlights is a wonderful scheme.

Of course this is simply my personal preference and opinion as an artist, feel free to disregard it yada yada yada.
Title: Re: [0.7.1a] Looters factions.
Post by: Snrasha on December 08, 2015, 12:54:22 PM
Ah ah, you are not only complaining, i prefer this green, but i have decide more less "flash". My reason is :
I love ship of Nomad mods <3
Spoiler
(http://img15.hostingpics.net/pics/427787LtMatrice.png) (http://www.hostingpics.net/viewer.php?id=427787LtMatrice.png)
(http://img15.hostingpics.net/pics/247384LtStolenAuriga.png) (http://www.hostingpics.net/viewer.php?id=247384LtStolenAuriga.png)
(http://img15.hostingpics.net/pics/424207LtLog.png) (http://www.hostingpics.net/viewer.php?id=424207LtLog.png)
(http://img15.hostingpics.net/pics/810560LtTan.png) (http://www.hostingpics.net/viewer.php?id=810560LtTan.png)
[close]
This is better no? (Same with my wings)

Ok, real reason why i have not success with this green: I am very bad with photofiltre, now, it is very better.
Title: Re: [0.7.1a] Looters factions.
Post by: Toxcity on December 08, 2015, 01:00:48 PM
Not trying to start anything, but have you asked Dark.Revenant or HELMUT if you can use the Auriga?
Title: Re: [0.7.1a] Looters factions.
Post by: Snrasha on December 08, 2015, 01:12:25 PM
Yes, i have authorization. (And if you look credits, you can see author)

A question, Jay2jay, you prefer this color version, no? :x

EDIT: or not, i have say mod, but i have forgot author --'.
EDIT2: Fix.
Title: Re: [0.7.1a] Looters factions.
Post by: Jay2Jay on December 08, 2015, 04:59:10 PM
Yes, i have authorization. (And if you look credits, you can see author)

A question, Jay2jay, you prefer this color version, no? :x

EDIT: or not, i have say mod, but i have forgot author --'.
EDIT2: Fix.

It seems as if you darkened the edges, instead of decreasing color brightness and saturation. I was thinking something along these lines---> H:117 S:57 B:52 R:61 G:133 B:51
Title: Re: [0.7.1a] Looters factions v0.42
Post by: Snrasha on December 08, 2015, 09:34:23 PM
I do not get a conclusive result correct. Sorry.
Title: Re: [0.7.1a] Looters factions v0.451
Post by: Histidine on December 11, 2015, 04:14:12 AM
The ships need proper names (i.e. name column in ship_data.csv should be "Tan", "Log" instead of "Lt_Tan", "Lt_Log" etc.), same for the hullmod names.

Also I crashed when mousing over the Blood hullmod, I'm guessing it doesn't like the %) at the end of the description.
Code
[Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.util.UnknownFormatConversionException: Conversion = ')'
java.util.UnknownFormatConversionException: Conversion = ')'
at java.util.Formatter.checkText(Unknown Source)
at java.util.Formatter.parse(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$11.o00000(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.beforeShown(Unknown Source)
at com.fs.starfarer.ui.O00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.T.int.super(Unknown Source)
at com.fs.starfarer.ui.T.processInput(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.c$Oo.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.c.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.coreui.refit.ooOO.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.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.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.coreui.dosuper.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.M.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.TitleScreenState.processInput(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)
Title: Re: [0.7.1a] Looters factions v0.451
Post by: Snrasha on December 11, 2015, 04:18:20 AM
Ah yes, now error, i have not this error, last version, i go fix this.

EDIT: ok, do like also " " so. Ah ah
EDIT2: Ok, % is reason, thank you.

I have fixed.
Title: Re: [0.7.1a] Looters factions v1.0
Post by: Bastion.Systems on December 11, 2015, 04:38:29 AM
Pretty cool, but the neon green fighter bays on that modified Atlas burn my eyes.
Title: Re: [0.7.1a] Looters factions v1.0
Post by: Snrasha on December 11, 2015, 04:57:52 AM
Better? (clic for obtain this fix)
Spoiler
(http://img11.hostingpics.net/pics/504827LtMatrice.png) (https://bitbucket.org/Snrasha/looters/downloads/Looters1_01.rar)

[close]
Title: Re: [0.7.1a] Looters factions v1.0
Post by: DinoZavarski on December 13, 2015, 03:26:35 AM
There is a file name case related typo in your last release that prevents game for loading on case sensitive OS.

In data/campaign/channels.json "crest_Looters.png" has to be "Crest_Looters.png"
Title: Re: [0.7.1a] Looters factions v1.0
Post by: Snrasha on December 13, 2015, 10:57:50 PM
Ah yes, thank. I fix when i can. Sorry for this error.

Also, 6+players who use this small mod, maybe it is sample mod who do not use very hot your RAM? Or just easy faction to kill, ah ah. Thank you.

EDIT: because i am french, i  have not understand this error . Now, i have understand, this is very big fail. ( I hate when computer not see difference with c and C. And when, he see error, i lose many times.)



EDIT: 16/12/2015 : Fail, i have fix link, ah ah. Sorry '.' , i have forgot change link .rar > .zip
Title: Re: [0.7.1a] Looters factions v1.0
Post by: DinoZavarski on December 23, 2015, 05:38:48 AM
Also, 6+players who use this small mod, maybe it is sample mod who do not use very hot your RAM? Or just easy faction to kill, ah ah. Thank you.

Actually - to play as Looter. Even since i managed to make working SS7.1/SS+/Nexerlin instalation.And it's not about memory (currently to run the game with SS+ and Nexerlin 64 bit Java has to be installed, without 4+G the game eventually crashes with "out of memory"). It's just that i find Looters to be nice starting faction for one who plans to  eventually build level 50+ frigate/figter swarm.

Still i think there are things that need to be tuned.

The Matriice wrap speed of 13 is overkill. Even if you make it 10 (9 without the injector hullmod) this will remain the fastest ship of this type in SS, but there will be a choice to be made: Get it, gain area denial capability in battle, but fall to wrap 10, losing the chance to catch easy pray and run from some rough enemies. Or keep using frigates and the few destroyers than can be tuned to reach 11, but keep away from any normal enemy fleet.

If you keep it as now Dark Revenant will have to eventually implement newscasts about Templar Martyr captains committing harakiri after watching for some time how infidels whizz past them in modified Atlases...

Also i think Arbalest was better choice as base for the Looter's modded kinetic cannon. It has acceptable damage, uses less OP and generates less flux. It has better performance on a Cos and the gap even increases when you level up. Tripple autocannon is better starter AI ships, And for low level AI Actually in my copy i set Matriice base speed to 9 and made Arbalest with range 1100, 210 flux and 50 shots/min (range 1000 is also ok if you have mod that provides sniper ai overide, otherwise AI fails to keep distance). Did not change damage but it keeps the slow projectile speed and the spread on burst of the Arbalest, so it's by no means a wonderweapon.

The new railgun somehow bugs me. It has to big range for a secondary and insufficient DPS to be primary on a frigate. It seems suitable only as auxiliary weapon on the Matrice spinal mounts (fits there really nice actually). I can build Tan with 6 railguns(m), aux thrusters, flux resistance and no capacitor/vent upgrades, set it with sniper override and it defeats most standard frigates that have no EMP missiles (and later, with point defence AI it defeats even them), using around 70-80% of it's deployment time. Against more than one enemy however it dies almost instantly. And any setup with less than 6 railguns is clearly inferior to autocannon(m) mixes (Frigates don't have endless CR). This does not feel right, i think you have to rebalance it. The stock railgun is good example - with skilled piloting, well placed use of "f" and careful flux management you can mount 4 on a Tan, and defeat multiple enemies. but mess things even a bit and just when you damage shields you'll have to run to vent (and each attack costs you some health). I think this is more fun, so if you tune it to fire faster but generate actual flux it will be usable on all Looter ships.

One last thing. The mining blaster on Auriga needs at least 1200 flux capacity to be able to shoot, while the hull only has 505. I think it may be good idea to ether increase it, or use another/modified weapon (Heavy mining laser maybe?). It's somehow strange to have on a ship build in weapon that can't shoot without upgrade.
Title: Re: [0.7.1a] Looters factions v1.0
Post by: Snrasha on December 23, 2015, 07:02:20 AM
My faction is a semi-weak faction, so how you win against a ship in SS+?  '.'
Also, a weapons or a ships can be useless in my mod, because, this is a pirate(Defective) faction! Ah ah!

Also, 6+players who use this small mod, maybe it is sample mod who do not use very hot your RAM? Or just easy faction to kill, ah ah. Thank you.


The Matriice wrap speed of 13 is overkill. Even if you make it 10 (9 without the injector hullmod) this will remain the fastest ship of this type in SS, but there will be a choice to be made: Get it, gain area denial capability in battle, but fall to wrap 10, losing the chance to catch easy pray and run from some rough enemies. Or keep using frigates and the few destroyers than can be tuned to reach 11, but keep away from any normal enemy fleet.  Yes, you have reason, this ship is a movible station, not a ship who pursuit ship as Log, 13 => 9 now.

If you keep it as now Dark Revenant will have to eventually implement newscasts about Templar Martyr captains committing harakiri after watching for some time how infidels whizz past them in modified Atlases...
I do not understand this, sorry

Also i think Arbalest was better choice as base for the Looter's modded kinetic cannon. It has acceptable damage, uses less OP and generates less flux. It has better performance on a Cos and the gap even increases when you level up. Tripple autocannon is better starter AI ships, And for low level AI Actually in my copy i set Matriice base speed to 9 and made Arbalest with range 1100, 210 flux and 50 shots/min (range 1000 is also ok if you have mod that provides sniper ai overide, otherwise AI fails to keep distance). Did not change damage but it keeps the slow projectile speed and the spread on burst of the Arbalest, so it's by no means a wonderweapon.
Yes, i have forgot Arbalest, ah ah, i use never this weapon. Next version have this weapon,i replace 3 triple autocannon per arbalest for Matrice variant and replace also for Cos_cannon variant.


The new railgun somehow bugs me. It has to big range for a secondary and insufficient DPS to be primary on a frigate. It seems suitable only as auxiliary weapon on the Matrice spinal mounts (fits there really nice actually). I can build Tan with 6 railguns(m), aux thrusters, flux resistance and no capacitor/vent upgrades, set it with sniper override and it defeats most standard frigates that have no EMP missiles (and later, with point defence AI it defeats even them), using around 70-80% of it's deployment time. Against more than one enemy however it dies almost instantly. And any setup with less than 6 railguns is clearly inferior to autocannon(m) mixes (Frigates don't have endless CR). This does not feel right, i think you have to rebalance it. The stock railgun is good example - with skilled piloting, well placed use of "f" and careful flux management you can mount 4 on a Tan, and defeat multiple enemies. but mess things even a bit and just when you damage shields you'll have to run to vent (and each attack costs you some health). I think this is more fun, so if you tune it to fire faster but generate actual flux it will be usable on all Looter ships. Railgun(m) have not damage, just range, next version, more big projectile(because, before, just too small) // After, yes, autocannon(m) is useless because too expensive... i modifie this after, less cheap// For your last request, you request so, railgun have more firerate and more flux?// edit: Oups, fail

One last thing. The mining blaster on Auriga needs at least 1200 flux capacity to be able to shoot, while the hull only has 505. I think it may be good idea to ether increase it, or use another/modified weapon (Heavy mining laser maybe?). It's somehow strange to have on a ship build in weapon that can't shoot without upgrade. Oh, sorry for this fail, i fix this next version.

Title: Re: [0.7.1a] Looters factions v1.1e
Post by: Snrasha on December 26, 2015, 03:05:44 PM
When I saw that, I sang a pirate song. (http://youtube.com/watch?v=EoFtNOD3sRw) (Ok, it is not a pirate song, just a french song of corsair, it is same thing.)
Spoiler
(http://img15.hostingpics.net/pics/136404screenshot037.png) (http://www.hostingpics.net/viewer.php?id=136404screenshot037.png)
(http://img15.hostingpics.net/pics/920646screenshot036.png) (http://www.hostingpics.net/viewer.php?id=920646screenshot036.png)
[close]

This ship is a first example of my project: Change all graphic ship for a obtain a same result. (Oh, this ship is not implemented for the moment.)
I search a guys who have teamspeak, mumble (so a microphone) for just talk Starsector and pirate.

And, i do not reply a message after this message, i just modified this message, because, people hate me for flood.


PS: So this mesage is a preview!


Update: Finish!
Title: Re: [0.7.1a] Looters factions v1.0
Post by: DinoZavarski on December 27, 2015, 05:42:17 AM
My faction is a semi-weak faction, so how you win against a ship in SS+?  '.'

Your faction is lo-tech, but why do you call it weak? It's just nice [kick]starter faction, specialized in asymmetric warfare. And as such both ships and weapons fit their roles. And the quick start with Looters is fun. Instead of being overpowered like oder kickstart factions (Templars, Spire or Citadel) they are fast and cheap, burn 11 allows them to fight only when they chose from the start of the game,  while with most factions you have to play many hours to build even burn 10 capable frigate task force. On the other end, risk assessment and tactics matter a lot more here, there are much more encounters you have to avoid even on high levels (and for Templars you are natural pray even on level 60+). But this does not mean you are weak. Damn, i was Lv.23 when i captured Corvus with frigates only, regardless of the 2 Onslaught task forces attempting to hunt me.

Btw, i played a lot with my copy of the mod. Adding (m)'s for all basic weapons from vanilla - single, double and heavy machineguns, single and double assault cannon, arbalest (as sniper cannon, doubled range) and hellbore. Also added large quad machinegun PD with range 1000.

Weapons are mdded on the base of this description: "All Looter weapons are precisely rebuild by hand from both salvaged and redesigned parts. Low power inertia compensator is added to cover their main body, improving turn rate and recoil, increasing range, projectile speed and damage, but lowering significantly fire rate as vibrations have to fall to their designed levels before next shot. Also an ion field projector on the muzzle charges launched projectiles, allowing them to do slight EM damage. With all changes flux levels are only a bit lower than stock regardles of the much lower ROF. Thanks to the well developed cottage industry in Looter space there is no overwhelming effect on the price tag." (added before the stock description)

Basiclaly Kinetics have 5% more per shot damage, HE/splash  - same, however ROF is adjusted even more to decrease DPS with the range % increase as factor (same factor is used for flux per shot, projectile speed and priice increase calculations). Also all weapons have EMP damage of 10% base damage, 20% faster turn and 15% less recoil.

A generic hullmod "Tuned Compensator" adds similar upgrade to any ship - by tunning it's inertia compensators it gives flat 10% improvement in range, turn/projectile speed and recoil for all ballistics at the price of 10/15/20/25 % of ship's flux capacity.

If you are interested in those changes i can send them to you.
Title: Re: [0.7.1a] Looters factions v1.2
Post by: Snrasha on December 27, 2015, 10:55:29 AM
This moment, where i see a thing: I HAVE NOT FINISH MY MOD AHHHHH. I want always add thing. I have too time , today.

Question: Syracuse. Where does that name come from?  I give a half five if you have true answer or wrong, also.

 Download  (https://bitbucket.org/Snrasha/looters/downloads/Looters1_2a.zip)

Quote
Version 1.2a:
- Cruiser Syracuse is less rare.
- Weapon is now REALLY vanilla modified: * (1.2,1.5)turn rate, * (1.2,1.5,2)range, *(1.2,2)projectile speed , / (1.2)damage
- Vulcan and arbalest have now green projectile.
- Log : Ordonnances points 96 => 86.
- Overall ship have a tiny upgrade of flux dissipation
- Add a chief ship very rare. (For boss bounty for SS+, after)
- Add a strange weapon for chief ship.
- Add a mission with this chief ship.(Good luck).

If you encounter this chief ship, take screenshoot and give me, you will receive a cookie.
This ship(spoil also):  (Why this ship is very better in game?)
Spoiler
(http://img15.hostingpics.net/pics/245589LtGhostSyracuse.png) (http://www.hostingpics.net/viewer.php?id=245589LtGhostSyracuse.png)
(http://img15.hostingpics.net/thumbs/mini_722802screenshot042.png) (http://www.hostingpics.net/viewer.php?id=722802screenshot042.png)
[close]

DinoZavarski, next version(1.2b) (for text, now!), i have put your text modified(i put you in credits). Thank you
Spoiler
All Looter weapons are precisely rebuild by hand from both salvaged and redesigned parts. Low power inertia compensator is added to cover their main body, improving turn rate and increasing range, projectile speed , but less damage. Thanks to the well developed cottage industry in Looter space there is no overwhelming effect on the price tag.
[close]
Now, just ship and factions and i am good '.'  (Where i can find a writter for this? Hum...)




Version 1.2c  is released!

Spoiler
https://www.youtube.com/watch?v=zzUd9KPkOMs
[close]
Do not fear. This ship controled by a IA, for same mission, have very very lose against this capitalship. But, ok, this IA is very coward, this ship is immune against missile( you can look, ah ah) and have very very big range, so if you have not range for kill engine of this ship, you are dead '.' (But, with a probability of 0.005% meet this ship, very not probable )




After a time, semi final version is out: 1.2e!!!!  Need just fix all test, and i can out 1.3,  but this is finish, i think.
Title: Re: [0.7.1a] Looters factions v1.2e
Post by: Snrasha on December 29, 2015, 04:48:22 PM
Yes, for very many people, i have not finish my mod, but ah ah. I need just a reason for existence of my boss of looters:

https://www.youtube.com/watch?v=RI8Q5FR0XCM (https://www.youtube.com/watch?v=RI8Q5FR0XCM)

This faction have very same style, but very different, you can see, i think. I have not even create shipsystem and i guard surpris my hullmod, ah ah. I have not finish all ships and i have good answer with weapons. You like? '.'

Title: Re: [0.7.1a] Looters factions v1.3 /// Artefact factions v0.3
Post by: Snrasha on January 01, 2016, 01:05:37 PM
With my new two new versions of my two mods, i search a tester. Thank.  If possible by not play with Nexerelin ( Artefact is not playable for the moment with Nexerelin for the moment, so ah ah.)

https://www.youtube.com/watch?v=V3peGjNHCq4 (https://www.youtube.com/watch?v=V3peGjNHCq4)
Title: Re: [0.7.1a] Looters factions v1.3 /// Artefact factions v0.5
Post by: Snrasha on January 07, 2016, 01:32:08 PM
Artefact version 0.5 (https://bitbucket.org/Snrasha/artefact/downloads/Artefact0_5.zip)! Yeah, again not compatible with Nexerelin, ah ah. (3/4 my fault, if Nexerelin have not put Artefact version)

Changelogs:

Version 0.5:
-Nebula star system VERY BETTER.

-Hullmod deflect shield! (For all people!!)  (projectile deflect can have a very bad facing, but not my principal fault. I think)

Spoiler
https://www.youtube.com/watch?v=Hhwms1gbk-Q (https://www.youtube.com/watch?v=Hhwms1gbk-Q)
(Beam have not this texture, now, very better)
(http://i.imgur.com/VdbfkZF.gif)
(This ship have not shield, this is just for test)
(http://i.imgur.com/RNJPihu.gif)
AI WARS:  This is a shield, i approuve. And this ship is very cheat
(http://i.imgur.com/5pdbqMs.gif)
[close]
Title: Re: [0.7.1a] Looters factions v1.3 /// Artefact factions v0.5
Post by: Blaze on January 08, 2016, 05:06:49 PM
So what is this "Power of blood" thing? Is it like the ship is alive or something?

Also, the ships are very, very vulnerable to missiles. And there aren't any point-defense (m) weapons.
Title: Re: [0.7.1a] Looters factions v1.3 /// Artefact factions v0.5
Post by: Snrasha on January 08, 2016, 11:11:31 PM
Vulcan(m) is a very cheat point defense ^^. Best weapon, ah ah.

Power of blood boost your engine (acceleration, decceleration, max turn rate, turn rate speed) but do not boost topspeed. 
Normally , it is written, so, ah ah.

And, maybe vulnerable to missiles, but against others? Very hard to kill.


For my artefact faction, my ship have a missile point defense who can very instant kill all missiles.
Title: Re: [0.7.1a] Looters factions v1.3 /// Artefact factions v0.5
Post by: Blaze on January 09, 2016, 08:45:45 AM
I know what the power DOES, but I just want to know the reasoning behind it. Blood is what? Some kind of organic system?
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.71
Post by: Snrasha on February 14, 2016, 02:07:06 AM
(Oups, i have delete wrong message) 
Blood is a like a seamen, pirates of sea, after a time in sea, they have not fear of death and also, ... hum


Else:  Two fix for Artefact and Looters :  Full compatible with Nexerelin, yes.
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.71
Post by: Very Good on February 21, 2016, 10:07:46 AM
Hey,le jeux crash quand j'essaye de mettre des hull mods sur mes ship unique(genre,le pope archibishop)(et certain autres)le crash logs dis ça:


6983796 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.Noir_Artefact.isApplicableToShip(Noir_Artefact.java:134)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.Òõ0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.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)


ça veux dire que ton mod est incompatible avec beaucoup de vaisseaux uniques et d'autre mod.

Autrement le hullmod deflect shield crash le jeux quand je combat des templier apres un moment(et autre factions)
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.71
Post by: Snrasha on February 21, 2016, 09:38:41 PM
Yep, i have forgot a thing in this hullmod.

Thank for that, i have correct this bug.
 Version 0.72  (https://bitbucket.org/Snrasha/artefact/downloads/Artefact0_72.zip)

I can have changelogs error for shield? Thank. I need maybe delete this hullmod, after all, if this is impossible to repair.
For shield, i have give a try, if weapon of this projectile have not projectile, use a basic projectile, but maybe problems with projectile who follow script. (Maybe homing projectile, yes.)
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
Post by: Very Good on February 22, 2016, 04:00:16 AM
[Relics.ogg]
323867 [Thread-11] INFO  sound.H  - Playing music with id [Relics.ogg]
324019 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.TEM_WeaponScriptPlugin.advance(TEM_WeaponScriptPlugin.java:201)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(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.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)

c'est ça.

C'est safe d'update ton mod directly ou je dois faire une nouvelle game?

Autrement ce serais mieux si le hullmod  vraiment reflect le projectile :p

edit;je peux plus mettre l'artefact armor sur mes ship.
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
Post by: Snrasha on February 22, 2016, 06:12:00 AM
PS: Sorry for the french message. This is very huge to write, ah ah.


Oui, c'est safe d'update directement, car  j'ai juste changer le script qu'il va recharger.

Pour le second,  donc les templiers, ce n'est pas une erreur des templiers sans aucun doute, juste une exception ? mettre dans le mien. ( Pas mal de mod inclus des exceptions li? au bouclier des templiers, mais pas li? ? cela  ici)

Sans m?me avoir le code, je peux d?j? plus au moins dire que l'erreur vient du spawn du projectile qui a un null ? un endroit o? il n'est pas sens?e en avoir un. Un projectile li? ? un plugin est difficile ? renvoyer au fait... , d? ? un manque de m?thodes pour cela, d?j?, mais aussi car certains sont li? ? l'arme. (Je crois)

Sinon, mon hullmod renvoie 1/3 des projectiles (mais random, pas un compteur, donc tu peux ne jamais avoir de reflect), il le renvoie ? un degr?s (mal fait, mais bon) de 45degr?s par rapport ? l'original , un renvoie ? pleine puissance .   Je pense changer ce bouclier par autre chose, un bouclier qui pourrait juste envoyer de la foudre sur les vaisseaux proches(alli?/ennemi) si il se prend des dommages, par exemple, plus simple ? faire et pose moins de probl?mes.(Et plus classe!)


Merci pour le changelog erreur!


Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
Post by: Very Good on February 22, 2016, 08:55:15 AM
PS: Sorry for the french message. This is very huge to write, ah ah.


Oui, c'est safe d'update directement, car  j'ai juste changer le script qu'il va recharger.

Pour le second,  donc les templiers, ce n'est pas une erreur des templiers sans aucun doute, juste une exception ? mettre dans le mien. ( Pas mal de mod inclus des exceptions li? au bouclier des templiers, mais pas li? ? cela  ici)

Sans m?me avoir le code, je peux d?j? plus au moins dire que l'erreur vient du spawn du projectile qui a un null ? un endroit o? il n'est pas sens?e en avoir un. Un projectile li? ? un plugin est difficile ? renvoyer au fait... , d? ? un manque de m?thodes pour cela, d?j?, mais aussi car certains sont li? ? l'arme. (Je crois)

Sinon, mon hullmod renvoie 1/3 des projectiles (mais random, pas un compteur, donc tu peux ne jamais avoir de reflect), il le renvoie ? un degr?s (mal fait, mais bon) de 45degr?s par rapport ? l'original , un renvoie ? pleine puissance .   Je pense changer ce bouclier par autre chose, un bouclier qui pourrait juste envoyer de la foudre sur les vaisseaux proches(alli?/ennemi) si il se prend des dommages, par exemple, plus simple ? faire et pose moins de probl?mes.(Et plus classe!)


Merci pour le changelog erreur!




Ton poste est plein de ? a la place des A,lol.
Oh le reflect marche pas avec les mayorates,les projectile font 0 dmg.La foudre est mieux,c'est sur.
Et autrement pour l'artefact armor,c'est normal que je peux pas mettre sur mes vaisseaux?
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
Post by: Snrasha on February 22, 2016, 10:01:18 AM
Impossible to put if contains heavy armor, compromised armor or phase ship. So yes, after test, this is disfonctionnal, ah ah. I can fail, no?

I have repaired all and delete deflect shield.  

version 0.721  (http://)

Deflect shield => Lightning shield : (too hight maybe) chance for absorb projectile and return a lightning on source of projectile. ( THIS IS NOT SENSE ah ah, i give final result with my rework ship after.) , and yes, lightning have just EMP damage, no damage.  (Bug with fighter <.<)


Udapte: After a moment,  shield in next version become : absorb projectile for decrease hardflux.  This is more simple, less bug, etc.
 version 0.722  (https://bitbucket.org/Snrasha/artefact/downloads/Artefact0_722.zip)


Update 2: Preview of 7.3
I need other effect after, but it is cool(for a beginner, ok, this "gif" have take just one minute to create, but, this is just the begin!), no?
(http://i.imgur.com/jsQwWBN.gif)
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.722
Post by: Takion Kasukedo on February 23, 2016, 10:07:02 PM
351179 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.Artefact_shield.isApplicableToShip(Artefact_shield.java:15)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.Òõ0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.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)

Your Artefact faction has a major error in my progress, the mod crashes my game when I try to access a phase ship's mods...

Votre Artefact faction a une erreur majeure dans ma progression , le mod bloque mon jeu lorsque je tente d' accéder aux mods d'un navire de phase ... (Translated With Google Translate, for clarity)
Title: Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.722
Post by: Snrasha on February 23, 2016, 11:13:32 PM
Ah yes, i have think fix error, but no, i have same create multiple bug. Sorry for that.

 Version 0.723 (https://bitbucket.org/Snrasha/artefact/downloads/Artefact0_723.zip)
I am not in my home, so i have use a JDK7 (in my home, this is a JDK 8 ), so, i am not sure if he work.

Takion Kasukedo => Google translate is not very good for that. And more, this is a english forum, the french language have not reason be here(and more if this is not a correct french), same if i can fraud.

Thank for the report.

Last test: Hum, i have forgot desactivate artefact armor for phase ship....


Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: SierraTangoDelta on March 06, 2016, 09:29:42 PM
I've got a suggestion, for the Absorb shield ship hullmod, it should tell you the specifics of how it works in the description, as I have no idea what the numbers are on it, just that it's supposed to do something. Also, is it supposed to be available for all ships?
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Snrasha on March 07, 2016, 10:51:32 AM
Ah yes, i have forgot put details in the description.

Absorb shield absorb damage of the projectile who hit the shield for down hardflux of your ship. So 100%.

But, absorb shield have also a random, 1/30 in the script but with a very strange bug, i think, this is 1/5.
You can put this shield except if you have not shield or you have phase ship, classic. Templar use a phase system for shield system, so you cannot put that.

Thank you.
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Weltall on March 21, 2016, 02:15:54 PM
I am currently playing on a Nexerelin world, having SS+ and most of the 0.7.2a factions. While I was fighting 2 ships of the Looters faction. I am not per se sure if it's these ships fault, but my fleet is a Wolf, an Alastor and a Lasher, which they are vanilla. So I thought it might have been the Looters. The ships I was fighting against were Log-class Long Freighter and Stolen Auriga-Class Tug.

Spoiler
Quote
21316172 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3256.8472, 8628.645]
21316342 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at torzha_dock, 30 total available
21316781 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created MarketProcurementMission: luxury_goods to Schlock Mantle
21319251 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 13, FP2: 8, maxFP1: 180, maxFP2: 120
21319530 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
21394573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 5
java.lang.ArrayIndexOutOfBoundsException: 5
   at com.fs.starfarer.combat.entities.ship.oOOO.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Snrasha on March 21, 2016, 02:19:20 PM
I am currently playing on a Nexerelin world, having SS+ and most of the 0.7.2a factions. While I was fighting 2 ships of the Looters faction. I am not per se sure if it's these ships fault, but my fleet is a Wolf, an Alastor and a Lasher, which they are vanilla. So I thought it might have been the Looters. The ships I was fighting against were Log-class Long Freighter and Stolen Auriga-Class Tug.

Spoiler
Quote
21316172 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3256.8472, 8628.645]
21316342 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at torzha_dock, 30 total available
21316781 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created MarketProcurementMission: luxury_goods to Schlock Mantle
21319251 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 13, FP2: 8, maxFP1: 180, maxFP2: 120
21319530 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
21394573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 5
java.lang.ArrayIndexOutOfBoundsException: 5
   at com.fs.starfarer.combat.entities.ship.oOOO.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

This is so long when i have not this bug.  Yes this is my mod. A bug with my animation script (reactor or "aura"). This is so random so i hate very hate that. Thank for report. I send a version without animation, for wait (very soon).
 Looters without animation  (https://bitbucket.org/Snrasha/looters/downloads/Looters_help_1_41.zip) , juste delete folder looters and replace.
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Weltall on March 21, 2016, 02:27:13 PM
Ah ok. I was about to say I tested again with the same battle and it gave me and error again. I feel your ships just blew me off the game cause they are just too hard to beat XD

Spoiler
Quote
867625 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 13, FP2: 8, maxFP1: 180, maxFP2: 120
867905 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
939206 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 5
java.lang.ArrayIndexOutOfBoundsException: 5
   at com.fs.starfarer.combat.entities.ship.oOOO.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If you want I can send you a save, but you will need the mods I have active to try it
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Snrasha on March 21, 2016, 02:44:07 PM
This is not a problem with others mods, just with my mod.

And this is normal, IA is very hard with my faction. (And when you take lead of a looters ships, you are just one shoot per all ennemi, xD)

IA forward and backward very fast with my ship, because no shield and also this is a classic IA (always forward for shoot then backward for reduce flux.)


 Looters without animation  (https://bitbucket.org/Snrasha/looters/downloads/Looters_help_1_41.zip) , juste delete folder looters and replace.

Sorry for that, i have think this bug never respawn, but...
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Weltall on March 21, 2016, 02:54:44 PM
Thanks for the quick fix :D I can't imagine how hard it is to program your AI, but I know I fear looters when I see them and always try to avoid them XD They are really fast, and even without shields they kick ass!

PS: I tested it and it worked fine :) Thanks again Snrasha!
Title: Re: [0.7.2a] Looters factions v1.41 /// [0.7.2a] Artefact factions v0.727
Post by: Snrasha on March 21, 2016, 03:10:02 PM
I talk standard IA, i have not create IA for looters.

And, i have never think a player can lose against that(Except me, but i am bad). I have very nerf my ship when i have rework my ship(-2 turret per ship).
But, ok, wings is maybe too hard...  

I am happy for your critic. I prefer than Looters is not a "dangerous faction", but this is hard if i delete fun of signature of my ship ( FASTER FASTER AND VERY ARMORED and oh yes, VERY BIG RANGE (this is maybe a bad idea, yes..., i need more critics for that xD))

Update:

I have out a new version without a animation, i wait report. If no report, this is good. Thank you.
Title: Re: [0.7.2a] Looters factions v1.43 /// [0.7.2a] Artefact factions v0.731
Post by: Snrasha on April 13, 2016, 11:16:34 AM
Update v1.43 Looters:
Quote
-All weapon range are decreased. Medium lose 200 range, and small lose 50.
-All weapon have finally sprites. (Before, just green vanilla weapon)
-New faction, in the same system solar, a new planet, this is a faction who be cannot be played per Nexerelin.
-Add text or change text.
-Can have small bug or small forgot.

Do not forgot delete old folder.
No compatible with old save.

Update v0.731 Artefact:
Quote
-Nerf max speed of all ship, -50 to -10, yes this is very big nerf, but like you have always bonus speed for no flux, so i need nerf.
-Change sprite missiles.
-fix a animation
-move all .java in a special folder except missions.

A instant, i have idea of take new jitters shield (scarab) for create a shipsystem who give a small invulnerability but  you cannot attack, but, this is the ancient cloak... (and more, ship ennemi can go useless attack, so..)
Maybe a hullmod who auto-launch if you are under 10% life... (just one time.)
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v0.731
Post by: Snrasha on May 10, 2017, 02:54:44 PM
Looters version only:

05/10/2017 Version 1.5:
-Update to 0.8a
-Update some ships(Not all, for the moment)
-Delete animation engine and generator of supply.
-Increase cost of all weapons to 2.
-Increase power of fighter and the cost are to 10.
-Log can summon 1 fighter(he have win also 10 OP)
-Matrice can summon 3 fighter( he have win also 30 OP)
-Syracuse have be nerfed on OP(too many) and max capacity

Download (https://bitbucket.org/Snrasha/looters/downloads/Looters.zip)



More:

I have update the Looter version, this is not the final version, because i have remade also all sprites, but, you can already play.
I have deleted the starsystem per add planet on vanilla starsystem. You can also encounter ship of looters on the pirate faction.

If you have never try my looter faction, this is just a unbalanced faction(with full ugly ship!). A semi-pirate faction very dangerous.


Edit: I out a fix very soon for fix the overpower of fighter
Edit2: This is just the version "without new graphic ship" for 0.8a, do not download for play a normal game except for send feedback
 with mission or others.
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v0.731
Post by: DinoZavarski on May 12, 2017, 08:54:53 AM
Some file name case typos (prevent game from starting on Linux):

- In data/weapons/Noir_AJM1.wpn and data/weapons/Noir_AJS1.wpn "AJM1_turret_base.png" has to become "AJM1_Turret_base.png"
- In data/weapons/Noir_ARS4.wpn "ARS4_turret_base.png" has to become "ARS4_Turret_base.png" (has to be done twice for this file)

Also i was unable to boot the game because of JSON errors parsing "role desc" field in the wing_data.csv files of both mods. To fix this and launch the game i had to add "role desc" field to Noir/Artefact faction wing_data.csv and to replace the "number" field values in both csv files with globally unique ones (actually added "loot_" or "noir_" prefixes to all "number" strings in all .csv files of both mods just in case).
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v0.731
Post by: Snrasha on May 12, 2017, 08:57:14 AM
Well, the artefact is not updated to 0.8a.


For the typos, yes, i have see that, i go fix that soon. But for the moment, i search to re-sprite all ships of looters, and i fail always, so, Artefact is not for now.



edit: oh and thank you ^^

Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: Snrasha on May 14, 2017, 04:05:01 AM
(http://img11.hostingpics.net/pics/925850Noirflagnom.png) (http://)


Artefact 0.8a:
Changelogs:
Quote
-Add nothings
-Remove many weapons of the capital Ship.(I think, they are not very good idea, anymore than i rethink to that. There are just a set of mine)
-Modify the large blu weapon to a thing more simple(maybe need buff?)
-Need to fix: The star of the starsystem who wannot get a description.
-Fix the market who have before completely bugged.
-The faction do not need commission for buy the best ships. (But so more hard to have a good relation with them, no? ^^)

For people who have never try Artefact, this is a faction who have auto-repair hull and armor, with a shield who can 1/30 absorb the projectile ennemi(same if this is a nuke.), the faction is mostly invincible but also very weak. They surpass many standard ship.

And warning if you fight their capitalship "Ame" or cruiser farfadet, they can easily stop you.(Not kill, but stop you, this is technically be dead, also on starsector.)



For Looters mod:
I have found a spriter who made for me, very beautiful ship, so we need just wait than he finish.
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: MesoTroniK on May 17, 2017, 08:23:48 PM
So Snrasha... Want to tell me why your mods are full of "borrowed" code from other mods? Ones that are very specific about asking first to use stuff from them. I was a bit curious after playing your mods for a while, Looters uses one script, Artefact uses *many*. Huh, I wonder why you didn't include the source of Artefact? No worries, as you were not smart enough to obfuscate it, so I wasted my time to decompile all your .class files.

So yea, what's going on man?
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: Snrasha on May 17, 2017, 09:34:54 PM
So Snrasha... Want to tell me why your mods are full of "borrowed" code from other mods? Ones that are very specific about asking first to use stuff from them. I was a bit curious after playing your mods for a while, Looters uses one script, Artefact uses *many*. Huh, I wonder why you didn't include the source of Artefact? No worries, as you were not smart enough to obfuscate it, so I wasted my time to decompile all your .class files.

So yea, what's going on man?

I have request some about others.(And many are on credit, also)
And use to template for many others, they do not have the code of others modders, but same "format"(on the src, i have put on commentary the author, also, but on decompile, we cannot see)
Artefact:
-Armor regen have be authorized.
-BaseEveryFrameCombatPlugin, the template, 95% vanilla code are deleted.
-Custom AI Missile (Request and i think authorized just deleted the message ><, need to be made seriously, because, yes, this is just paste code.)

Looters:
-Nothings.

For the src not put, this is my bad.

So, yes, after check, i have just borrowed the custom AI missile(2two files). But for other, i have just use their like example for help me.


Edit: update the link for the src.
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: MesoTroniK on May 17, 2017, 10:14:48 PM
You use my fancy custom random battle rig in both of your mods. Remove it.

You did get permission for some Dr missile AI scripts apparently, and they are similar to my own. I concede that and I apologize.

Other claims hold up. I concede that and I apologize.


Edit: Please be very careful about using very specific custom unusual script functions, taking inspiration from them walks a fine line.
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: Snrasha on May 17, 2017, 11:03:11 PM
You use my fancy custom random battle rig in both of your mods. Remove it.

You did get permission for some Dr missile AI scripts apparently, and they are similar to my own. I concede that and I apologize.

Other claims hold up. I concede that and I apologize.


Edit: Please be very careful about using very specific custom unusual script functions, taking inspiration from them walks a fine line.

After reread a thing, I have missed my message.



I want know, there are two years, I have not idea how code. Now yes, before, I have use look how go that on other mods, and request for others.
For the custom random mission, I have think than this thing is free use because many mods have that, this is my bad and I retire that soon(I retire link for download my mod for the moment)

Thank for your help. In all code than I have checked, I have completely forgot that ^^'.
In the end, I need just delete this script and remade per my own, the custom AI missile, but all ai missile are near, after.
The armor hull, this is not maybe on my level their are two years, maybe than now. (but I have completely be authorized to use)

For others scripts, all are usual, I think.


Sorry for all
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.00
Post by: MesoTroniK on May 17, 2017, 11:07:36 PM
Yes, several mods have that same rig because it was given with permission.

It is always safest to ask first, for you never know of the arrangements between different people. Just because you see the same code in a handful of mods doesn't mean it is boilerplate stuff to take as you please. Somewhere along the line someone put in the work to make it and honoring their wishes is the right thing to do.
Title: Re: [0.8a] Looters factions v1.5 /// Artefact factions v1.01
Post by: Snrasha on May 18, 2017, 09:50:59 PM
Update Looters: Thank to drakonST

All new ships:
Spoiler
(http://i.imgur.com/ApxHBmw.png)
[close]

(http://i.imgur.com/2PxP7tg.png) (https://bitbucket.org/Snrasha/starsector/downloads/Looters.zip)
Clic on the banner for download

Changelogs:
05/11/2017 Version 1.51:
Quote
-Remade the mod
-History or others are not done for the moment
-Remade all ships with sprite of DrakonST
-Nerf top speed of all ships.
-Nerf all max burn of all ship.
-Nerf probably of see Looters ships on pirates.
-Nerf majority of range weapon.
-The energy cost per shoot for the vulcan is now : 2->3
-Low the change of two lasts ships to break to 0.1f(before their two ships have 0.5f)  (Looters ships are unbreakable!!!)
-Decrease the weakness of engine. (300% to 100%, now)
-Remade all stats of all ships.(For be balanced)

Edit: If you have played to Looters mod before, you can see a big nerf on armor and topspeed.
This is for more real, their armor give them a protection against emp damage of 50% for compensate this loose of top speed.
I have decided to reduce top speed after have take 20 Minutes for kill a wolf or a phase ship.
The armor reduced is maybe big, but this is always 3x a armor of a vanilla frigate, same if before, this is more 6x. And this is a pirate faction, not a Templar faction.(and also, contrary to before, they spawn on pirate fleet (only medium fleet size or more))
The Lili weapon is not very good if owner pursuit ship, but if they fled a ship, this is good.



Update Artefact:
-Yes, new update also.

Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Snrasha on May 19, 2017, 01:26:10 PM
Just fast update for the Looters mods. I have completly forgot to disabled a hullmod. You can continue to play on the same save without problem.

EDIT: And fix the link of Artefact.
Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Krelian on May 20, 2017, 03:48:51 PM
I really like the models of the loters. But everytime I try to boot the game with loters checked, it CTD before completing the booting.
Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Snrasha on May 21, 2017, 01:11:39 AM
I really like the models of the loters. But everytime I try to boot the game with loters checked, it CTD before completing the booting.

What is the error? You can look on the starsector log and paste me? Thank.
Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Krelian on May 21, 2017, 11:32:17 AM
Code
43162 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/version/version_checker.json]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Looters]
43167 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]
43168 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
43168 [Thread-4] INFO  org.lazywizard.versionchecker.VersionChecker  - Found 16 mods with version info
43169 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [dr_ssp.version]
43169 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [dassault-mikoyan.version]
43169 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DA.version]
43170 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [Imperium.version]
43170 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib.version]
43170 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [leadingPip.version]
43170 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [Looters.version]
43506 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [Looters.version] 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\Arsenal Expansion,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BetterBeginning_v0.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Looters,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ATX,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [Looters.version] 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\Arsenal Expansion,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BetterBeginning_v0.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Looters,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ATX,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at org.lazywizard.versionchecker.VCModPlugin.onApplicationLoad(VCModPlugin.java:61)
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)
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.8a-RC19 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: raccoonarms [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion]
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ATX [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ATX]
13   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: BetterBeginning [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BetterBeginning_v0.2]
13   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: istl_dam [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
13   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: diableavionics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
14   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: DisassembleReassemble [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.3]
14   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: GalatiaC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Imperium [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: leadingPip [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: LT [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Looters]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Neutrino [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ORA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: portrait [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Portrait pack]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dr_ssp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Templars [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: toreupplenty [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: URW [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_version_checker [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]
29   [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
29   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
627  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 60Hz, 16bpp
627  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 60Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 72Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 75Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 75Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 72Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 72Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 75Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 75Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 72Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 50Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 60Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 56Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 50Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 60Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x576, 56Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 72Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 75Hz, 32bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 75Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 72Hz, 16bpp
628  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 56Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 59Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 60Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 59Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 56Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 720x480, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 56Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 56Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 60Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 75Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 72Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 72Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 75Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 59Hz, 32bpp
629  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 50Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 59Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 50Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x1024, 75Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x1024, 75Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x1024, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x1024, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1360x768, 75Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1360x768, 75Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1366x768, 75Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1366x768, 75Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1440x900, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1440x900, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1440x900, 75Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1440x900, 75Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x900, 60Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x900, 59Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x900, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x900, 59Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 60Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 59Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 50Hz, 32bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 30Hz, 16bpp
630  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 29Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 25Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 29Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 30Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 25Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 60Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 59Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x1024, 50Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 59Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 60Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 50Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 25Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 29Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 30Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 25Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 30Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 29Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 59Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 60Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 50Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 25Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 29Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 30Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 59Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 60Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 50Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 59Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 60Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 50Hz, 32bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 25Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 30Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 29Hz, 16bpp
631  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Assuming native monitor resolution is 1920x1080
1274 [Thread-2] INFO  com.fs.graphics.L  - Using refresh rate:59
1706 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/launcher_bg.jpg (using cast)
1718 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/launch_button_bg.png (using cast)
1720 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/play_button0.png (using cast)
1722 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/play_button1.png (using cast)
1723 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_on.png (using cast)
1724 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_off.png (using cast)
1725 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ui/buttons/arrow_down.png (using cast)
1729 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fx/scanline11.png (using cast)
1736 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fonts/orbitron24aabold_0.png (using cast)
1746 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fonts/orbitron20aa_0.png (using cast)
1754 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fonts/insignia15LTaa_0.png (using cast)
1760 [Thread-2] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/fonts/orbitron12_0.png (using cast)
9914 [Thread-2] INFO  com.fs.starfarer.launcher.ModManager  - Saving enabled mod list [dr_ssp|raccoonarms|BetterBeginning|istl_dam|diableavionics|DisassembleReassemble|GalatiaC|Imperium|lw_lazylib|leadingPip|Neutrino|ORA|portrait|ATX|shadow_ships|Templars|toreupplenty|URW|lw_version_checker|shaderLib]

yes, I know I have a shitton of mods. But just disabling looters the game stop crashing.
Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Snrasha on May 21, 2017, 01:06:37 PM
Ahh, this is a crash with version checker, you have try to disabled version checker for be sure?

But, yes, i have found the error, i have put a file for than Version checker detect a other file, but  i have forgot to delete correctly all files.
I do not use version checker anymore, seems if this is a very good mod.

I edit this message when i have uploaded fix.


EDIT: Updated, fix the error, and change many values on Looters ships also.
Title: Re: [0.8a] Looters factions v1.52 /// Artefact factions v1.01
Post by: Krelian on May 21, 2017, 10:07:35 PM
That did the trick! Thanks for the fix. I really love the uniqueness of the designs.
Title: Re: [0.8a] Looters factions v1.54 /// Artefact factions v1.03
Post by: Snrasha on May 26, 2017, 07:55:54 AM
Probably my last update per post:

Because i have re-added version checker, so i do not need anymore to post here and re-up my subject!

Else:
Artefact:
Quote
Version 1.03:
-Change sprite projectile.
-Change ANL and ABL weapons, go try!
-Add version checker.
-Nerf flux regen of multiples ships
-Fix error with the hull regen.
-Increase collision radius of all ships.
-Nerf arc of the large weapon of the ghost

Looters:
Quote
Version 1.54:
-Nerf the Boss of Looters
-Add version checker
-Add descriptions on two ships
-Fix all hardpoint arc 5-10? => 25?.
-Fix all collision radius, all are increase
-Change shipsystem Overheat, now you can active very less time than before, but, their repair engine, weapon very more fast.
-Big buff of the Lili weapons





Edit: new version out, but Artefact not finish.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Ryu116 on June 03, 2017, 12:44:21 PM
Thank you for the updates.  I am looking forward playing with your mods!

:D
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: DinoZavarski on June 04, 2017, 03:28:49 AM
Two file name case typos in last release:

data/weapons/Noir_ARS4.wpn :  "ARS4_turret_base.png" must be "ARS4_Turret_base.png" (2 occurrences)
data/hullmods/hull_mods.csv :  "Artefact_shield.png" must be "Artefact_Shield.png"
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Snrasha on June 04, 2017, 03:33:03 AM
Damned, again, thank you ^^.

Edit: i have update the download for that.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Peace_Destroyer on June 05, 2017, 03:25:20 PM
I'm getting a null pointer crash and I think Looters is involved:

Code
179855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at src.lt.data.scripts.campaign.Lt_CampaignSpawnSpecialFleet.advance(Lt_CampaignSpawnSpecialFleet.java:60)
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)

It appears to be some kind of problem with the file mentioned there. I have a lot of other mods installed, could there be a possible conflict?
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Ryu116 on June 05, 2017, 03:51:47 PM
I'm getting a null pointer crash and I think Looters is involved:

Code
179855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at src.lt.data.scripts.campaign.Lt_CampaignSpawnSpecialFleet.advance(Lt_CampaignSpawnSpecialFleet.java:60)
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)

It appears to be some kind of problem with the file mentioned there. I have a lot of other mods installed, could there be a possible conflict?


It is not helping modder unless you list the mods you are using.  So please list the mods you activated in Starsector.  By the way, are you, any of chance, running DynaSector and / or Nexerelin?  Both of mods are not compatible with Neutrino Corp mod.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Peace_Destroyer on June 05, 2017, 04:33:07 PM
I'm getting a null pointer crash and I think Looters is involved:

Code
179855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at src.lt.data.scripts.campaign.Lt_CampaignSpawnSpecialFleet.advance(Lt_CampaignSpawnSpecialFleet.java:60)
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)

It appears to be some kind of problem with the file mentioned there. I have a lot of other mods installed, could there be a possible conflict?


It is not helping modder unless you list the mods you are using.  So please list the mods you activated in Starsector.  By the way, are you, any of chance, running DynaSector and / or Nexerelin?  Both of mods are not compatible with Neutrino Corp mod.

I am running dynasector, but haven't had a problem with Neutrino. The file causing the crash is definitely from Looters though. 
Total modlist:
arsenal expansion
console commands
Dassault-mikoyan
Diable
dynasector
extra portraits (portraits pack I made for myself)
graphicslib
Imperium
Lazylib
looters
neutrino
RED
ORA
Portrait Pack
SCY
Shadowyards
Ship/weapon pack
nomads
templars
underworld
unkown skies
upgraded rotary weapons
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Ryu116 on June 05, 2017, 04:44:12 PM
Looks like it is from dynasector since dynasector is not compatible with Looters mod yet.  Dynasector only work with specific faction mods as listed on Dynasector main post.  Look at "Supported Mods" at this link:

http://fractalsoftworks.com/forum/index.php?topic=11001.0
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: MesoTroniK on June 05, 2017, 05:13:08 PM
Dynasector doesn't care about mods it doesn't integrate, thus will have no effect on them.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Peace_Destroyer on June 05, 2017, 05:18:34 PM
Dynasector doesn't care about mods it doesn't integrate, thus will have no effect on them.
Yeah, that's what I'd figured. Just because it's not integrated doesn't mean it's causing a crash, just that it's being ignored.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Ryu116 on June 05, 2017, 05:24:56 PM
Noted, thank you for the information.  I learn new things everyday. :)
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Snrasha on June 05, 2017, 11:06:41 PM
This is a bug than I have fixed, if you read changelogs just yesterday. (For me, but for you, I have fixed this error there are 9 hours, version checker !)
The crash have be reported:
http://fractalsoftworks.com/forum/index.php?topic=12560

Sorry for all.  I need to play with these best mod(dynasector, nexerelin, ...) for some test.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Peace_Destroyer on June 06, 2017, 08:59:24 AM
This is a bug than I have fixed, if you read changelogs just yesterday. (For me, but for you, I have fixed this error there are 9 hours, version checker !)
The crash have be reported:
http://fractalsoftworks.com/forum/index.php?topic=12560

Sorry for all.  I need to play with these best mod(dynasector, nexerelin, ...) for some test.

Well I feel stupid now for not checking the OP for a new file.
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Snrasha on June 06, 2017, 09:19:42 AM
I feel stupid for have forgot a null Exception, me too, ah ah.

I do not update each time per a message, sorry ^^'. And like this is not a instant crash, i have think than people can see the new version,but it seems than not.

Version checker Powa!

Edit: Nexerelin include Looters and Artefact, now. Thank to Histidine to accept my request!
Title: Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
Post by: Peace_Destroyer on June 07, 2017, 05:40:25 PM
Yup, using current version got rid of the crash. Thanks again.
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Snrasha on June 15, 2017, 09:34:42 PM
For people who want know, DrakonST have remade all sprite of each ship, weapon:
Spoiler
(http://i.imgur.com/eRZQj9X.png)
[close]

On the v1.1+


Thank to him!


Edit: I wait feedback, also. And do not forgot to thank DrakonST with that.
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Toxcity on July 02, 2017, 09:24:33 PM
The new ship sprites look great!
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: OzarMidrashim on July 17, 2017, 03:25:24 PM
OMPH!
DrakonST...I was hoping to make some day a "Water/Sea Shell" like ships with faction of humans commanding either dead ones (more like standard starship) or live ones with unique systems and only build-in weapons, and looters sprites would do the trick after extensive Photoshop kitbash.

Both factions look just like an ART. LOVE IT!
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: OzarMidrashim on July 24, 2017, 04:45:46 AM
"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
                at com.fs.state.AppDriver.begin(Unknown Source)
                at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
                at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
                at java.lang.Thread.run(Unknown Source)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Tommy on July 24, 2017, 09:48:51 AM
Hey.

The Noir captured a market :)

So, since I do not know how to find their system (you mentioned some map coordinates that I cannot find anywhere, so I have no way of knowing what nebula it is, and what system),I felt the need to join them.

After I joined them, I'm basically ... in two empires :) (I joined the Noir, the system said I left Try-Tachyon, but I didn't.

Now, if continue to receive the salary from Tachyon, and if I call a fleet for an invasion, it will come from a Tachyon world.

Also, any market I invade, also gets assigned to Tachyon, instead of Noir.

Just thought to mention it.
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Snrasha on July 25, 2017, 01:06:59 AM
"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
                at com.fs.state.AppDriver.begin(Unknown Source)
                at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
                at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
                at java.lang.Thread.run(Unknown Source)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)

Thank, i go see what is the problem.


For Tommy, you use Nexerelin, no?
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Tommy on July 25, 2017, 01:44:47 AM
Yep, I do.

I restarted the game and tried it again on another playthrough, after they captured a market again, and now it was fine.

Except, in my military markets, I can never never find the top two Noir ships.
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: Snrasha on July 25, 2017, 02:29:04 AM
Yep, I do.

I restarted the game and tried it again on another playthrough, after they captured a market again, and now it was fine.

Except, in my military markets, I can never never find the top two Noir ships.

Strange, no idea why.  For the two last ships, well, they are very rare.

OzarMidrashim, i send out a new version with the fix, thank for the report.
Title: Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
Post by: eamaxx on July 28, 2017, 04:48:02 PM
"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
                at com.fs.state.AppDriver.begin(Unknown Source)
                at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
                at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
                at java.lang.Thread.run(Unknown Source)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)
Ty OzarMidrashim, sry for that :3
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Death_Silence_66 on August 03, 2017, 04:57:12 AM
Strange bug, looters fighters don't engage enemy ships. They just hang around their carrier. This issue is also present on most of the Noir fighters.
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Snrasha on August 03, 2017, 08:36:34 AM
Strange bug, looters fighters don't engage enemy ships. They just hang around their carrier. This issue is also present on most of the Noir fighters.

Because, this is the design of my fighter, wrong but support AI.  0 Looters fighters engage, except boss fighter, because they have long range and are more semi-PD.

For Artefact, also.    But here, they are more shield  than other thing.
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Death_Silence_66 on August 03, 2017, 06:30:50 PM
Sorry, are you saying this is an intentional feature?
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Snrasha on August 04, 2017, 01:25:01 AM
Sorry, are you saying this is an intentional feature?

Yes.   The Log because this is a drone, fast, good armor, etc . The Exp, because equipped with long range weapon!   

For Artefact, they are more usefull because weapon have not friendly fire, long range and homing.
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Death_Silence_66 on August 04, 2017, 01:31:13 AM
Ah. Log has a listed range of 5000 units so I was confused.
Title: Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
Post by: Snrasha on September 19, 2017, 09:51:51 PM
Hello, i am here for request question about some users of my mod. (If some user play to my mod, ah ah)

Do you have a performance issues when you fight? (On this case, if yes, against what exactly? Have you a poor memory?)
Because, before there are 3month/4 months, i have not nerfed the time life of projectile, now, yes, so if this is for know what you think?
If you can give me a complete opinion of my mod and know what i can upgrade? (Except new ships, this is not on my mind, ah ah)


Thank you for your help!
Title: Re: [0.8.1a] Looters factions v1.58 /// Artefact factions v1.13
Post by: YuiTheModder on September 22, 2017, 06:04:52 AM
I have played your mod and have a friend currently playing it, and we agree that your armor values are way too high to integrate with other game components in a way that provides for balanced gameplay.

She loves the concepts behind your mod, but dislikes the overall balance, and how long she has to fight a ship that has been overwhelmed to see it die.

The bottom line that I personally see for your mod to be balanced and more downloadable is that you change the armor and hull values drastically, and make significant balance changes to some of the weapons.

In short:

Lower ship armor.

Lower weapon efficiency.

Redistribute fleet power ratings.

We love the concept behind your mod, and the graphics of your ships, but until you balance them we can't have fun with your mod ;-;

I hope to download and have fun with your mod in the future though.  ;D

Chloe~
Title: Re: [0.8.1a] Looters factions v1.58 /// Artefact factions v1.13
Post by: Snrasha on September 22, 2017, 07:30:57 AM
I have played your mod and have a friend currently playing it, and we agree that your armor values are way too high to integrate with other game components in a way that provides for balanced gameplay.

She loves the concepts behind your mod, but dislikes the overall balance, and how long she has to fight a ship that has been overwhelmed to see it die.

The bottom line that I personally see for your mod to be balanced and more downloadable is that you change the armor and hull values drastically, and make significant balance changes to some of the weapons.

In short:

Lower ship armor.

Lower weapon efficiency.

Redistribute fleet power ratings.

We love the concept behind your mod, and the graphics of your ships, but until you balance them we can't have fun with your mod ;-;

I hope to download and have fun with your mod in the future though.  ;D

Chloe~

Hello, thank so much for this opinion.

For the Looters faction, they are hight level, i have fixed the problem what you talk about  the ship armor  on pirate fleet.
Pirate fleet now have a very low chance to have Looters ships no-damaged. I know not if you have so fight the new ships(D) for balance.

I wannot see my faction be weak, this is a weird faction with a armor more than the normal. The ships(D) (3 D-Hull per default on the hull,armor and engine) balance for me. I can fight a Looters ships(D) just with the worst pirate ship.(If i play correctly)

Maybe you have not idea, because maybe hidden(In the next update, i put more informations about), but they take 100% more damage on engine and emp.

You begin with a wolf who have ion pulser and now you fight Looters ships(D), you do not have problem for fight them.


For the lower weapon efficiency, like say previously, they take x2 on emp damage, else: weapon is balanced with vanilla value. More range, More flux cost, less damage. And again, if you fight only pirate, not Looters directly, you cannot fight now their weapons. (Looters is neutral to you, when you begin)


Redistribute fleet power ratings?
I do not understand very much this thing, you talk about the difference of power between each?



For conclude:
Many people agree than these x2 emp damage and engine damage are not visible when you look my mod and see only cheat ships, but try to fight them with emp weapon and you can see the difference. (Each 5 seconds, you flameout their engine)

But yes, i think to change that, their values need to be redefined.
Anecdote: When i have begin this mod, i have 2 time more armor and topspeed. (Without emp damage)




Title: Re: [0.8.1a] Looters factions v1.58 /// Artefact factions v1.13
Post by: Takion Kasukedo on September 22, 2017, 07:36:40 AM
I wouldn't say it's the armor, more so the hull of said ships being extra thick to ensure the armor may or may not have a purpose protecting the lifepoints of the ship.
Title: Re: [0.8.1a] Looters factions v1.58 /// Artefact factions v1.13
Post by: Snrasha on September 22, 2017, 07:41:05 AM
I wouldn't say it's the armor, more so the hull of said ships being extra thick to ensure the armor may or may not have a purpose protecting the lifepoints of the ship.

Looters faction is based to have a good armor who disable the means to have a shield, they need to be very more powerfull to choice  for do not have shield(Because shield >>>> Armor).
But yeah, Looters faction have not reason to have a good hull, and they have a good hull.
Their good weapon/engine(Engine and weapon who explode for any reason, i precise xD) is for balanced with the lack of shield. Do not forget, they are high-level pirate.

The last update include Ship(D) and finally, i see than my mod is more balanced with that. You cannot fight pirate faction who have a top ship of Looters(Yes you can, but this is 0.05%, same if i have see that on a market, ah ah)).
Title: Re: [0.8.1a] Looters factions v1.582 /// Artefact factions v1.14
Post by: Snrasha on September 23, 2017, 04:19:30 AM
(https://i.imgur.com/xrJrSl9.png)

Small update for precise than Looters and Artefact have be updated.


Looters : 1.582:
Quote
-Same thing for the scavanger, they can have some ships(D) and some normal ships
-Add THE description needed. Yes, Looters ships is overweak to emp damage and have weak on engine.
-Balanced Value:
    Re-put Wings on no-support. Because after many test, vanilla wing, same if cost more are always better.
    For compense this big up, the refit is multiplied per three.
-Add all ship(D) for pirate. Scavanger and Luddic path can also have normal ship.
-Ship(D) have very less stats.
-Fix hitbox of a cruiser.
Artefact : 1.14:
Quote
-Nerfed Soul flux: max flux 5000-> 2500. Flux dissipation 350 -> 250 This is a freighter with a launch bay, not a fighter.
-Add three Ships(D)
-Fix "ugly" effect on each ship.
-Increase crew requirement for wings.
   Spectre 1 -> 4
   Shadow 3 -> 6
-Ame : Maintenance cost doubled : 30->60, all others Artefact ship have low maintenance, but Ame is a heavy aircraft,freighter, battle ship.
-Add stability on star system Nebula.
-Add a planet, retire the market of the station.
-Fix description, finally.
Title: Re: [0.8.1a] Looters factions v1.582 /// Artefact factions v1.14
Post by: Novaris on September 24, 2017, 03:57:47 AM
I stumbled over a missing file as it seems:

Code
4866982 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [Noir_Soul_D_default_D] not found!
java.lang.RuntimeException: Ship hull spec [Noir_Soul_D_default_D] not found!
at com.fs.starfarer.loading.F.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:269)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1526)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2080)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:609)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:61)
at com.fs.starfarer.campaign.CampaignState.prepare(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: [0.8.1a] Looters factions v1.582 /// Artefact factions v1.14
Post by: Snrasha on September 24, 2017, 05:58:31 AM
I stumbled over a missing file as it seems:

Code
4866982 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [Noir_Soul_D_default_D] not found!
java.lang.RuntimeException: Ship hull spec [Noir_Soul_D_default_D] not found!
at com.fs.starfarer.loading.F.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:269)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1526)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2080)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:609)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:61)
at com.fs.starfarer.campaign.CampaignState.prepare(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)

Ok, Histidine have say what is the problem, i give you a fix very soon. This happens when a ship is destroy then i need to add D-mod. But it seems than the game crash without reason.


Edit:
-The bug have be fix, with a another where if you have not the Looters mod, it crash.
-I have also upgrade more the weapon than use ship(D), they are good now, but always precision lack.
Title: Re: [0.8.1a] Looters factions v1.59 /// Artefact factions v1.14
Post by: Lazybone on September 29, 2017, 06:44:56 PM
I've tried Artefact. To me, this mod would better been updated.
1.For the weapon, Annihilate cannon(N), this one is so dangerous. My paragon brought four of this and easily fight remnant_station, solo.
2.For the ships, those ships of Destroyer and Cruiser got so low Ordnace Points.
3.For the series of weapons, Large/Medium/Light Spot(R) and Shotgun(B). These weapons have made all the PDs a joke.(But completely suppressed by the SWP Excelsior)
4.For the wapon, Override flux beam. Another dangerous weapon, but it costs crash!
Title: Re: [0.8.1a] Looters factions v1.59 /// Artefact factions v1.14
Post by: Snrasha on September 29, 2017, 11:38:23 PM
I've tried Artefact. To me, this mod would better been updated.
1.For the weapon, Annihilate cannon(N), this one is so dangerous. My paragon brought four of this and easily fight remnant_station, solo.
Yeah, maybe, but with the flux cost and the rarity (On my game, only diableavionics and Noir have that, on military market(alliance between them on nexerelin)(After yeah, you can drop that, also,  after, i do not think people like so much have this weapon)

2.For the ships, those ships of Destroyer and Cruiser got so low Ordnace Points.
-The freighter destroyer who have a launch bay is a freighter, so yeah, do not use him on fight.
-The carrier of same size have correct ordnace points.
-The battle cruiser (The unique ship who have a large mount, ah ah), have a very low ordnace Points, yes, i go see a means to fix that per up the cost of large mount.(16 for the  Annihilate cannon is too low)
-The Farfadet cruiser: This is not a battle cruiser, just a annihilate ship who EMP all ships near of him.

3.For the series of weapons, Large/Medium/Light Spot(R) and Shotgun(B). These weapons have made all the PDs a joke.(But completely suppressed by the SWP Excelsior)
Artefact is specialized on ship with very strange mounts, but with homing projectile everywhere.  The shotgun is not very effective, but correct for me.


4.For the wapon, Override flux beam. Another dangerous weapon, but it costs crash!
-Artefact ship use badly this weapon, only a fighter have their weapons, the chance for find a override flux beam is very rare. I think than 8 OP is correct for this weapon, but maybe not the range of  600.

Thank you.


I prevent also than the Looters version 1.59 is out, with a new ship and many fix.
The artefact mod will follow with them on description fix.
You can already know than the battlecruiser will go win 10-30 OP but annihilate cannon (N) with.
Title: Re: [0.8.1a] Looters factions v1.59 /// Artefact factions v1.15
Post by: Novaris on October 02, 2017, 09:51:58 AM
I found a missing "," in Line 15 of Lt_Tyle. The list has a , too much at the end and one missing in between.

report:
Code
239701 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: DIRECTORY: E:\Starsector\starsector-core\..\mods\Looters (data\campaign\econ/Lt_Tyle.json)
Expected a ',' or ']' at 294 [character 5 line 16]
java.lang.RuntimeException: org.json.JSONException: DIRECTORY: E:\Starsector\starsector-core\..\mods\Looters (data\campaign\econ/Lt_Tyle.json)
Expected a ',' or ']' at 294 [character 5 line 16]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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: [0.8.1a] Looters factions v1.59 /// Artefact factions v1.15
Post by: Snrasha on October 02, 2017, 10:07:33 AM
I found a missing "," in Line 15 of Lt_Tyle. The list has a , too much at the end and one missing in between.

report:
Code
239701 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: DIRECTORY: E:\Starsector\starsector-core\..\mods\Looters (data\campaign\econ/Lt_Tyle.json)
Expected a ',' or ']' at 294 [character 5 line 16]
java.lang.RuntimeException: org.json.JSONException: DIRECTORY: E:\Starsector\starsector-core\..\mods\Looters (data\campaign\econ/Lt_Tyle.json)
Expected a ',' or ']' at 294 [character 5 line 16]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.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)
I have forgot to made a new game without nexerelin, sorry, i out a fix to that.
Title: Re: [0.8.1a] Looters factions v1.7 /// Artefact factions v1.17
Post by: Snrasha on October 05, 2017, 02:38:14 PM
Yeah, this is a message after my message, i know..... but, i need to put than i listen people.


Looters version 1.7: (https://bitbucket.org/Snrasha/starsector/downloads/Looters.zip)
Spoiler
Version 1.7: WE ARE HIGH LEVEL PIRATE, not low tech, how you can beat our ship so easily? Here my problem. This version will normally fix the ship.
-Fix error on the description of hullmod.
-Fix error on description of all ships.
-Balance weapon to vanilla value, but small better, but more OP cost.
-Increase op of frigate and the capital ship for compense.
-Increase the power of shipsystem.
-Looters are become more dangerous, for nerf that, they have the cost of supply for combat/maintenance  increased
[close]
Now than i think to that, i write my life on my changelog.
I have decided to increase the power of these ship, but they will cost many more supply to maintain. The armor have not be increased. For the bonus of S Armor, he have already be present, but hidden.

Artefact version 1.17: (https://bitbucket.org/Snrasha/starsector/downloads/Artefact.zip)
Spoiler
-Clean up the everyframe plugin who cost to your computer. He cost nothing now. (Except if you use the  Slow beam on a combat, else nothing.)
-Fix typos.
-Increase Large blu weapon (the shotgun). 100->140 per projectile
-Fix many descriptions.
-Qwertronix have recreate annihilate weapon description.
-Change the OP of annihilate weapon to 16-> 28.
-The Ghost cruiser OP : 95->135
-Fix Farfadet problem with the ring.
-Improve graphical effect of all weapon.
-Modify the Shotgun and Apocalypse cannon(Better).
-Weapon type modified on energy because this is more logic.
-Add two new ships system.  One for carrier ship and the other for support ship.
-Like some weapon is now energy, damage of (R) weapon is reduced.
-Corvus mode available for Nexerelin on the next update of nexerelin.
-The 1.2  correspond to all descriptions finished.
This update can be followed per fix.
This update is not incompatible with your save.
[close]
Ok, for him, this is also the previous version, but meh, need to say than i have modified.
I have upgrade the performance on combat to 100%, normally. For be more simple, i have retire a thing, so yeah, 100%.
Nothing, else. Except than Medium and small (N) weapon have be modified and than i have forget to put on the changelog, less "range", but better homing.
Title: Re: [0.8.1a] Looters factions v1.8 /// Artefact factions v1.2 /// PulseKB
Post by: Snrasha on October 30, 2017, 02:03:46 AM
If i have updated the Artefact and Looters mods(Version checker ^^), i have added some kitbash of my hand on the subject:
Here:
(https://i.imgur.com/YKkHz5G.png) (https://bitbucket.org/Snrasha/starsector/downloads/PulseKB.zip)
Spoiler
Descriptions:
Quote
Creator:
-Snrasha: Have made these kitbash sprite
-Nia: Have perfectly fix many things on these sprites.
-Community: For have helped for the story and to be present.

This mod add many Tri Tachyon  Kitbashed Ship for the faction.
They have special shipsystem or structure, they are also rare to see.

Example of their specitify:
Spoiler
(https://i.imgur.com/ou5ZSl0.gif)
[close]

Tri-Tachyon's Kitbash Ships:
Spoiler
Spectre(TT) Long Range Support
(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)
A tactical laser is nothing, but three?

Fantome(TT)-class Frigate
(https://i.imgur.com/RQUQcVT.png)
Automated ship with a Modified SO.

Ombre(TT)-class Fast Carrier
(https://i.imgur.com/DaPM2aK.png)
Fast BattleCarrier with a Modified SO.

Farfadet(TT)-class Light CapitalShip
(https://i.imgur.com/9I9HdVL.png)
Capable of destroy a Aurora.

SeekerPulse-class Module of Farfadet
(https://i.imgur.com/dHe1jGz.png)
You cannot ignore it!

[close]
[close]
Title: Re: [0.8.1a] Looters factions v1.8 /// Artefact factions v1.2 /// PulseKB
Post by: Ahne on October 30, 2017, 09:13:37 AM
pretty cool system, keep it up
Title: Re: [0.8.1a] Looters factions v1.8 /// Artefact factions v1.2 /// PulseKB
Post by: Snrasha on October 30, 2017, 09:42:57 AM
pretty cool system, keep it up

This is the vanilla shipsystem, but with orange color and 10 less damage for be useless against fighter, ah ah.

Vanilla emp shipsystem:
   "empDamage":500,
   "damage":100,

Pulse KB emp shipsystem:
   "empDamage":10,
   "damage":30,

Else nothing have be modified except the color.


Small update:
Version 0.4:
-Fix sprite of the Ombre(TT)
-Add the Ghost(TT), not finished.
-Fix somes values.


When i will finish to balance and fix these sprites, i think than i have finish my kitbash mod ^^.

Title: Re: [0.8.1a] Looters factions v1.8 /// Artefact factions v1.2 /// PulseKB
Post by: Ahne on October 30, 2017, 09:44:53 AM
And the rotating sphere? Thats your creation or not?
Title: Re: [0.8.1a] Looters factions v1.8 /// Artefact factions v1.2 /// PulseKB
Post by: Snrasha on November 01, 2017, 03:00:03 PM
And the rotating sphere? Thats your creation or not?
Yes for that. (You can look my Artefact mod and see the list of ship, you can see the Farfadet who have also a rotating thing.)


(https://i.imgur.com/YKkHz5G.png) (https://bitbucket.org/Snrasha/starsector/downloads/PulseKB.zip)
Spoiler
Descriptions:
Quote
Creator:
-Snrasha: Have made these kitbash sprite
-Nia: Have perfectly fix many things on these sprites.
-Community: For have helped for the story and to be present.

This mod add many Tri Tachyon  Kitbashed Ship for the faction.
They have special shipsystem or structure, they are also rare to see.

Example of their specitify:
Spoiler
(https://i.imgur.com/ou5ZSl0.gif)
[close]

Tri-Tachyon's Kitbash Ships:
Spoiler
Lassitude Long Range Support
(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)(https://i.imgur.com/A6p4iOk.png)
A tactical laser is nothing, but three?

Coupsur Long Range Support
(https://i.imgur.com/ImX3Nvy.png)(https://i.imgur.com/ImX3Nvy.png)(https://i.imgur.com/ImX3Nvy.png)
If tactical laser is not important for you, graviton beam, maybe?

Malice-class Frigate
(https://i.imgur.com/RQUQcVT.png)
Semi-Automated ship with a Modified SO.

Athenia-class Fast Carrier
(https://i.imgur.com/rKj697M.png)
Fast BattleCarrier with a Modified SO.

Cognitif-class Fast Cruiser
(https://i.imgur.com/H1IBv2Z.png)
A simple cruiser, no?

Lodium-class Light CapitalShip
(https://i.imgur.com/cYNlUiJ.png)
Capable of destroy a Aurora.

SeekerPulse-class Module of Farfadet
(https://i.imgur.com/dHe1jGz.png)
You cannot ignore it!

[close]
[close]
Changelogs:
Code
Version 0.7:
-Nerf ships.
-Athenia lost 10 OP.   60 OP are too much.
-Fix descriptions.
-Downsize the Lodium Capital to cruiser. But keep always the "Light capital" tag.
-Modify many variant.
-Add the bignouf! A Lasher variant.
-Modify how work engine, they change color, yeah...


Version 0.61(fix):
-Support Dynasector now.
-Add Nia on the name of author.
-Fix text.
-Upgrade the mission lore.
-Remove AImissile from BDRY for have a my custom!
- Reduce weight of the mod 500 Ko => 300 Ko
-Warning if you have downloaded before the 0.5, break save.

Version 0.6: -Break save.
-Modify Automated per "Semi Automated" for be include on the Lore without problem!
-Modify variant for carrier, like they have less crew.
-Rename all ships.
-Remade all descriptions.
-Add the last ship of the mod: A wing of 3 fighter with graviton beam.
-Merge the hullmod semi-automated with a hidden hullmod who modify thruster and the unstable override on the hullmod: Pulse Core.
-The Lodium OP have be decreased. (170 -> 126)   Reason: The Pulse Core who have a unstable core.
-Reduce the topspeed of Lodium of 10.

Thank for your support!

If you have a problem, do not hesitate to contact me!

Edit: Ok this is not the last update, i have found some idea.
Edit2: I have found a person for merge the mod with a another, prepare to see this mod disappears.
Title: Re: [0.8.1a] Looters & Artefact
Post by: Owl on December 13, 2017, 01:28:04 AM
Hi, getting an error with the last looters download got message below;

Spoiler
failed to parse version file "looters .version"
cause: looters.version
expected a ',' or ']' @ 248 [character 5 line R]
Check starsector.log etc..
[close]
Title: Re: [0.8.1a] Looters & Artefact
Post by: Snrasha on December 13, 2017, 01:44:40 AM
Hi, getting an error with the last looters download got message below;

Spoiler
failed to parse version file "looters .version"
cause: looters.version
expected a ',' or ']' @ 248 [character 5 line R]
Check starsector.log etc..
[close]

Sorry, fixed, forgot to launch a campaign with.
Title: Re: [0.8.1a] Looters & Artefact
Post by: Owl on December 13, 2017, 04:07:10 PM
thanks snrasha  ;D
Title: Re: [0.8.1a] Looters & Artefact
Post by: Snrasha on December 16, 2017, 05:27:13 AM
And sorry for so many updates, this month, this is because of the tournament, where i fix many things.

A new version of Artefact is out, 3 time less number of projectile and damage increased for compensed.
After, i need to fix the Looters, but on the futur. ^^
Title: Re: [0.8.1a] Looters & Artefact
Post by: Takion Kasukedo on January 08, 2018, 08:53:05 PM
Something strange is going on with your mod.

I got an Soul-Class Freighter, but everytime I remove it's rearward weapon (Artefact Mono PD ), it disappears from the inventory.

I presume this happens with all of the weapons.
Title: Re: [0.8.1a] Looters & Artefact
Post by: Snrasha on January 09, 2018, 01:47:20 AM
Something strange is going on with your mod.

I got an Soul-Class Freighter, but everytime I remove it's rearward weapon (Artefact Mono PD ), it disappears from the inventory.

I presume this happens with all of the weapons.

Strange, thank for this report ^^


Edit: this bug do not happens for me.

What is your list mod? x)


EDIT2: Oh, fail, Mono PD do not exist, they are a fail on variant, their are PD for fighter. Sorry xD
There do not disappears, they are on your inventory, but useless x)
Title: Re: [0.8.1a] Looters & Artefact
Post by: Snrasha on January 24, 2018, 11:47:54 PM
(http://i.imgur.com/2PxP7tg.png) (https://bitbucket.org/Snrasha/starsector/downloads/Artefact.zip)
Changelogs: WARNING 1.5 is a merge of my two mods to one.
Quote
Version 1.5:
-Break save.
-If you play with Nexerelin, for the moment, you need to copy the Artefact\data\config\exerelinFactionConfig folder on the Nexerelin folder for replace the correct variant.
-Merge with the Looters mod.
-Reduce the spawn of my faction ship on pirate and scavanger.
-Merge these two starsystem to a unique one.


I have decided to merge these two for some reason. And after, they do not cost so many RAM and VRAM, so no problem. (Less than any others factions, i think)
The merge of these two nebulasystem to one is  one of the reason.
Title: Re: [0.8.1a] Looters & Artefact || High-Tech Armada
Post by: OhNoesBunnies on February 05, 2018, 05:11:58 PM
Odd!

Getting a crash with the latest version of your looters mod; just says "Fatal; Null" and there's no specific error message in the logs related to this.
Title: Re: [0.8.1a] Looters & Artefact || High-Tech Armada
Post by: Snrasha on February 05, 2018, 09:50:33 PM
Odd!

Getting a crash with the latest version of your looters mod; just says "Fatal; Null" and there's no specific error message in the logs related to this.

Oh, damn, the thing is than i have not received crash when i have played with this version ><
What is the context of your crash? Thank ^^.

Edit: And i have merged the Looters mod with the Artefact, so break the save.
Title: Re: [0.8.1a] Looters & Artefact || High-Tech Armada
Post by: OhNoesBunnies on February 08, 2018, 10:46:43 AM
Odd!

Getting a crash with the latest version of your looters mod; just says "Fatal; Null" and there's no specific error message in the logs related to this.

Oh, damn, the thing is than i have not received crash when i have played with this version ><
What is the context of your crash? Thank ^^.

Edit: And i have merged the Looters mod with the Artefact, so break the save.

Well, when starting a game with JUST the looters and Nexellerin enabled, it crashes. Without Nexellerin, it does the same thing. Dunno why it's acting like it is! It happens when generating a universe.
Title: Re: [0.8.1a] Artefact || High-Tech Armada
Post by: Snrasha on February 08, 2018, 11:12:34 AM
You have not forgot the Lazylib library?
Title: Re: [0.8.1a] Artefact || High-Tech Armada
Post by: Bobakanoosh on February 13, 2018, 09:49:09 PM
I too am having the same issue. Fatal; Null, on universe creation. I have the latest version of Lazylib installed as well. Same context as above as well.
Title: Re: [0.8.1a] Artefact || High-Tech Armada
Post by: Snrasha on February 13, 2018, 11:09:21 PM
Ok, thank, i will see the problem when i am available.

You have the logs on folder Starsector, if you can found the Line of the NullpointerException and put the paragraph (5 lines before and after the line of the null)
Thank.

I have zero crash, you are maybe on Mac or Linux? Or others informations?
Title: Re: [0.8.1a] Artefact || High-Tech Armada
Post by: Lazybone on March 04, 2018, 08:33:03 PM
It seems like, Artefact has put a station in Askonia System(named 'long') and that caused crash!!
Title: Re: [0.8.1a] Artefact || High-Tech Armada
Post by: Snrasha on March 04, 2018, 09:28:23 PM
It seems like, Artefact has put a station in Askonia System(named 'long') and that caused crash!!

Ok, thank you ^^.


EDIT: Fixed. Fix a crash for no users of Nexerelin, where somes Starsystem crash, you need probably a new game for fix that.
Title: Re: [0.8.1a] Artefact
Post by: Snrasha on April 23, 2018, 05:12:28 AM
New flags:
(https://i.imgur.com/P0LDrWl.png) (https://bitbucket.org/Snrasha/artefact/downloads/Artefact.zip)
(https://imgur.com/AxvwLNB.png) (https://bitbucket.org/Snrasha/artefact/downloads/Artefact.zip)
New version of ships:
See the main post.


Version 1.52:(breakSave)
Quote

-Modify the enem anti-missile.
-Modify every Looters MK2.
-Fighter MK2 are now undroppable like Terminator.
- Fix the new phase cloak of Looters ships.
-Nerf every damaged ships and modify their sprite with that.
- Increase shield radius of every Noir ships (+15)
- Reduce the flux of the Sting E-Slot per 2.
- Modify sounds of somes weapons
- Nerf topspeed of every Looters ships.
- Remade flag of their  factions.
- Update somes weapons.
-Fix every descriptions  (Made per Gwyvern)
- Nerf to 500 crew The Heart, increase of 300 units cargo and fuel.
- add two tinys frigates

Thank to Gwyvern for the help. And the community, like always.

I have made many modifications, linked to fail.
Title: Re: [0.8.1a] Artefact
Post by: Snrasha on June 05, 2018, 08:49:30 AM
Tiny update of my mod!

I have retired a plugin and add a GS Bounty for fight the Boss of the mod.
You will need to have GS mod for fight the Boss of this mod, but meh, the previous plugin is bugged.
Title: Re: [0.8.1a] Artefact
Post by: Snrasha on October 01, 2018, 06:00:41 AM
Current advancement on the Artefact mod:
I am always on the Discord and i have always discouraged people to play to my mod, for many good reasons of weird choice.
One is Noir faction where these homing projectile have be always a problem.
Two is the Looters faction, where shiedless is a problem.

On the next update:
(https://i.imgur.com/3R1iQAO.gif)
(https://imgur.com/mRH3QlU.gif)

(https://i.imgur.com/KZbvEf5.gif)
The Noir will replace the current shield per a bubble shield, like AI Wars but more simple, more you have flux, less efficient the shield will be.
The Looters will replace the disliked phase system per a Damper shield who depends of your flux. These ships do not get flux when the shield is hit. The system on the right click will be a Priwen Burst-Like, with two waves who bounce projectile(probably not the final version and need to fix some bugs).

The Noir will lost one weapon replaced per a piou piou weapon like IR pulse laser. (The Shard Gun have be replaced)
(https://i.imgur.com/ezbSBQ7.gif)
(https://i.imgur.com/wj7GVpV.gif)

If someone has a feedback to do for this mod(for this next update or before), i will take it.

Thank you.
Title: Re: [0.8.1a] Artefact
Post by: Snrasha on October 05, 2018, 01:15:08 PM
(https://i.imgur.com/3R1iQAO.gif)
(https://imgur.com/mRH3QlU.gif)

 Click for download!  (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_17unbalanced.zip)


Version 1.7 Unbalanced is out, need feedback, i think.
The mod need GraphicLib now.

Quote
Version 1.7unbalanced: Break save game
Modify completely Looters and Noir.
    -Noir get the bubble shield of AI wars mod, but without the failure system.
    -The Noir Bubble shield is better on low flux than high.
    -Looters lost their phase system, they got a damper field, do not work like lattice shield of templar.
    -Looters right click is now a repulse projectile like Exigency or Priwen Burst of Templar. Disabled if your hull has D-mod.
-Remove the Artefact Shield hullmod.
-Ame topspeed increase 20 to 40
-Farfadet topspeed increase 40 to 50
-Modify the Shard gun weapon
-Nerf the Ragnis Locust and Lili Squall damage to 50 from 75.
Title: Re: [0.8.1a] Artefact
Post by: Nanao-kun on October 06, 2018, 02:04:12 PM
Although I never really used the ships that often, I thought the weapons were pretty cool. Gonna try this new version soon.
Title: Re: [0.8.1a] Artefact
Post by: Snrasha on October 06, 2018, 10:49:10 PM
Although I never really used the ships that often, I thought the weapons were pretty cool. Gonna try this new version soon.

Thank, do not have fear of report a feedback of everything(text maybe too ^^)
Title: Re: [0.9] Artefact
Post by: Snrasha on November 24, 2018, 10:50:23 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod here (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_8b.zip)


Update to 0.9
Title: Re: [0.9] Artefact
Post by: Snrasha on November 25, 2018, 07:31:32 AM
Small update for say:

No crash or bug reported, and i needed to out two stations for them.
These stations are pretty strong.
Need feedback thank or critic! (If you see a too strong weapon, report!)
They spawn with these new stations on new save, but you can also just create them on your colony. (Lack of blueprint industry :thinking: )
Also fix a bug with fighter.
Title: Re: [0.9] Artefact
Post by: Snrasha on December 02, 2018, 04:15:38 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod here (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_8c.zip)

(https://i.imgur.com/ppXDUfn.jpg)

Fix Blueprint, weapon loadout and add a graphical effect on the Looters station.

Title: Re: [0.9a] Artefact
Post by: Snrasha on December 02, 2018, 01:21:39 PM
(https://i.imgur.com/YKkHz5G.png) (https://bitbucket.org/Snrasha/armada/downloads/HighTechArmada0_4.zip)

Updated for the 0.9a Starsector!

The High Tech Armada is on the same page of Artefact mod for obivous reason! Because this is more a private joke mod, so yeah, he is very balanced, but turn around a hullmod pretty meme.

This mod is just a list of ship inserted on the high-tech faction.
Spoiler
(https://i.imgur.com/dYmq3DO.png)
[close]
Except the crabunder, because pirates love crabunder.
Title: Re: [0.9a] Artefact
Post by: Bishi on December 05, 2018, 05:50:45 AM
Great mod :)
P.s Most of your ships looks like vaginas
Title: Re: [0.9a] Artefact
Post by: Snrasha on December 05, 2018, 12:21:28 PM
Great mod :)
P.s Most of your ships looks like vaginas

Thank :)
Do not hesit to report bug or others things!
Title: Re: [0.9a] Artefact
Post by: nb8 on January 06, 2019, 04:04:42 AM
First let me say thank you for the work done. I like this mod and I always put it.
Let me ask you, how good are the Looters and Noirs stations compared to the standard ones?
I now use a high-tech station, because low-tech is much worse. How do stations from mod?
Title: Re: [0.9a] Artefact
Post by: Snrasha on January 06, 2019, 07:17:34 AM
First let me say thank you for the work done. I like this mod and I always put it.
Let me ask you, how good are the Looters and Noirs stations compared to the standard ones?
I now use a high-tech station, because low-tech is much worse. How do stations from mod?

Well, i have not received many feedback, except than they are not very beautiful(well, after all, they are kitbash from part of the original sprite of DrakonST)
I suppose you need to fight them, but the Noir station is pretty good against AI and the Looters is the most weak, after the only feedback receveid.

And thank you. Do not hesitate to go on the unofficial discord of Starsector.
Title: Re: [0.9a] Artefact
Post by: Singrana on January 09, 2019, 08:45:53 AM
i think your ships are strange and alien looking, so for ppl who want some totally different art sprinkled into the game they are great
Title: Re: [0.9a] Artefact
Post by: Snrasha on January 16, 2019, 05:20:24 AM
(https://i.imgur.com/P0LDrWl.png)
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod here (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_8d.zip)

-Update Nexerelin Compatibility
-Fix Starsystem

-Nothing else, because do not need more stuffs or fix.
Title: Re: [0.9a] Artefact
Post by: Malleator on February 11, 2019, 07:12:22 PM
I have every faction mod available for the latest version of the game as of the time of posting.
I've made a mixed fleet of very well optimized ships.
I've fought every faction I have installed: vanilla and modded factions.
The only faction that has given me trouble is Noir.

I'm not saying Noir is OP, but it may be very OP.
Title: Re: [0.9a] Artefact
Post by: Snrasha on February 11, 2019, 11:32:01 PM
I have every faction mod available for the latest version of the game as of the time of posting.
I've made a mixed fleet of very well optimized ships.
I've fought every faction I have installed: vanilla and modded factions.
The only faction that has given me trouble is Noir.

I'm not saying Noir is OP, but it may be very OP.
You are sure of what you affirm?
On every time i fight them, they are pretty weak with the lack of bomber, etc.
Can you feedback more, maybe this is a ship, or a shipsystem who put you a threat?

Or, are you sure this is not the Looter faction?<
Title: Re: [0.9a] Artefact
Post by: Malleator on February 12, 2019, 12:27:39 PM
Yes, I shall elaborate.

It seems that the Noir ships are very capable at kiting in their individual classes, have extremely tough shields, and these two facts mixed with their tendency to spam wings and avoid combat make for difficult kills.
The only ships that I've found that are effective at killing them are ships with huge amounts of burst firepower that can take out their shields and some sort of movement ability, be it explosive drives or phase.
Alternatively, ships with extreme range and damage weapons.

In fact, the only ship I've found to be capable of effectively dealing with Noir ships is the Nidhoggr flagship from the Sanguinary Anarchistic Defectors faction mod. It has explosive drives and burst damage capabilities but costs a minimum of 550,000¢ and only becomes effective after the installation of mass missile batteries.

Actually, the only time I ever didn't have trouble is when their invasion fleets attacked my Noir tech star fortress of which has extreme range and damage so it doesn't really care about Noir ships... Or really anything for that matter.


I would like to state that, I don't think the faction being OP is a bad thing, in fact, I enjoy having a challenge for my suped-up end game war fleet, but maybe don't advertise them as, "Not very good," when the only thing that can reliably beat them is themselves and expensive specialized flagships that, in their own faction lore, are so extremely rare and powerful that are thought to be impossible dreams/legends.



EDIT: Oh and I forgot to mention that I did a bit of testing with various ships against the Ame-class standard battleship. The observations of which were used to reach the above conclusions. I don't have a lot of warships/carriers, but I did have six, each from different factions and all optimized. Only two won against Ame. One being the Nidhoggr and the other Metafalica, and only after nearly half an hour of chip damage (For Metafalica.) And another common occurrence is the Ame will just completely stun lock its enemy and just chip away at it forever with attack wings.


All ships outfitted with the best money can buy with all blueprints unlocked across all currently available faction mods and base mods.
Additionally, all ships are set to autopilot search and destroy until enemy is in view, in which case they're specifically set to destroy the enemy ship.
Pyridoxate (highest level carrier from XLU): stun locked and destroyed
Discernment (highest level carrier from ORA): stalemate with Discernment unable to destroy Ame's shields, even with anti-capital bombers. Likely eventual loss for Discernment as CR dropped faster due to wing loss.
Vendetta (XIV battlegroup warship): stun locked and destroyed
Metafalica (Sylphon Outcast highest level warship): Ame can kite indefinitely but Meta can get some lucky shots off and eventually win or starve Ame of CR. Meta can get stunlocked if not careful and very unlucky.
Nidhoggr (High level Sanguinary flagship): Engine boosts into Ame, fires an insane amount of ordnance into the shields to pop them and then launches a large salvo of missiles: some of which are blocked by the near instant shield regeneration but ultimately Nidhoggr has little trouble with Ame.

Here's video of the stunlock: https://cdn.discordapp.com/attachments/305838827208048651/544983541650423819/Stunlock.webm

Conclusion: The space Frenchmen will stunlock you and beat you to death with spoons unless you have the power and speed of a planet sized asteroid traveling at the speed of light.

Suggestion: If the faction is truly supposed to be, "Not that good," then maybe consider reducing their speed and giving their shields a good blanket nerf. Maybe also do something about their stunlocking abilities? If not, rebrand them as high tech aliens or something with exotic out of this world shield tech, they designs are already unique and alien enough to work with such a rebranding.

Again, thanks for taking the time to make good content for the game, I'm grateful at the end of the day, and I request you take my words with a grain of salt. Maybe it's just me that's having a hard time with them? Maybe, who knows.

EDIT2: Just engaged an enemy Noir tech star fortress. Thing just instant killed the Nidhoggr. Had to devmode my way out as nothing could retreat fast enough. How do you defeat this thing?
Title: Re: [0.9a] Artefact
Post by: Snrasha on February 12, 2019, 02:58:26 PM
1: I will update when i have time, the Artefact mod. The Looters faction will get a new "shield" system.
But yeah, i will take a look on the Noir faction.

2: The main problem of the Ame is these  stunlocker wings, i understand very well, i will maybe remove them. Because the Ame has just a 45degree arc shield and can be pretty defeated with many ships around it.

3: I have some problem with balance on station(If you have fight the SAD mothership tier 2, you have maybe see it), i will nerf the station where i will just modify theses large weapons who bypass shield. I will switch with a less punitive weapon. I do not think this station need a another nerf. (Except change these drones with a friendly fire or maybe change it to medium mount after some test)

4:
Quote
Suggestion: If the faction is truly supposed to be, "Not that good," then maybe consider reducing their speed and giving their shields a good blanket nerf. Maybe also do something about their stunlocking abilities? If not, rebrand them as high tech aliens or something with exotic out of this world shield tech, they designs are already unique and alien enough to work with such a rebranding.
I will modify their description, the old version of Noir faction do not have these bubble shield and i have not received any feedback awhile.
I will maybe need to nerf or change these defense shipsystem, like before they have "weak arc" shield, but now, they have a 360?. (Farfadet and Ame)

On the next week, you will maybe see the update.

And very thank you for give me a so good feedback, modders can only be happy with you, with a so huge feedback.
Title: Re: [0.9a] Artefact
Post by: Malleator on February 12, 2019, 03:06:47 PM
I do hope you make adjustments with a steady hand. In retrospect, while the Noir ships do seem to give me problems, I definitely used a lot of hyperbole when describing the power gap.
Glad you didn't take my complaining the wrong way. Really great content, love it and all other good faction mods on here.

Thanks for giving me the time of day, too. Keep up the good work.
Title: Re: [0.9a] Artefact
Post by: Snrasha on February 15, 2019, 06:56:02 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Download the mod here (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_9Alpha.zip)



Version 1.9alpha: BREAK SAVE

(I need feedback, thank)
Quote
-Modify the Looters shield per a better shield.
-Nerf the Looters shipsystem, one time now, decrease range, increase flux cost.
-Fix the Looters shipsystem who caused overload.
-Change the graphic of the Looters shipsystem.
-Fix color of the projectile of the vulcan, who is near to be just invisible.
-Down the topspeed of the M12-II to 55 from 75
-Replace the Shadow per a different fighter.
-Remove the weapon flux/Stunlock of the game.
-Modify the large of a drone module of the station level 3. REDUCE THE DIFFICULTY OF 50%.
-Increase the texture shield radius.

Adjustement is here.
-Noir faction has be nerfed on some part, where the station has be too strong. Just modified a large weapon for fix the issue.
And on the other part,  removed the famous stunlocker per maybe worst, but let you play.

https://i.imgur.com/wDZc4pN.mp4
-Looters faction has get a new Lotus shield and a nerfed shipsystem(but more cool), i will need feedback for them.
And after some test, i have nerfed the speed of the M12-II.
They are pretty weak against beam, but very hard to kill else. Or you can just use kinetic.
(https://i.imgur.com/vgTPTfh.png)
Title: Re: [0.9a] Artefact
Post by: nb8 on February 16, 2019, 04:27:28 AM
Oh no, not again, nerf nerfed noir? seriously?
Looters were initially very weak, like SHY, much weaker than vanilla ships, they don't worry me so much. Noir were good at the expense of their weapons, which were self-homing and destroyed almost all. But the noir were already nerfed. Their weapons have become worthless, a small self-guided weapon can not post in anyone, with all the perks and huds on accuracy. Medium homing weapons have very little damage.
Yes, the overload beams were good. They were removed as I can see. But why even more nerfs besides that?
Except Ama, all Noir ships completely unplayable, due to the poor balance of flux and the disposition of gun slots. I agree, you can weaken Ama a little, but you need to up all the other ships.
We already have a lot of super weak fractional mods, with ships that the player will not use (SHY, ORA, ARKGNEISIS, ets), no need to do more, please.
Title: Re: [0.9a] Artefact
Post by: Snrasha on February 16, 2019, 06:53:42 AM
Oh no, not again, nerf nerfed noir? seriously?
Looters were initially very weak, like SHY, much weaker than vanilla ships, they don't worry me so much. Noir were good at the expense of their weapons, which were self-homing and destroyed almost all. But the noir were already nerfed. Their weapons have become worthless, a small self-guided weapon can not post in anyone, with all the perks and huds on accuracy. Medium homing weapons have very little damage.
Yes, the overload beams were good. They were removed as I can see. But why even more nerfs besides that?
Except Ama, all Noir ships completely unplayable, due to the poor balance of flux and the disposition of gun slots. I agree, you can weaken Ama a little, but you need to up all the other ships.
We already have a lot of super weak fractional mods, with ships that the player will not use (SHY, ORA, ARKGNEISIS, ets), no need to do more, please.

Noir has be nerfed only on the station and removed the Elite Fighter per a another very strong version.
I have found them pretty correct with the bubble shield, their defenses.
Stulard set of weapon are already pretty good. The spreadgun is excellent for spam (same if their missiles just go wrong many times)
The Shard set of weapon are maybe the worse and need maybe a up of these damage, this is true.
For the up of all others ships, can you give me some more feedback for these ships than you think bad? :x

Else, the Looters have just got a different Lotus shield, more near to a neutrino plating /Lattice shield. The old is just a damper field who depend of the flux and i have hated them for that. On my test, they are pretty correct. (Weak just to kinetic/beam, else they are pretty dangerous)

And thank for your reply.
Title: Re: [0.9a] Artefact
Post by: Snrasha on February 21, 2019, 01:12:46 PM
(https://i.imgur.com/kYcZmD0.png)
Version 1.9b: Break save
Quote
-clean useless stuff on graphic folder.
-Modify sprite of the Ame capital( reduced the tail) for save 3/4 of the VRAM used for him. (Yeah, i have just removed 30 pixels for gain so much)
-Add Noir/Looters blueprint on Nex start.
-Remove normal map for Looters. (The Lotus shield do the job)
-Reduce the VRAM used per Artefact.
-Add 2 destroyer and 1 cruiser.
-Change the Looters Lotus shield graphic.
-Clean-up Artefact(caused break-save)
-Fix image for pixel rotation.

Update for Looters, i have add three kitbashed ships for get a good balance of ships 4/3/2/1 (hullsize)
Title: Re: [0.9a] Artefact
Post by: Snrasha on March 02, 2019, 09:05:11 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9b_b (http://)

Version 1.9b_b: (Not sure if break your save game, need to try)
Quote
-Fix a system weapon available on the market.
-Fix the "low" radius of the right click shipsystem of Looters ships.
-Add HUD help for the Looters.
-Require MagicLib
-Fix crash about a null against Looter station
-Nerf the Noir small PD(maybe a buff for some people?) per remove the "not aim"
Fast update. Without the new lore, just for fix some fix. You can try the new HUD for Looters on this version.

Now require MagicLib:
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

You need also the LazyLib update.
Title: Re: [0.9a] Artefact
Post by: ahrenjb on March 21, 2019, 09:35:48 PM
Glad to see you continuing to update this mod Snrasha. I really think the spritework for these is extremely visually interesting and unique. I think the noir ships in particular are beautiful, while the looters have an especially alien aesthetic.

I haven't played with this mod since a much earlier version, so I'll try to provide some more gameplay and balance feedback once I've played a more up to date release.

Keep up the good work! Your stuff has really improved.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on May 20, 2019, 11:00:51 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9c (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_9_1.zip)
Version 1.9c:
Quote
-Update for 0.9.1a
-Like Noir ships have a bubble shield, the PD become a machine gun-like.
-Nerf refit time of bomber.
-Fix price of ships
-Reduce per ten Noir and Looters D-ship of the pools of pirates.
-Reduce per five to see Looters ships on Scavengers pools.



Spoiler
(https://i.imgur.com/1CmlFTZ.png)
[close]
Title: Re: [0.9.1a] Artefact
Post by: Gotcha! on May 20, 2019, 12:02:32 PM
I love these ships, especially the yellow ones. Amazing curves, sleek, brilliant colour scheme.
Well done. I envy your talent. :)
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on May 20, 2019, 12:41:02 PM
I love these ships, especially the yellow ones. Amazing curves, sleek, brilliant colour scheme.
Well done. I envy your talent. :)

95% of these sprites has be done per DrakonST. ^^
Title: Re: [0.9.1a] Artefact
Post by: Gotcha! on May 20, 2019, 01:10:03 PM
I envy both your and his talent then. ;)
Title: Re: [0.9.1a] Artefact
Post by: dis astranagant on July 24, 2019, 11:40:54 PM
Noir markets sold me an "Enem Anti-Missile" small energy weapon that I can't equip in any slot.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on July 25, 2019, 09:06:40 PM
Noir markets sold me an "Enem Anti-Missile" small energy weapon that I can't equip in any slot.

Weird, probably the fighter weapon, no? But you cannot buy it, maybe you have modded a bit the mod or a update of Starsector has broken something.

Thank for the report.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 12, 2019, 01:21:09 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9.1 (http://)
Version 1.9.1:
Quote
-Fix hatred on Artefact.
-Reduce market size from 7 to 6.
-Increase tarif to 100%. And toll per 100%.
-Increase cargo and fuel of Heart-Z per 200 units.
-Increase fleet point of Ame to 60 from 30.
-Increase maintenance/supply deploy to 70/80 from 50/60
-Increase topspeed  of Ame to 35 from 40
-Reduce hull of Ame to 22 000 from 25000
-Reduce armor of Ame to 1400 from 1600

Nerf the tankiness of Ame(because people used it only for tank)
And fix a bit the Hatred market. (Tarif  up to 200%)

EDIT: A hotfix will out very soon for fix the problem of the high tarif where you cannot buy nothing same if you are their ally

Spoiler
(https://i.imgur.com/1CmlFTZ.png)
[close]
Title: Re: [0.9.1a] Artefact
Post by: Rutaki on August 12, 2019, 06:35:27 PM
And fix a bit the Hatred market. (Tarif  up to 200%)

Does it also count if I'm being commissioned by the faction?

EDIT: Oops, I didn't realize the edit
Title: Re: [0.9.1a] Artefact
Post by: Nanao-kun on August 12, 2019, 09:21:49 PM
I think I found a bug. Enem anti-missile weapons don't show up when equipping weapons, so you can't use them.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 13, 2019, 01:08:41 AM
I think I found a bug. Enem anti-missile weapons don't show up when equipping weapons, so you can't use them.
The Enem anti-missile is a hidden/system weapon, a old thing, you cannot get it.
EDIT: Where you have get them?
EDIT2: Ok found, but i do not have understand how i have got that.

And fix a bit the Hatred market. (Tarif  up to 200%)

Does it also count if I'm being commissioned by the faction?

EDIT: Oops, I didn't realize the edit
Sorry, i need to nerf theses tarifs (when i can) if you are commisioned to them. The problem is to balance for not abuse the market but always follow the idea of them dislike strangers.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 13, 2019, 01:05:23 PM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9.1c (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_9_1c.zip)

Version 1.9.1b(hotfix):(Need new save except Nex random system)
Quote
-Fix tarif of Artefact. (Work only on without Nex or without random system)
-Remove Black market of Looters, Noir. (Work only on without Nex or without random system)
-Add Looters market(a black looters market) on Noir market. (Work only on without Nex or without random system)
-Increase fleet point of Ame to 40 from 60.
-Increase maintenance/supply deploy to 60/70 from 70/80

Spoiler
(https://i.imgur.com/1CmlFTZ.png)
[close]
Title: Re: [0.9.1a] Artefact
Post by: Nanao-kun on August 14, 2019, 01:17:08 AM
Oh, the Enem Anti-missiles aren't meant to be used? That's a bit disappointing.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 14, 2019, 09:28:07 AM
Oh, the Enem Anti-missiles aren't meant to be used? That's a bit disappointing.
Sorry to dissapoint, but Noir got 360 arc shield and do not need PD who can hit on 360arc. Also, these PD are more for anti mono missile, the new enem is anti multi missile.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 15, 2019, 12:05:09 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9.1d (http://)

Version 1.9.1d(hotfix):(Need new save except Nex random system)
Quote
-Fix tarif of Artefact for Nexerelin (Fix tariff on your current game)

Spoiler
(https://i.imgur.com/1CmlFTZ.png)
[close]
Title: Re: [0.9.1a] Artefact
Post by: sotanaht on August 25, 2019, 04:23:56 PM
Ghost, Safety Overrides, Heavy Stulard.  Ram the enemy ships with your ship system going 300 units, unload the Heavy Stulard where they can't intercept or dodge it, murder everything.  Combined with the ships "healing" in this mod makes for one of the most overpowered things I've played, especially for a cruiser, and I used to play with Knights Templar.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 25, 2019, 09:08:44 PM
Ghost, Safety Overrides, Heavy Stulard.  Ram the enemy ships with your ship system going 300 units, unload the Heavy Stulard where they can't intercept or dodge it, murder everything.  Combined with the ships "healing" in this mod makes for one of the most overpowered things I've played, especially for a cruiser, and I used to play with Knights Templar.

Damned, i have never imagined to use SO on them, argl xD
Title: Re: [0.9.1a] Artefact
Post by: dis astranagant on August 30, 2019, 01:22:08 AM
Your Nexerelin starts don't have a proper starting location and instead put you in hyperspace around Hybrasil.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on August 30, 2019, 01:25:05 AM
Your Nexerelin starts don't have a proper starting location and instead put you in hyperspace around Hybrasil.

Thank for the report ^^.
Title: Re: [0.9.1a] Artefact
Post by: sotanaht on September 03, 2019, 05:44:10 PM
So the general feeling I get from the Noir ships (I haven't touched Looters, they simply don't appeal to me) is that they have massively overtuned shields/flux, but very poor weapons, aside from the Ghost.  Most of the weapons seem to be directed at the back of the ships, especially in the case of the Ame, which leads to them being more or less unusable especially for AI.

Fighters seem to follow the same trend, extreme shields, poor weapons, although for fighters that's probably leaning them more into the overpowered territory rather than less useful.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on September 03, 2019, 09:32:36 PM
So the general feeling I get from the Noir ships (I haven't touched Looters, they simply don't appeal to me) is that they have massively overtuned shields/flux, but very poor weapons, aside from the Ghost.  Most of the weapons seem to be directed at the back of the ships, especially in the case of the Ame, which leads to them being more or less unusable especially for AI.

Fighters seem to follow the same trend, extreme shields, poor weapons, although for fighters that's probably leaning them more into the overpowered territory rather than less useful.

Thank, i will take that on count, but they are not a offensive faction so they have bad offensive ^^.
Title: Re: [0.9.1a] Artefact
Post by: Snrasha on October 17, 2019, 03:14:35 AM
Require:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Download the mod here 1.9.1f (https://bitbucket.org/Snrasha/artefact/downloads/Artefact_1_9_1f.zip)

Fix station price and fix spreadgun (and nerf it).
Title: Re: [0.9.1a] Artefact
Post by: Warhydra on October 17, 2019, 09:13:40 PM
Oh no! Not the Spreadgun! It was one of my favorite weapon  :(